Files
mod-playerbots/src/Ai/Base/Trigger/RangeTriggers.h
bashermens 13fff46fa0 Improper singletons migration to clean Meyer's singletons (cherry-pick) (#2082)
# Pull Request

- Applies the clean and corrected singletons, Meyer pattern. (cherry
picked from @SmashingQuasar )

Testing by just playing the game in various ways. Been tested by myself
@Celandriel and @SmashingQuasar
---

## Complexity & Impact

- Does this change add new decision branches?
    - [x] No
    - [ ] Yes (**explain below**)

- Does this change increase per-bot or per-tick processing?
    - [x] No
    - [ ] Yes (**describe and justify impact**)

- Could this logic scale poorly under load?
    - [x] No
    - [ ] Yes (**explain why**)

---

## Defaults & Configuration

- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)

---

## AI Assistance

- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
    - [x] No
    - [ ] Yes (**explain below**)
---

## Final Checklist

- [x] Stability is not compromised
- [x] Performance impact is understood, tested, and acceptable
- [x] Added logic complexity is justified and explained
- [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

Co-authored-by: Nicolas Lebacq <nicolas.cordier@outlook.com>
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
2026-01-30 21:49:37 +01:00

149 lines
3.7 KiB
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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_RANGETRIGGERS_H
#define _PLAYERBOT_RANGETRIGGERS_H
#include "PlayerbotAIConfig.h"
#include "Trigger.h"
class PlayerbotAI;
class EnemyTooCloseForSpellTrigger : public Trigger
{
public:
EnemyTooCloseForSpellTrigger(PlayerbotAI* botAI) : Trigger(botAI, "enemy too close for spell") {}
bool IsActive() override;
};
class EnemyTooCloseForShootTrigger : public Trigger
{
public:
EnemyTooCloseForShootTrigger(PlayerbotAI* botAI) : Trigger(botAI, "enemy too close for shoot") {}
bool IsActive() override;
};
class EnemyTooCloseForAutoShotTrigger : public Trigger
{
public:
EnemyTooCloseForAutoShotTrigger(PlayerbotAI* botAI) : Trigger(botAI, "enemy too close for auto shot") {}
bool IsActive() override;
};
class EnemyTooCloseForMeleeTrigger : public Trigger
{
public:
EnemyTooCloseForMeleeTrigger(PlayerbotAI* botAI) : Trigger(botAI, "enemy too close for melee", 5) {}
bool IsActive() override;
};
class EnemyIsCloseTrigger : public Trigger
{
public:
EnemyIsCloseTrigger(PlayerbotAI* botAI) : Trigger(botAI, "enemy is close") {}
bool IsActive() override;
};
class EnemyWithinMeleeTrigger : public Trigger
{
public:
EnemyWithinMeleeTrigger(PlayerbotAI* botAI) : Trigger(botAI, "enemy within melee") {}
bool IsActive() override;
};
class OutOfRangeTrigger : public Trigger
{
public:
OutOfRangeTrigger(PlayerbotAI* botAI, std::string const name, float distance)
: Trigger(botAI, name), distance(distance)
{
}
bool IsActive() override;
std::string const GetTargetName() override { return "current target"; }
protected:
float distance;
};
class EnemyOutOfMeleeTrigger : public OutOfRangeTrigger
{
public:
EnemyOutOfMeleeTrigger(PlayerbotAI* botAI)
: OutOfRangeTrigger(botAI, "enemy out of melee range", sPlayerbotAIConfig.meleeDistance)
{
}
// bool IsActive() override;
};
class EnemyOutOfSpellRangeTrigger : public OutOfRangeTrigger
{
public:
EnemyOutOfSpellRangeTrigger(PlayerbotAI* botAI);
};
class PartyMemberToHealOutOfSpellRangeTrigger : public OutOfRangeTrigger
{
public:
PartyMemberToHealOutOfSpellRangeTrigger(PlayerbotAI* botAI);
bool IsActive() override;
std::string const GetTargetName() override { return "party member to heal"; }
};
class FarFromMasterTrigger : public Trigger
{
public:
FarFromMasterTrigger(PlayerbotAI* botAI, std::string const name = "far from master", float distance = 12.0f,
int32 checkInterval = 50)
: Trigger(botAI, name, checkInterval), distance(distance)
{
}
bool IsActive() override;
private:
float distance;
};
class OutOfReactRangeTrigger : public FarFromMasterTrigger
{
public:
OutOfReactRangeTrigger(PlayerbotAI* botAI) : FarFromMasterTrigger(botAI, "out of react range", 50.0f, 5) {}
};
class TooCloseToCreatureTrigger : public Trigger
{
public:
TooCloseToCreatureTrigger(PlayerbotAI* ai) : Trigger(ai, "too close to creature trigger") {}
bool TooCloseToCreature(uint32 creatureId, float range, bool alive = true);
};
class TooCloseToPlayerWithDebuffTrigger : public Trigger
{
public:
TooCloseToPlayerWithDebuffTrigger(PlayerbotAI* ai) : Trigger(ai, "too cloose to player with debuff trigger") {}
bool TooCloseToPlayerWithDebuff(uint32 spellId, float range);
};
class TooFarFromPlayerWithAuraTrigger : public Trigger
{
public:
TooFarFromPlayerWithAuraTrigger(PlayerbotAI* ai) : Trigger(ai, "too far from player with aura trigger") {}
bool TooFarFromPlayerWithAura(uint32 spellId, float range, bool selfInclude = false);
};
#endif