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:
bashermens
2026-01-30 21:49:37 +01:00
committed by GitHub
parent a92886032c
commit 13fff46fa0
233 changed files with 2460 additions and 2354 deletions

View File

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