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https://github.com/mod-playerbots/mod-playerbots.git
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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:
@@ -440,4 +440,4 @@ bool NewRpgTravelFlightAction::Execute(Event event)
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botAI->rpgInfo.ChangeToIdle();
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}
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return true;
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}
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}
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@@ -103,4 +103,4 @@ public:
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bool Execute(Event event) override;
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};
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#endif
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#endif
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@@ -866,7 +866,7 @@ bool NewRpgBaseAction::GetQuestPOIPosAndObjectiveIdx(uint32 questId, std::vector
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WorldPosition NewRpgBaseAction::SelectRandomGrindPos(Player* bot)
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{
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const std::vector<WorldLocation>& locs = sRandomPlayerbotMgr->locsPerLevelCache[bot->GetLevel()];
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const std::vector<WorldLocation>& locs = sRandomPlayerbotMgr.locsPerLevelCache[bot->GetLevel()];
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float hiRange = 500.0f;
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float loRange = 2500.0f;
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if (bot->GetLevel() < 5)
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@@ -925,8 +925,8 @@ WorldPosition NewRpgBaseAction::SelectRandomGrindPos(Player* bot)
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WorldPosition NewRpgBaseAction::SelectRandomCampPos(Player* bot)
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{
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const std::vector<WorldLocation>& locs = IsAlliance(bot->getRace())
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? sRandomPlayerbotMgr->allianceStarterPerLevelCache[bot->GetLevel()]
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: sRandomPlayerbotMgr->hordeStarterPerLevelCache[bot->GetLevel()];
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? sRandomPlayerbotMgr.allianceStarterPerLevelCache[bot->GetLevel()]
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: sRandomPlayerbotMgr.hordeStarterPerLevelCache[bot->GetLevel()];
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bool inCity = false;
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@@ -969,7 +969,7 @@ WorldPosition NewRpgBaseAction::SelectRandomCampPos(Player* bot)
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bool NewRpgBaseAction::SelectRandomFlightTaxiNode(ObjectGuid& flightMaster, uint32& fromNode, uint32& toNode)
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{
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Creature* nearestFlightMaster = sFlightMasterCache->GetNearestFlightMaster(bot);
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Creature* nearestFlightMaster = FlightMasterCache::Instance().GetNearestFlightMaster(bot);
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if (!nearestFlightMaster || bot->GetDistance(nearestFlightMaster) > 500.0f)
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return false;
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@@ -1015,8 +1015,8 @@ bool NewRpgBaseAction::SelectRandomFlightTaxiNode(ObjectGuid& flightMaster, uint
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capital = zone->flags & AREA_FLAG_CAPITAL;
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}
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auto itr = sRandomPlayerbotMgr->zone2LevelBracket.find(nodeZoneId);
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if (!capital && itr == sRandomPlayerbotMgr->zone2LevelBracket.end())
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auto itr = sRandomPlayerbotMgr.zone2LevelBracket.find(nodeZoneId);
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if (!capital && itr == sRandomPlayerbotMgr.zone2LevelBracket.end())
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continue;
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if (!capital && (bot->GetLevel() < itr->second.low || bot->GetLevel() > itr->second.high))
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@@ -1040,13 +1040,13 @@ bool NewRpgBaseAction::RandomChangeStatus(std::vector<NewRpgStatus> candidateSta
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uint32 probSum = 0;
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for (NewRpgStatus status : candidateStatus)
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{
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if (sPlayerbotAIConfig->RpgStatusProbWeight[status] == 0)
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if (sPlayerbotAIConfig.RpgStatusProbWeight[status] == 0)
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continue;
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if (CheckRpgStatusAvailable(status))
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{
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availableStatus.push_back(status);
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probSum += sPlayerbotAIConfig->RpgStatusProbWeight[status];
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probSum += sPlayerbotAIConfig.RpgStatusProbWeight[status];
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}
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}
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// Safety check. Default to "rest" if all RPG weights = 0
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@@ -1061,7 +1061,7 @@ bool NewRpgBaseAction::RandomChangeStatus(std::vector<NewRpgStatus> candidateSta
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NewRpgStatus chosenStatus = RPG_STATUS_END;
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for (NewRpgStatus status : availableStatus)
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{
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accumulate += sPlayerbotAIConfig->RpgStatusProbWeight[status];
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accumulate += sPlayerbotAIConfig.RpgStatusProbWeight[status];
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if (accumulate >= rand)
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{
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chosenStatus = status;
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@@ -64,4 +64,4 @@ protected:
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const uint32 stuckTime = 5 * 60 * 1000;
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};
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#endif
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#endif
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@@ -136,4 +136,4 @@ std::string NewRpgInfo::ToString()
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out << "UNKNOWN";
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}
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return out.str();
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}
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}
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@@ -130,4 +130,4 @@ struct NewRpgStatistic
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// not sure is it necessary but keep it for now
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#define RPG_INFO(x, y) botAI->rpgInfo.x.y
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#endif
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#endif
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@@ -1,4 +1,4 @@
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#include "NewRpgTriggers.h"
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#include "PlayerbotAI.h"
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bool NewRpgStatusTrigger::IsActive() { return status == botAI->rpgInfo.status; }
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bool NewRpgStatusTrigger::IsActive() { return status == botAI->rpgInfo.status; }
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