mod-playerbots/src/Bot/Engine/AiObjectContext.cpp
kadeshar a8dda550ad
Requirement fix to use bigobj parameter to compile (#2176)
# Pull Request
Compilation fix which making possible compiling without bigobj parameter

---

## How to Test the Changes

- compile using Visual Studio without bigobj parameter

## 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?
- - [ ] No
- - [x] Yes (**explain below**)

Automate file creation

---

## 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
2026-03-08 08:49:45 +01:00

149 lines
4.9 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 "AiObjectContext.h"
#include "Helpers.h"
#include "DKAiObjectContext.h"
#include "DruidAiObjectContext.h"
#include "HunterAiObjectContext.h"
#include "MageAiObjectContext.h"
#include "PaladinAiObjectContext.h"
#include "PriestAiObjectContext.h"
#include "RogueAiObjectContext.h"
#include "ShamanAiObjectContext.h"
#include "WarlockAiObjectContext.h"
#include "WarriorAiObjectContext.h"
SharedNamedObjectContextList<Strategy> AiObjectContext::sharedStrategyContexts;
SharedNamedObjectContextList<Action> AiObjectContext::sharedActionContexts;
SharedNamedObjectContextList<Trigger> AiObjectContext::sharedTriggerContexts;
SharedNamedObjectContextList<UntypedValue> AiObjectContext::sharedValueContexts;
AiObjectContext::AiObjectContext(PlayerbotAI* botAI, SharedNamedObjectContextList<Strategy>& sharedStrategyContext,
SharedNamedObjectContextList<Action>& sharedActionContext,
SharedNamedObjectContextList<Trigger>& sharedTriggerContext,
SharedNamedObjectContextList<UntypedValue>& sharedValueContext)
: PlayerbotAIAware(botAI),
strategyContexts(sharedStrategyContext),
actionContexts(sharedActionContext),
triggerContexts(sharedTriggerContext),
valueContexts(sharedValueContext)
{
}
void AiObjectContext::BuildAllSharedContexts()
{
AiObjectContext::BuildSharedContexts();
PriestAiObjectContext::BuildSharedContexts();
MageAiObjectContext::BuildSharedContexts();
WarlockAiObjectContext::BuildSharedContexts();
WarriorAiObjectContext::BuildSharedContexts();
ShamanAiObjectContext::BuildSharedContexts();
PaladinAiObjectContext::BuildSharedContexts();
DruidAiObjectContext::BuildSharedContexts();
HunterAiObjectContext::BuildSharedContexts();
RogueAiObjectContext::BuildSharedContexts();
DKAiObjectContext::BuildSharedContexts();
}
void AiObjectContext::BuildSharedContexts()
{
BuildSharedStrategyContexts(sharedStrategyContexts);
BuildSharedActionContexts(sharedActionContexts);
BuildSharedTriggerContexts(sharedTriggerContexts);
BuildSharedValueContexts(sharedValueContexts);
}
std::vector<std::string> AiObjectContext::Save()
{
std::vector<std::string> result;
std::set<std::string> names = valueContexts.GetCreated();
for (std::set<std::string>::iterator i = names.begin(); i != names.end(); ++i)
{
UntypedValue* value = GetUntypedValue(*i);
if (!value)
continue;
std::string const data = value->Save();
if (data == "?")
continue;
std::string const name = *i;
std::ostringstream out;
out << name;
out << ">" << data;
result.push_back(out.str());
}
return result;
}
void AiObjectContext::Load(std::vector<std::string> data)
{
for (std::vector<std::string>::iterator i = data.begin(); i != data.end(); ++i)
{
std::string const row = *i;
std::vector<std::string> parts = split(row, '>');
if (parts.size() != 2)
continue;
std::string const name = parts[0];
std::string const text = parts[1];
UntypedValue* value = GetUntypedValue(name);
if (!value)
continue;
value->Load(text);
}
}
Strategy* AiObjectContext::GetStrategy(std::string const name)
{
return strategyContexts.GetContextObject(name, botAI);
}
std::set<std::string> AiObjectContext::GetSiblingStrategy(std::string const name)
{
return strategyContexts.GetSiblings(name);
}
Trigger* AiObjectContext::GetTrigger(std::string const name) { return triggerContexts.GetContextObject(name, botAI); }
Action* AiObjectContext::GetAction(std::string const name) { return actionContexts.GetContextObject(name, botAI); }
UntypedValue* AiObjectContext::GetUntypedValue(std::string const name)
{
return valueContexts.GetContextObject(name, botAI);
}
std::set<std::string> AiObjectContext::GetValues() { return valueContexts.GetCreated(); }
std::set<std::string> AiObjectContext::GetSupportedStrategies() { return strategyContexts.supports(); }
std::set<std::string> AiObjectContext::GetSupportedActions() { return actionContexts.supports(); }
std::string const AiObjectContext::FormatValues()
{
std::ostringstream out;
std::set<std::string> names = valueContexts.GetCreated();
for (std::set<std::string>::iterator i = names.begin(); i != names.end(); ++i, out << "|")
{
UntypedValue* value = GetUntypedValue(*i);
if (!value)
continue;
std::string const text = value->Format();
if (text == "?")
continue;
out << "{" << *i << "=" << text << "}";
}
return out.str();
}