Files
mod-playerbots/src/Ai/Base/Value/Formations.h
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

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2.2 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.
*/
#ifndef _PLAYERBOT_FORMATIONS_H
#define _PLAYERBOT_FORMATIONS_H
#include "Action.h"
#include "NamedObjectContext.h"
#include "PlayerbotAIConfig.h"
#include "TravelMgr.h"
class Player;
class PlayerbotAI;
class Formation : public AiNamedObject
{
public:
Formation(PlayerbotAI* botAI, std::string const name) : AiNamedObject(botAI, name) {}
virtual ~Formation() = default;
virtual std::string const GetTargetName() { return ""; }
virtual WorldLocation GetLocation() { return NullLocation; }
virtual float GetMaxDistance() { return sPlayerbotAIConfig.followDistance; }
static WorldLocation NullLocation;
static bool IsNullLocation(WorldLocation const& loc);
protected:
float GetFollowAngle();
};
class FollowFormation : public Formation
{
public:
FollowFormation(PlayerbotAI* botAI, std::string const name) : Formation(botAI, name) {}
};
class MoveFormation : public Formation
{
public:
MoveFormation(PlayerbotAI* botAI, std::string const name) : Formation(botAI, name) {}
protected:
WorldLocation MoveLine(std::vector<Player*> line, float diff, float cx, float cy, float cz, float orientation,
float range);
WorldLocation MoveSingleLine(std::vector<Player*> line, float diff, float cx, float cy, float cz, float orientation,
float range);
};
class MoveAheadFormation : public MoveFormation
{
public:
MoveAheadFormation(PlayerbotAI* botAI, std::string const name) : MoveFormation(botAI, name) {}
WorldLocation GetLocation() override;
virtual WorldLocation GetLocationInternal() { return NullLocation; }
};
class FormationValue : public ManualSetValue<Formation*>
{
public:
FormationValue(PlayerbotAI* botAI);
~FormationValue();
std::string const Save() override;
bool Load(std::string const value) override;
};
class SetFormationAction : public Action
{
public:
SetFormationAction(PlayerbotAI* botAI) : Action(botAI, "set formation") {}
bool Execute(Event event) override;
};
#endif