Engine optimization for better performance and mem usage (#1462)

* Optimize loot

* World channel talk

* General improvement

* Engine rebuild for performance and memory usage

* Fix crash with AutoDoQuest = 0
This commit is contained in:
Yunfan Li
2025-07-25 18:11:03 +08:00
committed by GitHub
parent 4a00c954ed
commit feda619066
36 changed files with 831 additions and 237 deletions

View File

@@ -8,8 +8,8 @@
#include "DpsPaladinStrategy.h"
#include "GenericPaladinNonCombatStrategy.h"
#include "HealPaladinStrategy.h"
#include "OffhealRetPaladinStrategy.h"
#include "NamedObjectContext.h"
#include "OffhealRetPaladinStrategy.h"
#include "PaladinActions.h"
#include "PaladinBuffStrategies.h"
#include "PaladinTriggers.h"
@@ -207,9 +207,15 @@ private:
static Trigger* sacred_shield_on_main_tank(PlayerbotAI* ai) { return new SacredShieldOnMainTankTrigger(ai); }
static Trigger* blessing_of_kings_on_party(PlayerbotAI* botAI) { return new BlessingOfKingsOnPartyTrigger(botAI); }
static Trigger* blessing_of_wisdom_on_party(PlayerbotAI* botAI) { return new BlessingOfWisdomOnPartyTrigger(botAI); }
static Trigger* blessing_of_wisdom_on_party(PlayerbotAI* botAI)
{
return new BlessingOfWisdomOnPartyTrigger(botAI);
}
static Trigger* blessing_of_might_on_party(PlayerbotAI* botAI) { return new BlessingOfMightOnPartyTrigger(botAI); }
static Trigger* blessing_of_sanctuary_on_party(PlayerbotAI* botAI) { return new BlessingOfSanctuaryOnPartyTrigger(botAI); }
static Trigger* blessing_of_sanctuary_on_party(PlayerbotAI* botAI)
{
return new BlessingOfSanctuaryOnPartyTrigger(botAI);
}
static Trigger* avenging_wrath(PlayerbotAI* botAI) { return new AvengingWrathTrigger(botAI); }
};
@@ -317,10 +323,22 @@ private:
static Action* blessing_of_wisdom(PlayerbotAI* botAI) { return new CastBlessingOfWisdomAction(botAI); }
static Action* blessing_of_kings(PlayerbotAI* botAI) { return new CastBlessingOfKingsAction(botAI); }
static Action* divine_storm(PlayerbotAI* botAI) { return new CastDivineStormAction(botAI); }
static Action* blessing_of_kings_on_party(PlayerbotAI* botAI) { return new CastBlessingOfKingsOnPartyAction(botAI); }
static Action* blessing_of_might_on_party(PlayerbotAI* botAI) { return new CastBlessingOfMightOnPartyAction(botAI); }
static Action* blessing_of_wisdom_on_party(PlayerbotAI* botAI) { return new CastBlessingOfWisdomOnPartyAction(botAI); }
static Action* blessing_of_sanctuary_on_party(PlayerbotAI* botAI) { return new CastBlessingOfSanctuaryOnPartyAction(botAI); }
static Action* blessing_of_kings_on_party(PlayerbotAI* botAI)
{
return new CastBlessingOfKingsOnPartyAction(botAI);
}
static Action* blessing_of_might_on_party(PlayerbotAI* botAI)
{
return new CastBlessingOfMightOnPartyAction(botAI);
}
static Action* blessing_of_wisdom_on_party(PlayerbotAI* botAI)
{
return new CastBlessingOfWisdomOnPartyAction(botAI);
}
static Action* blessing_of_sanctuary_on_party(PlayerbotAI* botAI)
{
return new CastBlessingOfSanctuaryOnPartyAction(botAI);
}
static Action* redemption(PlayerbotAI* botAI) { return new CastRedemptionAction(botAI); }
static Action* crusader_strike(PlayerbotAI* botAI) { return new CastCrusaderStrikeAction(botAI); }
static Action* crusader_aura(PlayerbotAI* botAI) { return new CastCrusaderAuraAction(botAI); }
@@ -394,12 +412,46 @@ private:
static Action* cancel_divine_sacrifice(PlayerbotAI* ai) { return new CastCancelDivineSacrificeAction(ai); }
};
PaladinAiObjectContext::PaladinAiObjectContext(PlayerbotAI* botAI) : AiObjectContext(botAI)
SharedNamedObjectContextList<Strategy> PaladinAiObjectContext::sharedStrategyContexts;
SharedNamedObjectContextList<Action> PaladinAiObjectContext::sharedActionContexts;
SharedNamedObjectContextList<Trigger> PaladinAiObjectContext::sharedTriggerContexts;
SharedNamedObjectContextList<UntypedValue> PaladinAiObjectContext::sharedValueContexts;
PaladinAiObjectContext::PaladinAiObjectContext(PlayerbotAI* botAI)
: AiObjectContext(botAI, sharedStrategyContexts, sharedActionContexts, sharedTriggerContexts, sharedValueContexts)
{
}
void PaladinAiObjectContext::BuildSharedContexts()
{
BuildSharedStrategyContexts(sharedStrategyContexts);
BuildSharedActionContexts(sharedActionContexts);
BuildSharedTriggerContexts(sharedTriggerContexts);
BuildSharedValueContexts(sharedValueContexts);
}
void PaladinAiObjectContext::BuildSharedStrategyContexts(SharedNamedObjectContextList<Strategy>& strategyContexts)
{
AiObjectContext::BuildSharedStrategyContexts(strategyContexts);
strategyContexts.Add(new PaladinStrategyFactoryInternal());
strategyContexts.Add(new PaladinCombatStrategyFactoryInternal());
strategyContexts.Add(new PaladinBuffStrategyFactoryInternal());
strategyContexts.Add(new PaladinResistanceStrategyFactoryInternal());
}
void PaladinAiObjectContext::BuildSharedActionContexts(SharedNamedObjectContextList<Action>& actionContexts)
{
AiObjectContext::BuildSharedActionContexts(actionContexts);
actionContexts.Add(new PaladinAiObjectContextInternal());
}
void PaladinAiObjectContext::BuildSharedTriggerContexts(SharedNamedObjectContextList<Trigger>& triggerContexts)
{
AiObjectContext::BuildSharedTriggerContexts(triggerContexts);
triggerContexts.Add(new PaladinTriggerFactoryInternal());
}
void PaladinAiObjectContext::BuildSharedValueContexts(SharedNamedObjectContextList<UntypedValue>& valueContexts)
{
AiObjectContext::BuildSharedValueContexts(valueContexts);
}