Core/Spells: Simplify SortTargetsWithPriorityRules

Port From (https://github.com/TrinityCore/TrinityCore/commit/03d072da463769ff02090e08d12b4da3f6a49222)
This commit is contained in:
Hondacrx
2025-10-13 14:28:02 -04:00
parent 43aab94a35
commit b7eacd869e
2 changed files with 35 additions and 34 deletions
+27 -26
View File
@@ -1128,9 +1128,7 @@ namespace Game.Scripting
targets.Resize(maxTargets); targets.Resize(maxTargets);
} }
public List<PriorityRules> CreatePriorityRules(List<PriorityRules> rules) { return rules; } public void SortTargetsWithPriorityRules(List<WorldObject> targets, int maxTargets, List<TargetPriorityRule> rules)
public void SortTargetsWithPriorityRules(List<WorldObject> targets, int maxTargets, List<PriorityRules> rules)
{ {
if (targets.Count <= maxTargets) if (targets.Count <= maxTargets)
return; return;
@@ -1138,42 +1136,33 @@ namespace Game.Scripting
List<(WorldObject, int)> prioritizedTargets = new(); List<(WorldObject, int)> prioritizedTargets = new();
// score each target based on how many rules they satisfy. // score each target based on how many rules they satisfy.
foreach (WorldObject obj in targets) foreach (WorldObject target in targets)
{ {
Unit unit = obj?.ToUnit();
if (unit == null)
continue;
int score = 0; int score = 0;
for (int i = 0; i < rules.Count; ++i)
if (rules[i].Rule(target))
score |= 1 << (rules.Count - 1 - i);
foreach (PriorityRules rule in rules) prioritizedTargets.Add((target, score));
{
if (rule.condition(unit))
score += rule.weight;
}
prioritizedTargets.Add((obj, score));
} }
// the higher the value, the higher the priority is. // the higher the value, the higher the priority is.
prioritizedTargets.Sort((left, right) => left.Item2.CompareTo(right.Item2)); prioritizedTargets.OrderBy(pair => pair.Item2);
int cutOff = Math.Min(maxTargets, prioritizedTargets.Count); int tieScore = prioritizedTargets[maxTargets - 1].Item2;
// if there are ties at the cutoff, shuffle them to avoid selection bias. // if there are ties at the cutoff, shuffle them to avoid selection bias.
if (cutOff < prioritizedTargets.Count) if (prioritizedTargets[maxTargets].Item2 == tieScore)
{ {
int tieScore = prioritizedTargets[cutOff - 1].Item2;
bool isTieScore((WorldObject, int) entry) { return entry.Item2 == tieScore; } bool isTieScore((WorldObject, int) entry) { return entry.Item2 == tieScore; }
// scan backwards to include tied entries before the cutoff. // scan backwards to include tied entries before the cutoff.
int tieStart = (cutOff - 1); int tieStart = (maxTargets - 1);
while (tieStart > 0 && isTieScore(prioritizedTargets[tieStart - 1])) while (tieStart > 0 && isTieScore(prioritizedTargets[tieStart - 1]))
--tieStart; --tieStart;
// scan forward to include tied entries after the cutoff. // scan forward to include tied entries after the cutoff.
int tieEnd = cutOff; int tieEnd = maxTargets;
while (tieEnd < prioritizedTargets.Count && isTieScore(prioritizedTargets[tieEnd])) while (tieEnd < prioritizedTargets.Count && isTieScore(prioritizedTargets[tieEnd]))
++tieEnd; ++tieEnd;
@@ -1183,15 +1172,27 @@ namespace Game.Scripting
targets.Clear(); targets.Clear();
for (int i = 0; i < cutOff; ++i) for (int i = 0; i < maxTargets; ++i)
targets.Add(prioritizedTargets[i].Item1); targets.Add(prioritizedTargets[i].Item1);
} }
} }
public struct PriorityRules public struct TargetPriorityRule
{ {
public int weight; public Func<WorldObject, bool> Rule;
public Func<Unit, bool> condition;
public TargetPriorityRule(Func<WorldObject, bool> func)
{
Rule = (WorldObject target) => func(target);
}
public TargetPriorityRule(Func<Unit, bool> func)
{
Rule = (WorldObject target) => target.IsUnit() && func(target.ToUnit());
}
public TargetPriorityRule(Func<Player, bool> func)
{
Rule = (WorldObject target) => target.IsPlayer() && func(target.ToPlayer());
}
} }
public class AuraScript : SpellScriptBase public class AuraScript : SpellScriptBase
+8 -8
View File
@@ -2055,7 +2055,7 @@ class spell_pri_power_word_radiance : SpellScript
Unit explTarget = GetExplTargetUnit(); Unit explTarget = GetExplTargetUnit();
// we must add one since explicit target is always chosen. // we must add one since explicit target is always chosen.
int maxTargets = GetEffectInfo(2).CalcValue(GetCaster()) + 1; int maxTargets = GetEffectInfo(2).CalcValue(caster) + 1;
SortTargetsWithPriorityRules(targets, maxTargets, GetRadianceRules(caster, explTarget)); SortTargetsWithPriorityRules(targets, maxTargets, GetRadianceRules(caster, explTarget));
@@ -2078,15 +2078,15 @@ class spell_pri_power_word_radiance : SpellScript
} }
} }
List<PriorityRules> GetRadianceRules(Unit caster, Unit explTarget) List<TargetPriorityRule> GetRadianceRules(Unit caster, Unit explTarget)
{ {
return new List<PriorityRules>() return new List<TargetPriorityRule>()
{ {
new PriorityRules() { weight = 1, condition = target => target.IsInRaidWith(caster) }, new TargetPriorityRule((WorldObject target) => target == explTarget),
new PriorityRules() { weight = 2, condition = target => target.IsPlayer() || (target.IsCreature() && target.ToCreature().IsTreatedAsRaidUnit()) }, new TargetPriorityRule((Unit target) => !target.HasAura(SpellIds.AtonementEffect, caster.GetGUID())),
new PriorityRules() { weight = 4, condition = target => !target.IsFullHealth() }, new TargetPriorityRule((Unit target) => !target.ToUnit().IsFullHealth()),
new PriorityRules() { weight = 8, condition = target => !target.HasAura(SpellIds.AtonementEffect, caster.GetGUID()) }, new TargetPriorityRule((WorldObject target) => target.IsPlayer() || (target.IsCreature() && target.ToCreature().IsTreatedAsRaidUnit())),
new PriorityRules() { weight = 16, condition = target => target == explTarget } new TargetPriorityRule((Unit target) => target.ToUnit().IsInRaidWith(caster))
}; };
} }