Files
mod-playerbots/src/Util/ServerFacade.h
bashermens 13fff46fa0 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>
2026-01-30 21:49:37 +01:00

126 lines
3.2 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_SERVERFACADE_H
#define _PLAYERBOT_SERVERFACADE_H
class Player;
class Unit;
class WorldObject;
class WorldPacket;
/**
* @brief Provides a simplified interface to server engine operations.
*
* ServerFacade acts as a wrapper around common server functions used by
* the Playerbot system. It centralizes utility methods for distance
* calculations, facing, chase target retrieval, and packet sending.
*/
class ServerFacade
{
public:
ServerFacade() {}
virtual ~ServerFacade() {}
/**
* @brief Get singleton instance.
*
* @return ServerFacade& Reference to the singleton instance.
*/
static ServerFacade& instance()
{
static ServerFacade instance;
return instance;
}
public:
/**
* @brief Get 2D distance between a unit and a world object.
*
* The result is rounded to one decimal place.
*
* @param unit Source unit.
* @param wo Target world object.
* @return float Distance in yards.
*/
float GetDistance2d(Unit* unit, WorldObject* wo);
/**
* @brief Get 2D distance between a unit and coordinates.
*
* The result is rounded to one decimal place.
*
* @param unit Source unit.
* @param x Target X coordinate.
* @param y Target Y coordinate.
* @return float Distance in yards.
*/
float GetDistance2d(Unit* unit, float x, float y);
/**
* @brief Compare two distances.
*
* @param dist1 First distance.
* @param dist2 Second distance.
* @return true if dist1 < dist2.
*/
bool IsDistanceLessThan(float dist1, float dist2);
/**
* @brief Compare two distances.
*
* @param dist1 First distance.
* @param dist2 Second distance.
* @return true if dist1 > dist2.
*/
bool IsDistanceGreaterThan(float dist1, float dist2);
/**
* @brief Compare two distances.
*
* @param dist1 First distance.
* @param dist2 Second distance.
* @return true if dist1 >= dist2.
*/
bool IsDistanceGreaterOrEqualThan(float dist1, float dist2);
/**
* @brief Compare two distances.
*
* @param dist1 First distance.
* @param dist2 Second distance.
* @return true if dist1 <= dist2.
*/
bool IsDistanceLessOrEqualThan(float dist1, float dist2);
/**
* @brief Set bot facing towards a world object.
*
* @param bot Player bot to rotate.
* @param wo Target world object.
* @param force If true, force facing even while moving.
*/
void SetFacingTo(Player* bot, WorldObject* wo, bool force = false);
/**
* @brief Get the current chase target of a unit.
*
* @param target Unit that is chasing.
* @return Unit* The chase target, or nullptr if not chasing.
*/
Unit* GetChaseTarget(Unit* target);
/**
* @brief Send a raw packet to a player.
*
* @param player Player to receive the packet.
* @param packet Packet to send.
*/
void SendPacket(Player* player, WorldPacket* packet);
};
#endif