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>
53 lines
1.5 KiB
C++
53 lines
1.5 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_ATTACKERSVALUE_H
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#define _PLAYERBOT_ATTACKERSVALUE_H
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#include "PlayerbotAIConfig.h"
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#include "Value.h"
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class Group;
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class Player;
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class PlayerbotAI;
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class Unit;
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class AttackersValue : public ObjectGuidListCalculatedValue
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{
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public:
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AttackersValue(PlayerbotAI* botAI) : ObjectGuidListCalculatedValue(botAI, "attackers", 1 * 1000) {}
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GuidVector Calculate();
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static bool IsPossibleTarget(Unit* attacker, Player* bot, float range = sPlayerbotAIConfig.sightDistance);
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static bool IsValidTarget(Unit* attacker, Player* bot);
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private:
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void AddAttackersOf(Group* group, std::unordered_set<Unit*>& targets);
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void AddAttackersOf(Player* player, std::unordered_set<Unit*>& targets);
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void RemoveNonThreating(std::unordered_set<Unit*>& targets);
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bool hasRealThreat(Unit* attacker);
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};
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class PossibleAddsValue : public BoolCalculatedValue
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{
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public:
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PossibleAddsValue(PlayerbotAI* botAI, std::string const name = "possible adds") : BoolCalculatedValue(botAI, name)
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{
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}
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bool Calculate() override;
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};
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class PrioritizedTargetsValue : public ManualSetValue<GuidVector>
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{
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public:
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PrioritizedTargetsValue(PlayerbotAI* botAI, std::string const name = "prioritized targets")
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: ManualSetValue(botAI, GuidVector(), name)
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{
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}
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};
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#endif
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