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>
87 lines
3.1 KiB
C++
87 lines
3.1 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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#ifndef _PLAYERBOT_SHAREDVALUECONTEXT_H
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#define _PLAYERBOT_SHAREDVALUECONTEXT_H
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#include "LootValues.h"
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#include "NamedObjectContext.h"
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#include "Playerbots.h"
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#include "PvpValues.h"
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#include "QuestValues.h"
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class SharedValueContext : public NamedObjectContext<UntypedValue>
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{
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public:
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static SharedValueContext& instance()
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{
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static SharedValueContext instance;
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return instance;
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}
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template <class T>
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Value<T>* getGlobalValue(std::string const name)
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{
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// should never reach here
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SharedNamedObjectContextList<UntypedValue> sValueContexts;
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sValueContexts.Add(this);
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NamedObjectContextList<UntypedValue> valueContexts(sValueContexts);
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PlayerbotAI* botAI = new PlayerbotAI();
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UntypedValue* value = valueContexts.GetContextObject(name, botAI);
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delete botAI;
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return dynamic_cast<Value<T>*>(value);
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}
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template <class T>
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Value<T>* getGlobalValue(std::string const name, std::string const param)
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{
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return getGlobalValue<T>((std::string(name) + "::" + param));
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}
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template <class T>
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Value<T>* getGlobalValue(std::string const name, uint32 param)
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{
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std::ostringstream out;
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out << param;
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return getGlobalValue<T>(name, out.str());
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}
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private:
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SharedValueContext() : NamedObjectContext(true)
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{
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creators["bg masters"] = &SharedValueContext::bg_masters;
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creators["drop map"] = &SharedValueContext::drop_map;
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creators["item drop list"] = &SharedValueContext::item_drop_list;
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creators["entry loot list"] = &SharedValueContext::entry_loot_list;
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creators["entry quest relation"] = &SharedValueContext::entry_quest_relation;
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creators["quest guidp map"] = &SharedValueContext::quest_guidp_map;
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creators["quest givers"] = &SharedValueContext::quest_givers;
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}
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~SharedValueContext() = default;
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SharedValueContext(const SharedValueContext&) = delete;
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SharedValueContext& operator=(const SharedValueContext&) = delete;
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SharedValueContext(SharedValueContext&&) = delete;
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SharedValueContext& operator=(SharedValueContext&&) = delete;
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static UntypedValue* bg_masters(PlayerbotAI* botAI) { return new BgMastersValue(botAI); }
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static UntypedValue* drop_map(PlayerbotAI* botAI) { return new DropMapValue(botAI); }
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static UntypedValue* item_drop_list(PlayerbotAI* botAI) { return new ItemDropListValue(botAI); }
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static UntypedValue* entry_loot_list(PlayerbotAI* botAI) { return new EntryLootListValue(botAI); }
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static UntypedValue* entry_quest_relation(PlayerbotAI* botAI) { return new EntryQuestRelationMapValue(botAI); }
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static UntypedValue* quest_guidp_map(PlayerbotAI* botAI) { return new QuestGuidpMapValue(botAI); }
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static UntypedValue* quest_givers(PlayerbotAI* botAI) { return new QuestGiversValue(botAI); }
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};
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#define sSharedValueContext SharedValueContext::instance()
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#endif
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