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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:
@@ -491,7 +491,7 @@ public:
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void ImbueItem(Item* item);
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void EnchantItemT(uint32 spellid, uint8 slot);
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uint32 GetBuffedCount(Player* player, std::string const spellname);
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int32 GetNearGroupMemberCount(float dis = sPlayerbotAIConfig->sightDistance);
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int32 GetNearGroupMemberCount(float dis = sPlayerbotAIConfig.sightDistance);
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virtual bool CanCastSpell(std::string const name, Unit* target, Item* itemTarget = nullptr);
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virtual bool CastSpell(std::string const name, Unit* target, Item* itemTarget = nullptr);
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@@ -545,9 +545,9 @@ public:
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uint32 GetFixedBotNumer(uint32 maxNum = 100, float cyclePerMin = 1);
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GrouperType GetGrouperType();
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GuilderType GetGuilderType();
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bool HasPlayerNearby(WorldPosition* pos, float range = sPlayerbotAIConfig->reactDistance);
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bool HasPlayerNearby(float range = sPlayerbotAIConfig->reactDistance);
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bool HasManyPlayersNearby(uint32 trigerrValue = 20, float range = sPlayerbotAIConfig->sightDistance);
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bool HasPlayerNearby(WorldPosition* pos, float range = sPlayerbotAIConfig.reactDistance);
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bool HasPlayerNearby(float range = sPlayerbotAIConfig.reactDistance);
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bool HasManyPlayersNearby(uint32 trigerrValue = 20, float range = sPlayerbotAIConfig.sightDistance);
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bool AllowActive(ActivityType activityType);
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bool AllowActivity(ActivityType activityType = ALL_ACTIVITY, bool checkNow = false);
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uint32 AutoScaleActivity(uint32 mod);
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@@ -562,7 +562,7 @@ public:
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bool HasCheat(BotCheatMask mask)
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{
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return ((uint32)mask & (uint32)cheatMask) != 0 ||
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((uint32)mask & (uint32)sPlayerbotAIConfig->botCheatMask) != 0;
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((uint32)mask & (uint32)sPlayerbotAIConfig.botCheatMask) != 0;
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}
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BotCheatMask GetCheat() { return cheatMask; }
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void SetCheat(BotCheatMask mask) { cheatMask = mask; }
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