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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:
@@ -29,7 +29,7 @@ public:
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protected:
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bool JumpTo(uint32 mapId, float x, float y, float z, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->contactDistance,
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bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig.contactDistance,
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MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveToLOS(WorldObject* target, bool ranged = false);
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bool MoveTo(uint32 mapId, float x, float y, float z, bool idle = false, bool react = false,
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@@ -38,10 +38,10 @@ protected:
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bool backwards = false);
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bool MoveTo(WorldObject* target, float distance = 0.0f,
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MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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bool MoveNear(WorldObject* target, float distance = sPlayerbotAIConfig->contactDistance,
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bool MoveNear(WorldObject* target, float distance = sPlayerbotAIConfig.contactDistance,
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MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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float GetFollowAngle();
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bool Follow(Unit* target, float distance = sPlayerbotAIConfig->followDistance);
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bool Follow(Unit* target, float distance = sPlayerbotAIConfig.followDistance);
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bool Follow(Unit* target, float distance, float angle);
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bool ChaseTo(WorldObject* obj, float distance = 0.0f, float angle = 0.0f);
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bool ReachCombatTo(Unit* target, float distance = 0.0f);
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@@ -56,10 +56,10 @@ protected:
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bool Flee(Unit* target);
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void ClearIdleState();
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void UpdateMovementState();
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bool MoveAway(Unit* target, float distance = sPlayerbotAIConfig->fleeDistance, bool backwards = false);
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bool MoveAway(Unit* target, float distance = sPlayerbotAIConfig.fleeDistance, bool backwards = false);
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bool MoveFromGroup(float distance);
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bool Move(float angle, float distance);
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bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->followDistance,
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bool MoveInside(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig.followDistance,
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MovementPriority priority = MovementPriority::MOVEMENT_NORMAL);
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void CreateWp(Player* wpOwner, float x, float y, float z, float o, uint32 entry, bool important = false);
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Position BestPositionForMeleeToFlee(Position pos, float radius);
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@@ -86,7 +86,7 @@ private:
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class FleeAction : public MovementAction
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{
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public:
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FleeAction(PlayerbotAI* botAI, float distance = sPlayerbotAIConfig->spellDistance)
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FleeAction(PlayerbotAI* botAI, float distance = sPlayerbotAIConfig.spellDistance)
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: MovementAction(botAI, "flee"), distance(distance)
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{
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}
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@@ -138,8 +138,8 @@ public:
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bool Execute(Event event) override;
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protected:
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Position AverageGroupPos(float dis = sPlayerbotAIConfig->sightDistance, bool ranged = false, bool self = false);
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Player* NearestGroupMember(float dis = sPlayerbotAIConfig->sightDistance);
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Position AverageGroupPos(float dis = sPlayerbotAIConfig.sightDistance, bool ranged = false, bool self = false);
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Player* NearestGroupMember(float dis = sPlayerbotAIConfig.sightDistance);
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float AverageGroupAngle(Unit* from, bool ranged = false, bool self = false);
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Position GetNearestPosition(const std::vector<Position>& positions);
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int lastMoveTimer = 0;
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