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