Files
mod-playerbots/src/Ai/Base/Trigger/HealthTriggers.cpp
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

42 lines
1.2 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.
*/
#include "HealthTriggers.h"
#include "Playerbots.h"
bool HealthInRangeTrigger::IsActive()
{
return ValueInRangeTrigger::IsActive() && !AI_VALUE2(bool, "dead", GetTargetName());
}
float HealthInRangeTrigger::GetValue() { return AI_VALUE2(uint8, "health", GetTargetName()); }
bool PartyMemberDeadTrigger::IsActive() { return GetTarget(); }
bool CombatPartyMemberDeadTrigger::IsActive() { return GetTarget(); }
bool DeadTrigger::IsActive() { return AI_VALUE2(bool, "dead", GetTargetName()); }
bool AoeHealTrigger::IsActive() { return AI_VALUE2(uint8, "aoe heal", type) >= count; }
bool AoeInGroupTrigger::IsActive()
{
int32 member = botAI->GetNearGroupMemberCount();
if (member < 5)
return false;
int threshold = member * 0.5;
if (member <= 5)
threshold = 3;
else if (member <= 10)
threshold = std::min(threshold, 5);
else if (member <= 25)
threshold = std::min(threshold, 10);
else
threshold = std::min(threshold, 15);
return AI_VALUE2(uint8, "aoe heal", type) >= threshold;
}