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

@@ -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");