mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-03-16 22:05:09 +00:00
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:
@@ -120,7 +120,7 @@ bool MoveToPositionAction::isUseful()
|
||||
{
|
||||
PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()[qualifier];
|
||||
float distance = AI_VALUE2(float, "distance", std::string("position_") + qualifier);
|
||||
return pos.isSet() && distance > sPlayerbotAIConfig->followDistance && distance < sPlayerbotAIConfig->reactDistance;
|
||||
return pos.isSet() && distance > sPlayerbotAIConfig.followDistance && distance < sPlayerbotAIConfig.reactDistance;
|
||||
}
|
||||
|
||||
bool SetReturnPositionAction::Execute(Event event)
|
||||
@@ -131,7 +131,7 @@ bool SetReturnPositionAction::Execute(Event event)
|
||||
if (returnPos.isSet() && !randomPos.isSet())
|
||||
{
|
||||
float angle = 2 * M_PI * urand(0, 1000) / 100.0f;
|
||||
float dist = sPlayerbotAIConfig->followDistance * urand(0, 1000) / 1000.0f;
|
||||
float dist = sPlayerbotAIConfig.followDistance * urand(0, 1000) / 1000.0f;
|
||||
float x = returnPos.x + cos(angle) * dist;
|
||||
float y = returnPos.y + sin(angle) * dist;
|
||||
float z = bot->GetPositionZ();
|
||||
@@ -157,7 +157,7 @@ bool SetReturnPositionAction::isUseful()
|
||||
bool ReturnAction::isUseful()
|
||||
{
|
||||
PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()[qualifier];
|
||||
return pos.isSet() && AI_VALUE2(float, "distance", "position_random") > sPlayerbotAIConfig->followDistance;
|
||||
return pos.isSet() && AI_VALUE2(float, "distance", "position_random") > sPlayerbotAIConfig.followDistance;
|
||||
}
|
||||
|
||||
bool ReturnToStayPositionAction::isPossible()
|
||||
@@ -167,7 +167,7 @@ bool ReturnToStayPositionAction::isPossible()
|
||||
if (stayPosition.isSet())
|
||||
{
|
||||
const float distance = bot->GetDistance(stayPosition.x, stayPosition.y, stayPosition.z);
|
||||
if (distance > sPlayerbotAIConfig->reactDistance)
|
||||
if (distance > sPlayerbotAIConfig.reactDistance)
|
||||
{
|
||||
botAI->TellMaster("The stay position is too far to return. I am going to stay where I am now");
|
||||
|
||||
|
||||
Reference in New Issue
Block a user