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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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@@ -28,7 +28,7 @@ bool ReachTargetAction::isUseful()
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Unit* target = GetTarget();
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// float dis = distance + CONTACT_DISTANCE;
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return target &&
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!bot->IsWithinCombatRange(target, distance); // sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float,
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!bot->IsWithinCombatRange(target, distance); // ServerFacade::instance().IsDistanceGreaterThan(AI_VALUE2(float,
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// "distance", GetTargetName()), distance);
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}
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@@ -42,8 +42,8 @@ bool CastReachTargetSpellAction::isUseful()
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return false;
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}
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return sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "current target"),
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(distance + sPlayerbotAIConfig->contactDistance));
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return ServerFacade::instance().IsDistanceGreaterThan(AI_VALUE2(float, "distance", "current target"),
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(distance + sPlayerbotAIConfig.contactDistance));
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}
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ReachSpellAction::ReachSpellAction(PlayerbotAI* botAI)
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