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