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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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@@ -20,16 +20,16 @@ bool RevealGatheringItemAction::Execute(Event event)
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return false;
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std::list<GameObject*> targets;
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AnyGameObjectInObjectRangeCheck u_check(bot, sPlayerbotAIConfig->grindDistance);
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AnyGameObjectInObjectRangeCheck u_check(bot, sPlayerbotAIConfig.grindDistance);
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Acore::GameObjectListSearcher<AnyGameObjectInObjectRangeCheck> searcher(bot, targets, u_check);
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Cell::VisitObjects(bot, searcher, sPlayerbotAIConfig->reactDistance);
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Cell::VisitObjects(bot, searcher, sPlayerbotAIConfig.reactDistance);
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std::vector<GameObject*> result;
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for (GameObject* go : targets)
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{
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if (!go || !go->isSpawned() ||
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sServerFacade->IsDistanceLessOrEqualThan(sServerFacade->GetDistance2d(bot, go),
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sPlayerbotAIConfig->lootDistance))
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ServerFacade::instance().IsDistanceLessOrEqualThan(ServerFacade::instance().GetDistance2d(bot, go),
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sPlayerbotAIConfig.lootDistance))
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continue;
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if (LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->GetLockId()))
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