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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:
@@ -99,7 +99,7 @@ ItemUsage ItemUsageValue::Calculate()
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}
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}
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if (bot->GetGuildId() && sGuildTaskMgr->IsGuildTaskItem(itemId, bot->GetGuildId()))
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if (bot->GetGuildId() && GuildTaskMgr::instance().IsGuildTaskItem(itemId, bot->GetGuildId()))
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return ITEM_USAGE_GUILD_TASK;
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ItemUsage equip = QueryItemUsageForEquip(proto, randomPropertyId);
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@@ -129,7 +129,7 @@ ItemUsage ItemUsageValue::Calculate()
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Player* master = botAI->GetMaster();
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bool isSelfBot = (master == bot);
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bool botNeedsItemForQuest = IsItemUsefulForQuest(bot, proto);
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bool masterNeedsItemForQuest = master && sPlayerbotAIConfig->syncQuestWithPlayer && IsItemUsefulForQuest(master, proto);
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bool masterNeedsItemForQuest = master && sPlayerbotAIConfig.syncQuestWithPlayer && IsItemUsefulForQuest(master, proto);
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// Identify the source of loot
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LootObject lootObject = AI_VALUE(LootObject, "loot target");
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@@ -304,7 +304,7 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
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}
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bool shouldEquip = false;
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// uint32 statWeight = sRandomItemMgr->GetLiveStatWeight(bot, itemProto->ItemId);
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// uint32 statWeight = sRandomItemMgr.GetLiveStatWeight(bot, itemProto->ItemId);
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StatsWeightCalculator calculator(bot);
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calculator.SetItemSetBonus(false);
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calculator.SetOverflowPenalty(false);
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@@ -314,10 +314,10 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
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if (itemScore)
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shouldEquip = true;
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if (itemProto->Class == ITEM_CLASS_WEAPON && !sRandomItemMgr->CanEquipWeapon(bot->getClass(), itemProto))
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if (itemProto->Class == ITEM_CLASS_WEAPON && !sRandomItemMgr.CanEquipWeapon(bot->getClass(), itemProto))
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shouldEquip = false;
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if (itemProto->Class == ITEM_CLASS_ARMOR &&
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!sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->GetLevel(), itemProto))
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!sRandomItemMgr.CanEquipArmor(bot->getClass(), bot->GetLevel(), itemProto))
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shouldEquip = false;
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uint8 possibleSlots = 1;
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@@ -396,10 +396,10 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
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float oldScore = calculator.CalculateItem(oldItemProto->ItemId, oldItem->GetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID));
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if (oldItem)
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{
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// uint32 oldStatWeight = sRandomItemMgr->GetLiveStatWeight(bot, oldItemProto->ItemId);
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// uint32 oldStatWeight = sRandomItemMgr.GetLiveStatWeight(bot, oldItemProto->ItemId);
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if (itemScore || oldScore)
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{
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shouldEquipInSlot = itemScore > oldScore * sPlayerbotAIConfig->equipUpgradeThreshold;
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shouldEquipInSlot = itemScore > oldScore * sPlayerbotAIConfig.equipUpgradeThreshold;
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}
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}
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@@ -417,15 +417,15 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto,
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}
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bool existingShouldEquip = true;
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if (oldItemProto->Class == ITEM_CLASS_WEAPON && !sRandomItemMgr->CanEquipWeapon(bot->getClass(), oldItemProto))
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if (oldItemProto->Class == ITEM_CLASS_WEAPON && !sRandomItemMgr.CanEquipWeapon(bot->getClass(), oldItemProto))
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existingShouldEquip = false;
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if (oldItemProto->Class == ITEM_CLASS_ARMOR &&
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!sRandomItemMgr->CanEquipArmor(bot->getClass(), bot->GetLevel(), oldItemProto))
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!sRandomItemMgr.CanEquipArmor(bot->getClass(), bot->GetLevel(), oldItemProto))
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existingShouldEquip = false;
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// uint32 oldItemPower = sRandomItemMgr->GetLiveStatWeight(bot, oldItemProto->ItemId);
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// uint32 newItemPower = sRandomItemMgr->GetLiveStatWeight(bot, itemProto->ItemId);
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// uint32 oldItemPower = sRandomItemMgr.GetLiveStatWeight(bot, oldItemProto->ItemId);
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// uint32 newItemPower = sRandomItemMgr.GetLiveStatWeight(bot, itemProto->ItemId);
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// Compare items based on item level, quality or itemId.
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bool isBetter = false;
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