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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>
This commit is contained in:
@@ -24,7 +24,7 @@ float DistanceValue::Calculate()
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if (!obj || !obj->IsInWorld())
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return 0.0f;
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return sServerFacade->GetDistance2d(botAI->GetBot(), obj);
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return ServerFacade::instance().GetDistance2d(botAI->GetBot(), obj);
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}
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if (qualifier.find("position_") == 0)
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@@ -37,7 +37,7 @@ float DistanceValue::Calculate()
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if (botAI->GetBot()->GetMapId() != pos.mapId)
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return 0.0f;
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return sServerFacade->GetDistance2d(botAI->GetBot(), pos.x, pos.y);
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return ServerFacade::instance().GetDistance2d(botAI->GetBot(), pos.x, pos.y);
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}
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Unit* target = nullptr;
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@@ -76,7 +76,7 @@ float DistanceValue::Calculate()
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{
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Formation* formation = AI_VALUE(Formation*, "formation");
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WorldLocation loc = formation->GetLocation();
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return sServerFacade->GetDistance2d(botAI->GetBot(), loc.GetPositionX(), loc.GetPositionY());
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return ServerFacade::instance().GetDistance2d(botAI->GetBot(), loc.GetPositionX(), loc.GetPositionY());
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}
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}
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@@ -86,7 +86,7 @@ float DistanceValue::Calculate()
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if (target == botAI->GetBot())
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return 0.0f;
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return sServerFacade->GetDistance2d(botAI->GetBot(), target);
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return ServerFacade::instance().GetDistance2d(botAI->GetBot(), target);
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}
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bool InsideTargetValue::Calculate()
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@@ -95,6 +95,6 @@ bool InsideTargetValue::Calculate()
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if (!target || !target->IsInWorld() || target == botAI->GetBot())
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return false;
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float dist = sServerFacade->GetDistance2d(botAI->GetBot(), target->GetPositionX(), target->GetPositionY());
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return sServerFacade->IsDistanceLessThan(dist, target->GetCombatReach());
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float dist = ServerFacade::instance().GetDistance2d(botAI->GetBot(), target->GetPositionX(), target->GetPositionY());
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return ServerFacade::instance().IsDistanceLessThan(dist, target->GetCombatReach());
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}
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