2025-03-18 19:19:03 -04:00

420 lines
11 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
* and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_VALUE_H
#define _PLAYERBOT_VALUE_H
#include <time.h>
#include "AiObject.h"
#include "ObjectGuid.h"
#include "PerformanceMonitor.h"
#include "Timer.h"
#include "Unit.h"
class PlayerbotAI;
class Unit;
class FleeInfo
{
public:
Position fromPos;
float radius;
float angle;
uint32 timestamp;
int GetAngleRangeIndex() { return (angle + 2 * M_PI) / (M_PI / 2); } // [0, 7)
};
struct CreatureData;
class UntypedValue : public AiNamedObject
{
public:
UntypedValue(PlayerbotAI* botAI, std::string const name) : AiNamedObject(botAI, name) {}
virtual ~UntypedValue() {}
virtual void Update() {}
virtual void Reset() {}
virtual std::string const Format() { return "?"; }
virtual std::string const Save() { return "?"; }
virtual bool Load([[maybe_unused]] std::string const value) { return false; }
};
template <class T>
class Value
{
public:
virtual ~Value() {}
virtual T Get() = 0;
virtual T LazyGet() = 0;
virtual T& RefGet() = 0;
virtual void Reset() {}
virtual void Set(T value) = 0;
operator T() { return Get(); }
};
template <class T>
class CalculatedValue : public UntypedValue, public Value<T>
{
public:
CalculatedValue(PlayerbotAI* botAI, std::string const name = "value", uint32 checkInterval = 1)
: UntypedValue(botAI, name),
checkInterval(
checkInterval == 1 ? 1 : (checkInterval < 100 ? checkInterval * 1000 : checkInterval)) /*turn s -> ms?*/,
lastCheckTime(0)
{
}
virtual ~CalculatedValue() {}
T Get() override
{
if (checkInterval < 2)
{
// PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(),
// this->context ? &this->context->performanceStack : nullptr);
value = Calculate();
// if (pmo)
// pmo->finish();
}
else
{
time_t now = getMSTime();
if (!lastCheckTime || now - lastCheckTime >= checkInterval)
{
lastCheckTime = now;
// PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(),
// this->context ? &this->context->performanceStack : nullptr);
value = Calculate();
// if (pmo)
// pmo->finish();
}
}
return value;
}
T LazyGet() override
{
if (!lastCheckTime)
return Get();
return value;
}
T& RefGet() override
{
if (checkInterval < 2)
{
// PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(),
// this->context ? &this->context->performanceStack : nullptr);
value = Calculate();
// if (pmo)
// pmo->finish();
}
else
{
time_t now = getMSTime();
if (!lastCheckTime || now - lastCheckTime >= checkInterval)
{
lastCheckTime = now;
// PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_VALUE, this->getName(),
// this->context ? &this->context->performanceStack : nullptr);
value = Calculate();
// if (pmo)
// pmo->finish();
}
}
return value;
}
void Set(T val) override { value = val; }
void Update() override {}
void Reset() override { lastCheckTime = 0; }
protected:
virtual T Calculate() = 0;
uint32 checkInterval;
uint32 lastCheckTime;
T value;
};
template <class T>
class SingleCalculatedValue : public CalculatedValue<T>
{
public:
SingleCalculatedValue(PlayerbotAI* botAI, std::string const name = "value") : CalculatedValue<T>(botAI, name)
{
this->Reset();
}
T Get() override
{
time_t now = time(0);
if (!this->lastCheckTime)
{
this->lastCheckTime = now;
PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(
PERF_MON_VALUE, this->getName(), this->context ? &this->context->performanceStack : nullptr);
this->value = this->Calculate();
if (pmo)
pmo->finish();
}
return this->value;
}
};
template <class T>
class MemoryCalculatedValue : public CalculatedValue<T>
{
public:
MemoryCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1)
: CalculatedValue<T>(botAI, name, checkInterval)
{
lastChangeTime = time(0);
}
virtual bool EqualToLast(T value) = 0;
virtual bool CanCheckChange() { return time(0) - lastChangeTime < minChangeInterval || EqualToLast(this->value); }
virtual bool UpdateChange()
{
if (CanCheckChange())
return false;
lastChangeTime = time(0);
lastValue = this->value;
return true;
}
void Set([[maybe_unused]] T value) override
{
CalculatedValue<T>::Set(this->value);
UpdateChange();
}
T Get() override
{
this->value = CalculatedValue<T>::Get();
UpdateChange();
return this->value;
}
T LazyGet() override { return this->value; }
time_t LastChangeOn()
{
Get();
UpdateChange();
return lastChangeTime;
}
uint32 LastChangeDelay() { return time(0) - LastChangeOn(); }
void Reset() override
{
CalculatedValue<T>::Reset();
lastChangeTime = time(0);
}
protected:
T lastValue;
uint32 minChangeInterval = 0;
time_t lastChangeTime;
};
template <class T>
class LogCalculatedValue : public MemoryCalculatedValue<T>
{
public:
LogCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1)
: MemoryCalculatedValue<T>(botAI, name, checkInterval)
{
}
bool UpdateChange() override
{
if (MemoryCalculatedValue<T>::UpdateChange())
return false;
valueLog.push_back(std::make_pair(this->value, time(0)));
if (valueLog.size() > logLength)
valueLog.pop_front();
return true;
}
std::list<std::pair<T, time_t>> ValueLog() { return valueLog; }
void Reset() override
{
MemoryCalculatedValue<T>::Reset();
valueLog.clear();
}
protected:
std::list<std::pair<T, time_t>> valueLog;
uint8 logLength = 10;
};
class Uint8CalculatedValue : public CalculatedValue<uint8>
{
public:
Uint8CalculatedValue(PlayerbotAI* botAI, std::string const name = "value", uint32 checkInterval = 1)
: CalculatedValue<uint8>(botAI, name, checkInterval)
{
}
std::string const Format() override;
};
class Uint32CalculatedValue : public CalculatedValue<uint32>
{
public:
Uint32CalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int checkInterval = 1)
: CalculatedValue<uint32>(botAI, name, checkInterval)
{
}
std::string const Format() override;
};
class FloatCalculatedValue : public CalculatedValue<float>
{
public:
FloatCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int checkInterval = 1)
: CalculatedValue<float>(botAI, name, checkInterval)
{
}
std::string const Format() override;
};
class BoolCalculatedValue : public CalculatedValue<bool>
{
public:
BoolCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int checkInterval = 1)
: CalculatedValue<bool>(botAI, name, checkInterval)
{
}
std::string const Format() override { return Calculate() ? "true" : "false"; }
};
class UnitCalculatedValue : public CalculatedValue<Unit*>
{
public:
UnitCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1);
std::string const Format() override;
Unit* Get() override;
};
class CDPairCalculatedValue : public CalculatedValue<CreatureData const*>
{
public:
CDPairCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1);
std::string const Format() override;
};
class CDPairListCalculatedValue : public CalculatedValue<std::vector<CreatureData const*>>
{
public:
CDPairListCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1);
std::string const Format() override;
};
class ObjectGuidCalculatedValue : public CalculatedValue<ObjectGuid>
{
public:
ObjectGuidCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1);
std::string const Format() override;
};
class ObjectGuidListCalculatedValue : public CalculatedValue<GuidVector>
{
public:
ObjectGuidListCalculatedValue(PlayerbotAI* botAI, std::string const name = "value", int32 checkInterval = 1);
std::string const Format() override;
};
template <class T>
class ManualSetValue : public UntypedValue, public Value<T>
{
public:
ManualSetValue(PlayerbotAI* botAI, T defaultValue, std::string const name = "value")
: UntypedValue(botAI, name), value(defaultValue), defaultValue(defaultValue)
{
}
virtual ~ManualSetValue() {}
T Get() override { return value; }
T LazyGet() override { return value; }
T& RefGet() override { return value; }
void Set(T val) override { value = val; }
void Update() override {}
void Reset() override { value = defaultValue; }
protected:
T value;
T defaultValue;
};
class UnitManualSetValue : public ManualSetValue<Unit*>
{
public:
UnitManualSetValue(PlayerbotAI* botAI, Unit* defaultValue, std::string const name = "value")
: ManualSetValue<Unit*>(botAI, defaultValue, name)
{
}
std::string const Format() override;
Unit* Get() override;
};
class DisperseDistanceValue : public ManualSetValue<float>
{
public:
DisperseDistanceValue(PlayerbotAI* botAI, float defaultValue = -1.0f, std::string const name = "disperse distance")
: ManualSetValue<float>(botAI, defaultValue, name)
{
}
};
class LastFleeAngleValue : public ManualSetValue<float>
{
public:
LastFleeAngleValue(PlayerbotAI* botAI, float defaultValue = 0.0f, std::string const name = "last flee angle")
: ManualSetValue<float>(botAI, defaultValue, name)
{
}
};
class LastFleeTimestampValue : public ManualSetValue<uint32>
{
public:
LastFleeTimestampValue(PlayerbotAI* botAI, uint32 defaultValue = 0, std::string const name = "last flee timestamp")
: ManualSetValue<uint32>(botAI, defaultValue, name)
{
}
};
class RecentlyFleeInfo : public ManualSetValue<std::list<FleeInfo>&>
{
public:
RecentlyFleeInfo(PlayerbotAI* botAI, std::string const name = "recently flee info")
: ManualSetValue<std::list<FleeInfo>&>(botAI, data, name)
{
}
private:
std::list<FleeInfo> data = {};
};
#endif