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