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>
101 lines
3.0 KiB
C++
101 lines
3.0 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 "DistanceValue.h"
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#include "Formations.h"
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#include "LootObjectStack.h"
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#include "Playerbots.h"
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#include "PositionValue.h"
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#include "ServerFacade.h"
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#include "Stances.h"
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float DistanceValue::Calculate()
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{
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if (qualifier == "loot target")
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{
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LootObject loot = AI_VALUE(LootObject, qualifier);
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if (loot.IsEmpty())
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return 0.0f;
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WorldObject* obj = loot.GetWorldObject(bot);
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if (!obj || !obj->IsInWorld())
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return 0.0f;
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return ServerFacade::instance().GetDistance2d(botAI->GetBot(), obj);
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}
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if (qualifier.find("position_") == 0)
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{
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std::string const position = qualifier.substr(9);
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PositionInfo pos = context->GetValue<PositionMap&>("position")->Get()[position];
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if (!pos.isSet())
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return 0.0f;
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if (botAI->GetBot()->GetMapId() != pos.mapId)
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return 0.0f;
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return ServerFacade::instance().GetDistance2d(botAI->GetBot(), pos.x, pos.y);
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}
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Unit* target = nullptr;
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if (qualifier == "rpg target")
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{
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GuidPosition rpgTarget = AI_VALUE(GuidPosition, qualifier);
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return rpgTarget.distance(bot);
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}
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else if (qualifier == "travel target")
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{
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TravelTarget* travelTarget = AI_VALUE(TravelTarget*, qualifier);
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return travelTarget->distance(botAI->GetBot());
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}
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else if (qualifier == "last long move")
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{
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WorldPosition target = AI_VALUE(WorldPosition, qualifier);
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return target.distance(botAI->GetBot());
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}
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else if (qualifier == "home bind")
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{
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WorldPosition target = AI_VALUE(WorldPosition, qualifier);
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return target.distance(botAI->GetBot());
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}
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else if (qualifier == "current target")
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{
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Unit* target = AI_VALUE(Unit*, qualifier);
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if (!target || !target->IsInWorld())
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return 0.0f;
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return bot->GetDistance2d(target);
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}
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else
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{
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target = AI_VALUE(Unit*, qualifier);
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if (target && target == GetMaster() && target != bot)
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{
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Formation* formation = AI_VALUE(Formation*, "formation");
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WorldLocation loc = formation->GetLocation();
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return ServerFacade::instance().GetDistance2d(botAI->GetBot(), loc.GetPositionX(), loc.GetPositionY());
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}
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}
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if (!target || !target->IsInWorld())
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return 0.0f;
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if (target == botAI->GetBot())
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return 0.0f;
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return ServerFacade::instance().GetDistance2d(botAI->GetBot(), target);
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}
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bool InsideTargetValue::Calculate()
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{
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Unit* target = AI_VALUE(Unit*, qualifier);
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if (!target || !target->IsInWorld() || target == botAI->GetBot())
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return false;
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float dist = ServerFacade::instance().GetDistance2d(botAI->GetBot(), target->GetPositionX(), target->GetPositionY());
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return ServerFacade::instance().IsDistanceLessThan(dist, target->GetCombatReach());
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}
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