mod-playerbots/src/Bot/Engine/PlayerbotAIBase.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

61 lines
1.7 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 "PlayerbotAIBase.h"
#include "Playerbots.h"
PlayerbotAIBase::PlayerbotAIBase(bool isBotAI) : nextAICheckDelay(0), _isBotAI(isBotAI) {}
void PlayerbotAIBase::UpdateAI(uint32 elapsed, bool minimal)
{
if (totalPmo)
totalPmo->finish();
totalPmo = sPerfMonitor.start(PERF_MON_TOTAL, "PlayerbotAIBase::FullTick");
if (nextAICheckDelay > elapsed)
nextAICheckDelay -= elapsed;
else
nextAICheckDelay = 0;
if (!CanUpdateAI())
return;
UpdateAIInternal(elapsed, minimal);
YieldThread();
}
void PlayerbotAIBase::SetNextCheckDelay(uint32 const delay)
{
// if (nextAICheckDelay < delay)
// LOG_DEBUG("playerbots", "Setting lesser delay {} -> {}", nextAICheckDelay, delay);
nextAICheckDelay = delay;
// if (nextAICheckDelay > sPlayerbotAIConfig.globalCoolDown)
// LOG_DEBUG("playerbots", "std::set next check delay: {}", nextAICheckDelay);
}
void PlayerbotAIBase::IncreaseNextCheckDelay(uint32 delay)
{
nextAICheckDelay += delay;
// if (nextAICheckDelay > sPlayerbotAIConfig.globalCoolDown)
// LOG_DEBUG("playerbots", "increase next check delay: {}", nextAICheckDelay);
}
bool PlayerbotAIBase::CanUpdateAI() { return nextAICheckDelay == 0; }
void PlayerbotAIBase::YieldThread(uint32 delay)
{
if (nextAICheckDelay < delay)
nextAICheckDelay = delay;
}
bool PlayerbotAIBase::IsActive() { return nextAICheckDelay < sPlayerbotAIConfig.maxWaitForMove; }
bool PlayerbotAIBase::IsBotAI() const { return _isBotAI; }