mirror of
https://github.com/liyunfan1223/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>
61 lines
1.7 KiB
C++
61 lines
1.7 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 "PlayerbotAIBase.h"
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#include "Playerbots.h"
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PlayerbotAIBase::PlayerbotAIBase(bool isBotAI) : nextAICheckDelay(0), _isBotAI(isBotAI) {}
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void PlayerbotAIBase::UpdateAI(uint32 elapsed, bool minimal)
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{
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if (totalPmo)
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totalPmo->finish();
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totalPmo = sPerfMonitor.start(PERF_MON_TOTAL, "PlayerbotAIBase::FullTick");
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if (nextAICheckDelay > elapsed)
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nextAICheckDelay -= elapsed;
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else
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nextAICheckDelay = 0;
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if (!CanUpdateAI())
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return;
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UpdateAIInternal(elapsed, minimal);
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YieldThread();
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}
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void PlayerbotAIBase::SetNextCheckDelay(uint32 const delay)
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{
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// if (nextAICheckDelay < delay)
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// LOG_DEBUG("playerbots", "Setting lesser delay {} -> {}", nextAICheckDelay, delay);
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nextAICheckDelay = delay;
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// if (nextAICheckDelay > sPlayerbotAIConfig.globalCoolDown)
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// LOG_DEBUG("playerbots", "std::set next check delay: {}", nextAICheckDelay);
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}
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void PlayerbotAIBase::IncreaseNextCheckDelay(uint32 delay)
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{
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nextAICheckDelay += delay;
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// if (nextAICheckDelay > sPlayerbotAIConfig.globalCoolDown)
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// LOG_DEBUG("playerbots", "increase next check delay: {}", nextAICheckDelay);
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}
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bool PlayerbotAIBase::CanUpdateAI() { return nextAICheckDelay == 0; }
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void PlayerbotAIBase::YieldThread(uint32 delay)
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{
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if (nextAICheckDelay < delay)
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nextAICheckDelay = delay;
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}
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bool PlayerbotAIBase::IsActive() { return nextAICheckDelay < sPlayerbotAIConfig.maxWaitForMove; }
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bool PlayerbotAIBase::IsBotAI() const { return _isBotAI; }
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