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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>
67 lines
2.2 KiB
C++
67 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 "ReachTargetActions.h"
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#include "Event.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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bool ReachTargetAction::Execute(Event event) { return ReachCombatTo(AI_VALUE(Unit*, GetTargetName()), distance); }
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bool ReachTargetAction::isUseful()
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{
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// do not move while staying
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if (botAI->HasStrategy("stay", botAI->GetState()))
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{
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return false;
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}
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// do not move while casting
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if (bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != nullptr)
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{
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return false;
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}
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Unit* target = GetTarget();
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// float dis = distance + CONTACT_DISTANCE;
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return target &&
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!bot->IsWithinCombatRange(target, distance); // ServerFacade::instance().IsDistanceGreaterThan(AI_VALUE2(float,
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// "distance", GetTargetName()), distance);
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}
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std::string const ReachTargetAction::GetTargetName() { return "current target"; }
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bool CastReachTargetSpellAction::isUseful()
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{
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// do not move while staying
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if (botAI->HasStrategy("stay", botAI->GetState()))
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{
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return false;
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}
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return ServerFacade::instance().IsDistanceGreaterThan(AI_VALUE2(float, "distance", "current target"),
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(distance + sPlayerbotAIConfig.contactDistance));
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}
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ReachSpellAction::ReachSpellAction(PlayerbotAI* botAI)
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: ReachTargetAction(botAI, "reach spell", botAI->GetRange("spell"))
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{
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}
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ReachPartyMemberToHealAction::ReachPartyMemberToHealAction(PlayerbotAI* botAI)
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: ReachTargetAction(botAI, "reach party member to heal", botAI->GetRange("heal"))
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{
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}
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std::string const ReachPartyMemberToHealAction::GetTargetName() { return "party member to heal"; }
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ReachPartyMemberToResurrectAction::ReachPartyMemberToResurrectAction(PlayerbotAI* botAI)
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: ReachTargetAction(botAI, "reach party member to resurrect", botAI->GetRange("spell"))
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{
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}
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std::string const ReachPartyMemberToResurrectAction::GetTargetName() { return "party member to resurrect"; }
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