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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>
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@@ -61,7 +61,7 @@ bool MoveToRpgTargetAction::Execute(Event event)
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}
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if ((unit && unit->isMoving() && !urand(0, 20)) || !ChooseRpgTargetAction::isFollowValid(bot, wo) ||
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guidP.distance(bot) > sPlayerbotAIConfig->reactDistance * 2 || !urand(0, 50))
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guidP.distance(bot) > sPlayerbotAIConfig.reactDistance * 2 || !urand(0, 50))
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{
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AI_VALUE(GuidSet&, "ignore rpg target").insert(AI_VALUE(GuidPosition, "rpg target"));
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RESET_AI_VALUE(GuidPosition, "rpg target");
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@@ -73,7 +73,7 @@ bool MoveToRpgTargetAction::Execute(Event event)
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float z = wo->GetPositionZ();
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float mapId = wo->GetMapId();
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if (sPlayerbotAIConfig->randombotsWalkingRPG)
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if (sPlayerbotAIConfig.randombotsWalkingRPG)
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if (!bot->IsOutdoors())
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bot->m_movementInfo.AddMovementFlag(MOVEMENTFLAG_WALKING);
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