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https://github.com/mod-playerbots/mod-playerbots.git
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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>
This commit is contained in:
@@ -20,7 +20,7 @@ bool LfgJoinAction::Execute(Event event) { return JoinLFG(); }
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uint32 LfgJoinAction::GetRoles()
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{
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if (!sRandomPlayerbotMgr->IsRandomBot(bot))
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if (!sRandomPlayerbotMgr.IsRandomBot(bot))
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{
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if (botAI->IsTank(bot))
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return PLAYER_ROLE_TANK;
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@@ -101,7 +101,7 @@ bool LfgJoinAction::JoinLFG()
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LfgDungeonSet list;
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std::vector<uint32> selected;
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std::vector<uint32> dungeons = sRandomPlayerbotMgr->LfgDungeons[bot->GetTeamId()];
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std::vector<uint32> dungeons = sRandomPlayerbotMgr.LfgDungeons[bot->GetTeamId()];
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if (!dungeons.size())
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return false;
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@@ -216,9 +216,9 @@ bool LfgAcceptAction::Execute(Event event)
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*packet << id << true;
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bot->GetSession()->QueuePacket(packet);
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if (sRandomPlayerbotMgr->IsRandomBot(bot) && !bot->GetGroup())
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if (sRandomPlayerbotMgr.IsRandomBot(bot) && !bot->GetGroup())
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{
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sRandomPlayerbotMgr->Refresh(bot);
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sRandomPlayerbotMgr.Refresh(bot);
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botAI->ResetStrategies();
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}
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@@ -251,9 +251,9 @@ bool LfgAcceptAction::Execute(Event event)
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*packet << id << true;
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bot->GetSession()->QueuePacket(packet);
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if (sRandomPlayerbotMgr->IsRandomBot(bot) && !bot->GetGroup())
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if (sRandomPlayerbotMgr.IsRandomBot(bot) && !bot->GetGroup())
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{
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sRandomPlayerbotMgr->Refresh(bot);
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sRandomPlayerbotMgr.Refresh(bot);
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botAI->ResetStrategies();
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}
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@@ -306,7 +306,7 @@ bool LfgTeleportAction::Execute(Event event)
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bool LfgJoinAction::isUseful()
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{
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if (!sPlayerbotAIConfig->randomBotJoinLfg)
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if (!sPlayerbotAIConfig.randomBotJoinLfg)
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{
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// botAI->ChangeStrategy("-lfg", BOT_STATE_NON_COMBAT);
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return false;
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@@ -337,7 +337,7 @@ bool LfgJoinAction::isUseful()
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if (bot->isDead())
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return false;
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if (!sRandomPlayerbotMgr->IsRandomBot(bot))
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if (!sRandomPlayerbotMgr.IsRandomBot(bot))
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return false;
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Map* map = bot->GetMap();
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