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>
90 lines
2.3 KiB
C++
90 lines
2.3 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_POSITIONVALUE_H
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#define _PLAYERBOT_POSITIONVALUE_H
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#include "NamedObjectContext.h"
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#include "TravelMgr.h"
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#include "Value.h"
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class PlayerbotAI;
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class PositionInfo
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{
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public:
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PositionInfo() : x(0), y(0), z(0), mapId(0), valueSet(false) {}
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PositionInfo(float x, float y, float z, uint32 mapId, bool valueSet = true)
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: x(x), y(y), z(z), mapId(mapId), valueSet(valueSet)
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{
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}
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PositionInfo(PositionInfo const& other)
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: x(other.x), y(other.y), z(other.z), mapId(other.mapId), valueSet(other.valueSet)
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{
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}
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void Set(float newX, float newY, float newZ, uint32 newMapId)
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{
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x = newX;
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y = newY;
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z = newZ;
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mapId = newMapId;
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valueSet = true;
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}
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void Reset() { valueSet = false; }
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bool isSet() { return valueSet; }
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float x;
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float y;
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float z;
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uint32 mapId;
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bool valueSet;
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};
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typedef std::map<std::string, PositionInfo> PositionMap;
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class PositionValue : public ManualSetValue<PositionMap&>
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{
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public:
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PositionValue(PlayerbotAI* botAI, std::string const name = "position");
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std::string const Save() override;
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bool Load(std::string const value) override;
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private:
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PositionMap positions;
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};
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class CurrentPositionValue : public LogCalculatedValue<WorldPosition>
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{
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public:
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CurrentPositionValue(PlayerbotAI* botAI, std::string const name = "current position", uint32 checkInterval = 1)
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: LogCalculatedValue<WorldPosition>(botAI, name, checkInterval)
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{
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minChangeInterval = 60;
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logLength = 30;
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};
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bool EqualToLast(WorldPosition value) override
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{
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return value.fDist(lastValue) < sPlayerbotAIConfig.tooCloseDistance;
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}
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WorldPosition Calculate() override;
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};
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class SinglePositionValue : public CalculatedValue<PositionInfo>, public Qualified
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{
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public:
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SinglePositionValue(PlayerbotAI* ai, std::string name = "pos") : CalculatedValue(ai, name), Qualified() {};
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virtual PositionInfo Calculate() override;
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virtual void Set(PositionInfo value) override;
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virtual void Reset() override;
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};
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#endif
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