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

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