mod-playerbots/src/Ai/Base/Value/GroupValues.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

175 lines
4.0 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 "GroupValues.h"
#include "Playerbots.h"
#include "ServerFacade.h"
GuidVector GroupMembersValue::Calculate()
{
GuidVector members;
Group* group = bot->GetGroup();
if (group)
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
members.push_back(ref->GetSource()->GetGUID());
}
}
else
members.push_back(bot->GetGUID());
return members;
}
bool IsFollowingPartyValue::Calculate()
{
if (botAI->GetGroupLeader() == bot)
return true;
if (botAI->HasStrategy("follow", BOT_STATE_NON_COMBAT))
return true;
return false;
};
bool IsNearLeaderValue::Calculate()
{
Player* groupLeader = botAI->GetGroupLeader();
if (!groupLeader)
return false;
if (groupLeader == bot)
return true;
return ServerFacade::instance().GetDistance2d(bot, botAI->GetGroupLeader()) < sPlayerbotAIConfig.sightDistance;
}
bool BoolANDValue::Calculate()
{
std::vector<std::string> values = split(getQualifier(), ',');
for (auto value : values)
{
if (!AI_VALUE(bool, value))
return false;
}
return true;
}
uint32 GroupBoolCountValue::Calculate()
{
uint32 count = 0;
for (ObjectGuid guid : AI_VALUE(GuidVector, "group members"))
{
Player* player = ObjectAccessor::FindPlayer(guid);
if (!player)
continue;
if (player->GetMapId() != bot->GetMapId())
continue;
if (!GET_PLAYERBOT_AI(player))
continue;
if (PAI_VALUE2(bool, "and", getQualifier()))
return count++;
}
return count;
};
bool GroupBoolANDValue::Calculate()
{
for (ObjectGuid guid : AI_VALUE(GuidVector, "group members"))
{
Player* player = ObjectAccessor::FindPlayer(guid);
if (!player)
continue;
if (player->GetMapId() != bot->GetMapId())
continue;
if (!GET_PLAYERBOT_AI(player))
continue;
if (!PAI_VALUE2(bool, "and", getQualifier()))
return false;
}
return true;
};
bool GroupBoolORValue::Calculate()
{
for (ObjectGuid guid : AI_VALUE(GuidVector, "group members"))
{
Player* player = ObjectAccessor::FindPlayer(guid);
if (!player)
continue;
if (player->GetMapId() != bot->GetMapId())
continue;
if (!GET_PLAYERBOT_AI(player))
continue;
if (PAI_VALUE2(bool, "and", getQualifier()))
return true;
}
return false;
};
bool GroupReadyValue::Calculate()
{
bool inDungeon = !WorldPosition(bot).isOverworld();
for (ObjectGuid guid : AI_VALUE(GuidVector, "group members"))
{
Player* member = ObjectAccessor::FindPlayer(guid);
if (!member)
continue;
if (inDungeon) // In dungeons all following members need to be alive before continueing.
{
PlayerbotAI* memberAi = GET_PLAYERBOT_AI(member);
bool isFollowing = memberAi ? memberAi->HasStrategy("follow", BOT_STATE_NON_COMBAT) : true;
if (!member->IsAlive() && isFollowing)
return false;
}
// We only wait for members that are in range otherwise we might be waiting for bots stuck in dead loops
// forever.
if (botAI->GetGroupLeader() &&
ServerFacade::instance().GetDistance2d(member, botAI->GetGroupLeader()) > sPlayerbotAIConfig.sightDistance)
continue;
if (member->GetHealthPct() < sPlayerbotAIConfig.almostFullHealth)
return false;
if (!member->GetPower(POWER_MANA))
continue;
float mana = (static_cast<float>(member->GetPower(POWER_MANA)) / member->GetMaxPower(POWER_MANA)) * 100;
if (mana < sPlayerbotAIConfig.mediumMana)
return false;
}
return true;
};