mod-playerbots/src/Ai/Base/Value/RtiTargetValue.cpp
bashermens 13fff46fa0
Improper singletons migration to clean Meyer's singletons (cherry-pick) (#2082)
# 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>
2026-01-30 21:49:37 +01:00

79 lines
2.5 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 "RtiTargetValue.h"
#include "AttackersValue.h"
#include "Playerbots.h"
#include "ServerFacade.h"
int32 RtiTargetValue::GetRtiIndex(std::string const rti)
{
int32 index = -1;
if (rti == "star")
index = 0;
else if (rti == "circle")
index = 1;
else if (rti == "diamond")
index = 2;
else if (rti == "triangle")
index = 3;
else if (rti == "moon")
index = 4;
else if (rti == "square")
index = 5;
else if (rti == "cross")
index = 6;
else if (rti == "skull")
index = 7;
return index;
}
Unit* RtiTargetValue::Calculate()
{
Group* group = bot->GetGroup();
if (!group)
return nullptr;
std::string const rti = AI_VALUE(std::string, type);
int32 index = GetRtiIndex(rti);
if (index == -1)
return nullptr;
ObjectGuid guid = group->GetTargetIcon(index);
if (!guid)
return nullptr;
//////////////////////////////////////////////////////begin: delete below check
// Some units that need to be killed in battle are not on the list of attackers,
// such as the Kor'kron Battle-Mage in Icecrown Citadel.
// GuidVector attackers = context->GetValue<GuidVector >("attackers")->Get();
// if (find(attackers.begin(), attackers.end(), guid) == attackers.end())
// return nullptr;
//
//////////////////////////////////////////////////////end: delete below check
Unit* unit = botAI->GetUnit(guid);
if (!unit || unit->isDead() || !bot->IsWithinLOSInMap(unit) || !AttackersValue::IsValidTarget(unit, bot) ||
ServerFacade::instance().IsDistanceGreaterThan(ServerFacade::instance().GetDistance2d(bot, unit),
sPlayerbotAIConfig.sightDistance))
return nullptr;
// Also prevent chasing raid icon targets that are too far away from the master,
// even if they are technically visible to the bot.
if (Player* master = botAI->GetMaster())
{
if (master->IsInWorld() && master->GetMapId() == unit->GetMapId() &&
ServerFacade::instance().IsDistanceGreaterThan(ServerFacade::instance().GetDistance2d(master, unit),
sPlayerbotAIConfig.sightDistance))
return nullptr;
}
return unit;
}