[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)

This commit is contained in:
bashermens
2026-01-19 22:45:28 +01:00
committed by GitHub
parent fd07e02a8a
commit 41c53365ae
1119 changed files with 27 additions and 27 deletions

View File

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