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https://github.com/mod-playerbots/mod-playerbots.git
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[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)
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151
src/Ai/Base/Trigger/PvpTriggers.h
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151
src/Ai/Base/Trigger/PvpTriggers.h
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#ifndef _PLAYERBOT_PVPTRIGGERS_H
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#define _PLAYERBOT_PVPTRIGGERS_H
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#include "Trigger.h"
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class PlayerbotAI;
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class EnemyPlayerNear : public Trigger
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{
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public:
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EnemyPlayerNear(PlayerbotAI* botAI) : Trigger(botAI, "enemy player near", 3) {}
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bool IsActive() override;
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};
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class PlayerHasNoFlag : public Trigger
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{
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public:
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PlayerHasNoFlag(PlayerbotAI* botAI) : Trigger(botAI, "player has no flag") {}
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bool IsActive() override;
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};
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// NOTE this trigger is only active when bot is actively returning flag
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// (not when hiding in base because enemy has flag too)
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class PlayerHasFlag : public Trigger
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{
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public:
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PlayerHasFlag(PlayerbotAI* botAI) : Trigger(botAI, "player has flag") {}
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bool IsActive() override;
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static bool IsCapturingFlag(Player* bot);
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};
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class EnemyFlagCarrierNear : public Trigger
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{
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public:
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EnemyFlagCarrierNear(PlayerbotAI* botAI) : Trigger(botAI, "enemy flagcarrier near") {}
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bool IsActive() override;
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};
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class TeamFlagCarrierNear : public Trigger
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{
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public:
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TeamFlagCarrierNear(PlayerbotAI* botAI) : Trigger(botAI, "team flagcarrier near") {}
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bool IsActive() override;
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};
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class TeamHasFlag : public Trigger
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{
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public:
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TeamHasFlag(PlayerbotAI* botAI) : Trigger(botAI, "team has flag") {}
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bool IsActive() override;
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};
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class EnemyTeamHasFlag : public Trigger
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{
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public:
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EnemyTeamHasFlag(PlayerbotAI* botAI) : Trigger(botAI, "enemy team has flag") {}
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bool IsActive() override;
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};
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class PlayerIsInBattleground : public Trigger
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{
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public:
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PlayerIsInBattleground(PlayerbotAI* botAI) : Trigger(botAI, "in Battleground") {}
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bool IsActive() override;
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};
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class BgWaitingTrigger : public Trigger
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{
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public:
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BgWaitingTrigger(PlayerbotAI* botAI) : Trigger(botAI, "bg waiting", 30) {}
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bool IsActive() override;
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};
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class BgActiveTrigger : public Trigger
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{
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public:
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BgActiveTrigger(PlayerbotAI* botAI) : Trigger(botAI, "bg active", 1) {}
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bool IsActive() override;
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};
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class BgInviteActiveTrigger : public Trigger
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{
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public:
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BgInviteActiveTrigger(PlayerbotAI* botAI) : Trigger(botAI, "bg invite active", 10) {}
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bool IsActive() override;
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};
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class InsideBGTrigger : public Trigger
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{
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public:
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InsideBGTrigger(PlayerbotAI* botAI) : Trigger(botAI, "inside bg", 1) {}
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bool IsActive() override;
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};
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class PlayerIsInBattlegroundWithoutFlag : public Trigger
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{
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public:
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PlayerIsInBattlegroundWithoutFlag(PlayerbotAI* botAI) : Trigger(botAI, "in Battleground without flag") {}
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bool IsActive() override;
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};
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class PlayerWantsInBattlegroundTrigger : public Trigger
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{
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public:
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PlayerWantsInBattlegroundTrigger(PlayerbotAI* botAI) : Trigger(botAI, "wants in bg") {}
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bool IsActive() override;
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};
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class VehicleNearTrigger : public Trigger
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{
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public:
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VehicleNearTrigger(PlayerbotAI* botAI) : Trigger(botAI, "vehicle near", 10) {}
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bool IsActive() override;
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};
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class InVehicleTrigger : public Trigger
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{
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public:
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InVehicleTrigger(PlayerbotAI* botAI) : Trigger(botAI, "in vehicle") {}
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bool IsActive() override;
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};
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class AllianceNoSnowfallGY : public Trigger
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{
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public:
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AllianceNoSnowfallGY(PlayerbotAI* botAI) : Trigger(botAI, "alliance no snowfall gy") {}
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bool IsActive() override;
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};
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#endif
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