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

@@ -47,7 +47,7 @@ class HealthChecker : public ReadyChecker
public:
bool Check(PlayerbotAI* botAI, AiObjectContext* context) override
{
return AI_VALUE2(uint8, "health", "self target") > sPlayerbotAIConfig->almostFullHealth;
return AI_VALUE2(uint8, "health", "self target") > sPlayerbotAIConfig.almostFullHealth;
}
std::string const getName() override { return "HP"; }
@@ -59,7 +59,7 @@ public:
bool Check(PlayerbotAI* botAI, AiObjectContext* context) override
{
return !AI_VALUE2(bool, "has mana", "self target") ||
AI_VALUE2(uint8, "mana", "self target") > sPlayerbotAIConfig->mediumHealth;
AI_VALUE2(uint8, "mana", "self target") > sPlayerbotAIConfig.mediumHealth;
}
std::string const getName() override { return "MP"; }
@@ -73,7 +73,7 @@ public:
Player* bot = botAI->GetBot();
if (Player* master = botAI->GetMaster())
{
bool distance = bot->GetDistance(master) <= sPlayerbotAIConfig->sightDistance;
bool distance = bot->GetDistance(master) <= sPlayerbotAIConfig.sightDistance;
if (!distance)
{
return false;