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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:
@@ -355,7 +355,7 @@ public:
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if (!member || !newGroup->IsMember(memberGuid))
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continue;
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PlayerbotAI* memberBotAI = sPlayerbotsMgr->GetPlayerbotAI(member);
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PlayerbotAI* memberBotAI = PlayerbotsMgr::instance().GetPlayerbotAI(member);
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if (memberBotAI)
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memberBotAI->Reset();
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@@ -412,13 +412,13 @@ public:
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if (!bot)
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return false;
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PlayerbotAI* botAI = sPlayerbotsMgr->GetPlayerbotAI(bot);
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PlayerbotAI* botAI = PlayerbotsMgr::instance().GetPlayerbotAI(bot);
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if (!botAI)
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return false;
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Group* group = bot->GetGroup();
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if (group && !bot->InBattleground() && !bot->InBattlegroundQueue() && botAI->HasActivePlayerMaster())
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sPlayerbotRepository->Save(botAI);
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PlayerbotRepository::instance().Save(botAI);
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return true;
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}
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@@ -448,7 +448,7 @@ public:
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bool Execute() override
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{
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sRandomPlayerbotMgr->AddPlayerBot(m_botGuid, m_masterAccountId);
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sRandomPlayerbotMgr.AddPlayerBot(m_botGuid, m_masterAccountId);
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return true;
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}
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@@ -479,23 +479,33 @@ public:
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bool Execute() override
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{
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// find and verify bot still exists
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Player* bot = ObjectAccessor::FindConnectedPlayer(m_botGuid);
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if (!bot)
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return false;
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Player* bot = ObjectAccessor::FindConnectedPlayer(this->m_botGuid);
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PlayerbotHolder* holder = sRandomPlayerbotMgr;
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if (m_masterAccountId)
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if (!bot)
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{
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WorldSession* masterSession = sWorldSessionMgr->FindSession(m_masterAccountId);
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Player* masterPlayer = masterSession ? masterSession->GetPlayer() : nullptr;
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if (masterPlayer)
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holder = GET_PLAYERBOT_MGR(masterPlayer);
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return false;
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}
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if (!holder)
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return false;
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if (this->m_masterAccountId)
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{
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WorldSession* masterSession = sWorldSessionMgr->FindSession(this->m_masterAccountId);
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Player* masterPlayer = masterSession ? masterSession->GetPlayer() : nullptr;
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if (masterPlayer != nullptr)
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{
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PlayerbotMgr* manager = PlayerbotsMgr::instance().GetPlayerbotMgr(masterPlayer);
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if (manager == nullptr)
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{
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return false;
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}
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manager->OnBotLogin(bot);
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}
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}
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sRandomPlayerbotMgr.OnBotLogin(bot);
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holder->OnBotLogin(bot);
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return true;
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}
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