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>
66 lines
1.6 KiB
C++
66 lines
1.6 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_NEARESTGAMEOBJECTS_H
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#define _PLAYERBOT_NEARESTGAMEOBJECTS_H
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#include "PlayerbotAIConfig.h"
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#include "Value.h"
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#include "GameObject.h"
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class PlayerbotAI;
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class AnyGameObjectInObjectRangeCheck
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{
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public:
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AnyGameObjectInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {}
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WorldObject const& GetFocusObject() const { return *i_obj; }
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bool operator()(GameObject* u)
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{
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if (u && i_obj->IsWithinDistInMap(u, i_range) && u->isSpawned() && u->GetGOInfo())
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return true;
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return false;
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}
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private:
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WorldObject const* i_obj;
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float i_range;
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};
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class NearestGameObjects : public ObjectGuidListCalculatedValue
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{
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public:
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NearestGameObjects(PlayerbotAI* botAI, float range = sPlayerbotAIConfig.sightDistance, bool ignoreLos = false,
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std::string const name = "nearest game objects")
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: ObjectGuidListCalculatedValue(botAI, name, 1 * 1000), range(range), ignoreLos(ignoreLos)
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{
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}
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protected:
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GuidVector Calculate() override;
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private:
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float range;
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bool ignoreLos;
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};
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class NearestTrapWithDamageValue : public ObjectGuidListCalculatedValue
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{
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public:
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NearestTrapWithDamageValue(PlayerbotAI* botAI, float range = 15.0f)
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: ObjectGuidListCalculatedValue(botAI, "nearest trap with damage", 1 * 1000), range(range)
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{
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}
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protected:
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GuidVector Calculate() override;
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private:
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float range;
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};
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#endif
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