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# 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>
19 lines
506 B
C++
19 lines
506 B
C++
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#ifndef _PLAYERBOT_RAIDULDUARSTRATEGY_H
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#define _PLAYERBOT_RAIDULDUARSTRATEGY_H
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#include "AiObjectContext.h"
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#include "Multiplier.h"
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#include "Strategy.h"
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class RaidUlduarStrategy : public Strategy
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{
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public:
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RaidUlduarStrategy(PlayerbotAI* ai) : Strategy(ai) {}
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virtual std::string const getName() override { return "uld"; }
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virtual void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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virtual void InitMultipliers(std::vector<Multiplier*>& multipliers) override;
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};
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#endif
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