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>
68 lines
2.7 KiB
C++
68 lines
2.7 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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#ifndef _PLAYERBOT_GUILDTASKMGR_H
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#define _PLAYERBOT_GUILDTASKMGR_H
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#include <map>
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#include <vector>
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#include <cstdint>
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#include "DatabaseEnvFwd.h"
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#include "Unit.h"
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#include "Player.h"
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#include "Chat.h"
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class GuildTaskMgr
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{
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public:
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static GuildTaskMgr& instance()
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{
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static GuildTaskMgr instance;
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return instance;
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}
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void Update(Player* owner, Player* guildMaster);
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static bool HandleConsoleCommand(ChatHandler* handler, char const* args);
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bool IsGuildTaskItem(uint32_t itemId, uint32_t guildId);
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bool CheckItemTask(uint32_t itemId, uint32_t obtained, Player* owner, Player* bot, bool byMail = false);
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void CheckKillTask(Player* owner, Unit* victim);
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void CheckKillTaskInternal(Player* owner, Unit* victim);
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bool CheckTaskTransfer(std::string const text, Player* owner, Player* bot);
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private:
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GuildTaskMgr() = default;
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~GuildTaskMgr() = default;
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GuildTaskMgr(const GuildTaskMgr&) = delete;
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GuildTaskMgr& operator=(const GuildTaskMgr&) = delete;
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GuildTaskMgr(GuildTaskMgr&&) = delete;
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GuildTaskMgr& operator=(GuildTaskMgr&&) = delete;
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std::map<uint32_t, uint32_t> GetTaskValues(uint32_t owner, std::string const type, uint32_t* validIn = nullptr);
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uint32_t GetTaskValue(uint32_t owner, uint32_t guildId, std::string const type, uint32_t* validIn = nullptr);
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uint32_t SetTaskValue(uint32_t owner, uint32_t guildId, std::string const type, uint32_t value, uint32_t validIn);
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uint32_t CreateTask(Player* owner, uint32_t guildId);
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bool SendAdvertisement(CharacterDatabaseTransaction& trans, uint32_t owner, uint32_t guildId);
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bool SendItemAdvertisement(CharacterDatabaseTransaction& trans, uint32_t itemId, uint32_t owner, uint32_t guildId,
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uint32_t validIn);
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bool SendKillAdvertisement(CharacterDatabaseTransaction& trans, uint32_t creatureId, uint32_t owner, uint32_t guildId,
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uint32_t validIn);
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bool SendThanks(CharacterDatabaseTransaction& trans, uint32_t owner, uint32_t guildId, uint32_t payment);
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bool Reward(CharacterDatabaseTransaction& trans, uint32_t owner, uint32_t guildId);
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bool CreateItemTask(Player* owner, uint32_t guildId);
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bool CreateKillTask(Player* owner, uint32_t guildId);
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uint32_t GetMaxItemTaskCount(uint32_t itemId);
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void CleanupAdverts();
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void RemoveDuplicatedAdverts();
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void DeleteMail(std::vector<uint32_t> buffer);
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void SendCompletionMessage(Player* player, std::string const verb);
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};
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#endif
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