Files
mod-playerbots/src/Ai/Base/Actions/HireAction.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

63 lines
1.8 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 "HireAction.h"
#include "Event.h"
#include "Playerbots.h"
bool HireAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
return false;
if (!sRandomPlayerbotMgr.IsRandomBot(bot))
return false;
uint32 account = master->GetSession()->GetAccountId();
QueryResult results = CharacterDatabase.Query("SELECT COUNT(*) FROM characters WHERE account = {}", account);
uint32 charCount = 10;
if (results)
{
Field* fields = results->Fetch();
charCount = uint32(fields[0].Get<uint64>());
}
if (charCount >= 10)
{
botAI->TellMaster("You already have the maximum number of characters");
return false;
}
if (bot->GetLevel() > master->GetLevel())
{
botAI->TellMaster("You cannot hire higher level characters than you");
return false;
}
uint32 discount = sRandomPlayerbotMgr.GetTradeDiscount(bot, master);
uint32 m = 1 + (bot->GetLevel() / 10);
uint32 moneyReq = m * 5000 * bot->GetLevel();
if (discount < moneyReq)
{
std::ostringstream out;
out << "You cannot hire me - I barely know you. Make sure you have at least " << chat->formatMoney(moneyReq)
<< " as a trade discount";
botAI->TellMaster(out.str());
return false;
}
botAI->TellMaster("I will join you at your next relogin");
bot->SetMoney(moneyReq);
sRandomPlayerbotMgr.Remove(bot);
CharacterDatabase.Execute("UPDATE characters SET account = {} WHERE guid = {}", account,
bot->GetGUID().GetCounter());
return true;
}