mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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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>
77 lines
2.2 KiB
C++
77 lines
2.2 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "StayActions.h"
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#include "Event.h"
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#include "LastMovementValue.h"
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#include "Playerbots.h"
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#include "PositionValue.h"
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bool StayActionBase::Stay()
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{
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AI_VALUE(LastMovement&, "last movement").Set(nullptr);
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// if (!urand(0, 10))
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// botAI->PlaySound(TEXT_EMOTE_YAWN);
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if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
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return false;
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uint32 sitDelay = sPlayerbotAIConfig.sitDelay / 1000;
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time_t stayTime = AI_VALUE(time_t, "stay time");
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time_t now = time(nullptr);
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if (!stayTime)
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{
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stayTime = now - urand(0, sitDelay / 2);
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context->GetValue<time_t>("stay time")->Set(stayTime);
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}
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// Stop the bot from moving immediately when action is called
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if (bot->isMoving())
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{
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bot->StopMoving();
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bot->ClearUnitState(UNIT_STATE_CHASE);
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bot->ClearUnitState(UNIT_STATE_FOLLOW);
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}
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return true;
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}
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bool StayAction::Execute(Event event) { return Stay(); }
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bool StayAction::isUseful()
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{
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// Check if the bots is in stay position
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PositionInfo stayPosition = AI_VALUE(PositionMap&, "position")["stay"];
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if (stayPosition.isSet())
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{
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const float distance = bot->GetDistance(stayPosition.x, stayPosition.y, stayPosition.z);
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if (sPlayerbotAIConfig.followDistance)
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{
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return false;
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}
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}
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// move from group takes priority over stay as it's added and removed automatically
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// (without removing/adding stay)
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if (botAI->HasStrategy("move from group", BOT_STATE_COMBAT) ||
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botAI->HasStrategy("move from group", BOT_STATE_NON_COMBAT))
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return false;
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// Only useful if the bot is currently moving
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return AI_VALUE2(bool, "moving", "self target");
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}
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bool SitAction::Execute(Event event)
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{
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if (bot->isMoving())
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return false;
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bot->SetStandState(UNIT_STAND_STATE_SIT);
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return true;
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}
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bool SitAction::isUseful() { return !AI_VALUE2(bool, "moving", "self target"); }
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