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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:
@@ -43,7 +43,7 @@ bool MoveToTravelTargetAction::Execute(Event event)
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if (memberDistance < 50.0f)
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continue;
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if (memberDistance > sPlayerbotAIConfig->reactDistance * 20)
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if (memberDistance > sPlayerbotAIConfig.reactDistance * 20)
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continue;
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// float memberAngle = botLocation.getAngleBetween(targetPos, memberPos);
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@@ -65,9 +65,9 @@ bool MoveToTravelTargetAction::Execute(Event event)
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botAI->TellMasterNoFacing(out);
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}
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target->setExpireIn(target->getTimeLeft() + sPlayerbotAIConfig->maxWaitForMove);
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target->setExpireIn(target->getTimeLeft() + sPlayerbotAIConfig.maxWaitForMove);
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botAI->SetNextCheckDelay(sPlayerbotAIConfig->maxWaitForMove);
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botAI->SetNextCheckDelay(sPlayerbotAIConfig.maxWaitForMove);
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return true;
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}
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@@ -80,7 +80,7 @@ bool MoveToTravelTargetAction::Execute(Event event)
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if (target->getMaxTravelTime() > target->getTimeLeft()) // The bot is late. Speed it up.
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{
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// distance = sPlayerbotAIConfig->fleeDistance;
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// distance = sPlayerbotAIConfig.fleeDistance;
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// angle = bot->GetAngle(location.GetPositionX(), location.GetPositionY());
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// location = botLocation.getLocation();
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}
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