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Stage1 refactor world position method names (#2126)
# Pull Request This change replaces the non‑standard WorldPosition::getX/getY/getZ/getO/getMapId wrappers with the core getters (GetPositionX/Y/Z, GetOrientation, GetMapId) and removes the redundant wrappers. Goal: align the module with AzerothCore conventions, reduce local adapters, and improve long‑term maintainability. --- ## Design Philosophy This is a structural cleanup only (coordinate access) and does not alter any AI behavior or decision logic. It follows the stability/performance-first philosophy and does not add branches or extra runtime work. Before submitting: yes, this change aligns with the principles of stability, performance, and predictability. Principles: - **Stability before intelligence** A stable system is always preferred over a smarter one. - **Performance is a shared resource** Any increase in bot cost affects all players and all bots. - **Simple logic scales better than smart logic** Predictable behavior under load is more valuable than perfect decisions. - **Complexity must justify itself** If a feature cannot clearly explain its cost, it should not exist. - **Defaults must be cheap** Expensive behavior must always be optional and clearly communicated. - **Bots should look reasonable, not perfect** The goal is believable behavior, not human simulation. Before submitting, confirm that this change aligns with those principles. --- ## Feature Evaluation Please answer the following: - Minimum logic required: use core getters (GetPositionX/Y/Z, GetMapId, GetOrientation) wherever coordinates are needed. - Cheapest implementation: direct call replacement and removal of redundant wrappers. - Runtime cost: negligible (same data access, no additional logic). --- ## How to Test the Changes - No functional testing required (behavior‑neutral refactor). - Recommended: compile the module and run a normal server startup as validation. ## Complexity & Impact Does this change add new decision branches? - - [x] No - - [x] 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**) If this introduces more advanced or AI-heavy logic: - - [x] Lightweight mode remains the default - - [x] More complex behavior is optional and thereby configurable --- ## AI Assistance Was AI assistance (e.g. ChatGPT or similar tools) used while working on this change? - - [ ] No - - [x] Yes (**explain below**) If yes, please specify: - AI tool or model used: Copilot - Purpose of usage: Translate this PR text from french to English --- ## 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 This is a core-friendly cleanup only, with no behavioral change. No additional logic or CPU cost is introduced.
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@@ -134,8 +134,8 @@ bool SeeSpellAction::Execute(Event event)
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SET_AI_VALUE2(WorldPosition, "RTSC saved location", locationName, spellPosition);
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Creature* wpCreature =
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bot->SummonCreature(15631, spellPosition.getX(), spellPosition.getY(), spellPosition.getZ(),
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spellPosition.getO(), TEMPSUMMON_TIMED_DESPAWN, 2000.0f);
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bot->SummonCreature(15631, spellPosition.GetPositionX(), spellPosition.GetPositionY(), spellPosition.GetPositionZ(),
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spellPosition.GetOrientation(), TEMPSUMMON_TIMED_DESPAWN, 2000.0f);
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wpCreature->SetObjectScale(0.5f);
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RESET_AI_VALUE(std::string, "RTSC next spell action");
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@@ -167,14 +167,14 @@ bool SeeSpellAction::MoveToSpell(WorldPosition& spellPosition, bool inFormation)
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PositionMap& posMap = AI_VALUE(PositionMap&, "position");
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PositionInfo stayPosition = posMap["stay"];
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stayPosition.Set(spellPosition.getX(), spellPosition.getY(), spellPosition.getZ(), spellPosition.getMapId());
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stayPosition.Set(spellPosition.GetPositionX(), spellPosition.GetPositionY(), spellPosition.GetPositionZ(), spellPosition.GetMapId());
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posMap["stay"] = stayPosition;
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}
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if (bot->IsWithinLOS(spellPosition.getX(), spellPosition.getY(), spellPosition.getZ()))
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return MoveNear(spellPosition.getMapId(), spellPosition.getX(), spellPosition.getY(), spellPosition.getZ(), 0);
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if (bot->IsWithinLOS(spellPosition.GetPositionX(), spellPosition.GetPositionY(), spellPosition.GetPositionZ()))
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return MoveNear(spellPosition.GetMapId(), spellPosition.GetPositionX(), spellPosition.GetPositionY(), spellPosition.GetPositionZ(), 0);
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return MoveTo(spellPosition.getMapId(), spellPosition.getX(), spellPosition.getY(), spellPosition.getZ(), false,
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return MoveTo(spellPosition.GetMapId(), spellPosition.GetPositionX(), spellPosition.GetPositionY(), spellPosition.GetPositionZ(), false,
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false);
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}
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