mod-playerbots/src/Ai/Base/Value/SnareTargetValue.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
2.0 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 "SnareTargetValue.h"
#include "Playerbots.h"
#include "ServerFacade.h"
Unit* SnareTargetValue::Calculate()
{
std::string const spell = qualifier;
GuidVector attackers = botAI->GetAiObjectContext()->GetValue<GuidVector>("attackers")->Get();
Unit* target = botAI->GetAiObjectContext()->GetValue<Unit*>("current target")->Get();
for (ObjectGuid const guid : attackers)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit)
continue;
if (bot->GetDistance(unit) > botAI->GetRange("spell"))
continue;
Unit* chaseTarget;
switch (unit->GetMotionMaster()->GetCurrentMovementGeneratorType())
{
case FLEEING_MOTION_TYPE:
return unit;
case CHASE_MOTION_TYPE:
{
chaseTarget = ServerFacade::instance().GetChaseTarget(unit);
if (!chaseTarget)
continue;
Player* chaseTargetPlayer = ObjectAccessor::FindPlayer(chaseTarget->GetGUID());
// check if need to snare
bool shouldSnare = true;
// do not slow down if bot is melee and mob/bot attack each other
if (chaseTargetPlayer && !botAI->IsRanged(bot) && chaseTargetPlayer == bot)
shouldSnare = false;
if (!unit->isMoving())
shouldSnare = false;
if (unit->HasAuraType(SPELL_AURA_MOD_ROOT))
shouldSnare = false;
if (chaseTargetPlayer && shouldSnare && !botAI->IsTank(chaseTargetPlayer))
{
return unit;
}
break;
}
default:
break;
}
}
return nullptr;
}