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

@@ -34,7 +34,7 @@ void FleeManager::calculateDistanceToCreatures(FleePoint* point)
if (!unit)
continue;
float d = sServerFacade->GetDistance2d(unit, point->x, point->y);
float d = ServerFacade::instance().GetDistance2d(unit, point->x, point->y);
point->sumDistance += d;
if (point->minDistance < 0 || point->minDistance > d)
point->minDistance = d;
@@ -81,11 +81,11 @@ void FleeManager::calculatePossibleDestinations(std::vector<FleePoint*>& points)
enemyOri.push_back(ori);
}
float distIncrement = std::max(sPlayerbotAIConfig->followDistance,
(maxAllowedDistance - sPlayerbotAIConfig->tooCloseDistance) / 10.0f);
for (float dist = maxAllowedDistance; dist >= sPlayerbotAIConfig->tooCloseDistance; dist -= distIncrement)
float distIncrement = std::max(sPlayerbotAIConfig.followDistance,
(maxAllowedDistance - sPlayerbotAIConfig.tooCloseDistance) / 10.0f);
for (float dist = maxAllowedDistance; dist >= sPlayerbotAIConfig.tooCloseDistance; dist -= distIncrement)
{
float angleIncrement = std::max(M_PI / 20, M_PI / 4 / (1.0 + dist - sPlayerbotAIConfig->tooCloseDistance));
float angleIncrement = std::max(M_PI / 20, M_PI / 4 / (1.0 + dist - sPlayerbotAIConfig.tooCloseDistance));
for (float add = 0.0f; add < M_PI / 4 + angleIncrement; add += angleIncrement)
{
for (float angle = add; angle < add + 2 * static_cast<float>(M_PI) + angleIncrement;
@@ -97,8 +97,8 @@ void FleeManager::calculatePossibleDestinations(std::vector<FleePoint*>& points)
float x = botPosX + cos(angle) * maxAllowedDistance, y = botPosY + sin(angle) * maxAllowedDistance,
z = botPosZ + CONTACT_DISTANCE;
if (forceMaxDistance &&
sServerFacade->IsDistanceLessThan(sServerFacade->GetDistance2d(bot, x, y),
maxAllowedDistance - sPlayerbotAIConfig->tooCloseDistance))
ServerFacade::instance().IsDistanceLessThan(ServerFacade::instance().GetDistance2d(bot, x, y),
maxAllowedDistance - sPlayerbotAIConfig.tooCloseDistance))
continue;
bot->UpdateAllowedPositionZ(x, y, z);
@@ -113,8 +113,8 @@ void FleeManager::calculatePossibleDestinations(std::vector<FleePoint*>& points)
FleePoint* point = new FleePoint(botAI, x, y, z);
calculateDistanceToCreatures(point);
if (sServerFacade->IsDistanceGreaterOrEqualThan(point->minDistance - start.minDistance,
sPlayerbotAIConfig->followDistance))
if (ServerFacade::instance().IsDistanceGreaterOrEqualThan(point->minDistance - start.minDistance,
sPlayerbotAIConfig.followDistance))
points.push_back(point);
else
delete point;
@@ -189,8 +189,8 @@ bool FleeManager::isUseful()
creature->GetAttackDistance(bot) * creature->GetAttackDistance(bot))
return true;
// float d = sServerFacade->GetDistance2d(unit, bot);
// if (sServerFacade->IsDistanceLessThan(d, sPlayerbotAIConfig->aggroDistance)) return true;
// float d = ServerFacade::instance().GetDistance2d(unit, bot);
// if (ServerFacade::instance().IsDistanceLessThan(d, sPlayerbotAIConfig.aggroDistance)) return true;
}
return false;