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https://github.com/mod-playerbots/mod-playerbots.git
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[New Rpg] New rpg start up (add GO_GRIND and NEAR_RANDOM status)
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57
src/strategy/actions/NewRpgAction.h
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57
src/strategy/actions/NewRpgAction.h
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#ifndef _PLAYERBOT_NEWRPGACTION_H
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#define _PLAYERBOT_NEWRPGACTION_H
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#include "Duration.h"
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#include "MovementActions.h"
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#include "NewRpgStrategy.h"
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#include "TravelMgr.h"
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#include "PlayerbotAI.h"
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class TellRpgStatusAction : public Action
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{
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public:
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TellRpgStatusAction(PlayerbotAI* botAI) : Action(botAI, "rpg status") {}
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bool Execute(Event event) override;
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};
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class NewRpgStatusUpdateAction : public Action
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{
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public:
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NewRpgStatusUpdateAction(PlayerbotAI* botAI) : Action(botAI, "new rpg status update") {}
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bool Execute(Event event) override;
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protected:
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const int32 setGrindInterval = 5 * 60 * 1000;
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const int32 setNpcInterval = 5 * 60 * 1000;
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WorldPosition SelectRandomGrindPos();
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};
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class NewRpgGoFarAwayPosAction : public MovementAction
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{
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public:
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NewRpgGoFarAwayPosAction(PlayerbotAI* botAI, std::string name) : MovementAction(botAI, name) {}
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// bool Execute(Event event) override;
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bool MoveFarTo(WorldPosition dest);
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protected:
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// WorldPosition dest;
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float pathFinderDis = 70.0f; // path finder
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};
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class NewRpgGoGrindAction : public NewRpgGoFarAwayPosAction
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{
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public:
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NewRpgGoGrindAction(PlayerbotAI* botAI) : NewRpgGoFarAwayPosAction(botAI, "new rpg go grind") {}
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bool Execute(Event event) override;
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};
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class NewRpgMoveRandomAction : public MovementAction
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{
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public:
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NewRpgMoveRandomAction(PlayerbotAI* botAI) : MovementAction(botAI, "new rpg move random") {}
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bool Execute(Event event) override;
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protected:
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const float moveStep = 50.0f;
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};
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#endif
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