[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

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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.
*/
#include "BloodDKStrategy.h"
#include "Playerbots.h"
class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
BloodDKStrategyActionNodeFactory()
{
creators["rune strike"] = &rune_strike;
creators["heart strike"] = &heart_strike;
creators["death strike"] = &death_strike;
creators["icy touch"] = &icy_touch;
creators["dark command"] = &dark_command;
creators["taunt spell"] = &dark_command;
}
private:
static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"rune strike",
{
NextAction("frost presence")
},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"icy touch",
{
NextAction("frost presence")
},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"heart strike",
{
NextAction("frost presence")
},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"death strike",
{
NextAction("frost presence")
},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* dark_command([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"dark command",
{
NextAction("frost presence")
},
/*A*/ {
NextAction("death grip")
},
/*C*/ {}
);
}
};
BloodDKStrategy::BloodDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
{
actionNodeFactories.Add(new BloodDKStrategyActionNodeFactory());
}
std::vector<NextAction> BloodDKStrategy::getDefaultActions()
{
return {
NextAction("rune strike", ACTION_DEFAULT + 0.8f),
NextAction("icy touch", ACTION_DEFAULT + 0.7f),
NextAction("heart strike", ACTION_DEFAULT + 0.6f),
NextAction("blood strike", ACTION_DEFAULT + 0.5f),
NextAction("dancing rune weapon", ACTION_DEFAULT + 0.4f),
NextAction("death coil", ACTION_DEFAULT + 0.3f),
NextAction("plague strike", ACTION_DEFAULT + 0.2f),
NextAction("horn of winter", ACTION_DEFAULT + 0.1f),
NextAction("melee", ACTION_DEFAULT)
};
}
void BloodDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDKStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"rune strike",
{
NextAction("rune strike", ACTION_NORMAL + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"blood tap",
{
NextAction("blood tap", ACTION_HIGH + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"lose aggro",
{
NextAction("dark command", ACTION_HIGH + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"low health",
{
NextAction("army of the dead", ACTION_HIGH + 4),
NextAction("death strike", ACTION_HIGH + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"critical health",
{
NextAction("vampiric blood", ACTION_HIGH + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"icy touch",
{
NextAction("icy touch", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"plague strike",
{
NextAction("plague strike", ACTION_HIGH + 2)
}
)
);
}

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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_BLOODDKSTRATEGY_H
#define _PLAYERBOT_BLOODDKSTRATEGY_H
#include "GenericDKStrategy.h"
class PlayerbotAI;
class BloodDKStrategy : public GenericDKStrategy
{
public:
BloodDKStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "blood"; }
std::vector<NextAction> getDefaultActions() override;
uint32 GetType() const override { return STRATEGY_TYPE_TANK | STRATEGY_TYPE_MELEE; }
};
#endif

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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.
*/
#include "FrostDKStrategy.h"
#include "Playerbots.h"
class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
FrostDKStrategyActionNodeFactory()
{
creators["icy touch"] = &icy_touch;
creators["obliterate"] = &obliterate;
creators["howling blast"] = &howling_blast;
creators["frost strike"] = &frost_strike;
creators["rune strike"] = &rune_strike;
creators["unbreakable armor"] = &unbreakable_armor;
}
private:
static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"icy touch",
/*P*/ { NextAction("blood presence") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* obliterate([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"obliterate",
/*P*/ { NextAction("blood presence") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"rune strike",
/*P*/ { NextAction("blood presence") },
/*A*/ { NextAction("melee") },
/*C*/ {}
);
}
static ActionNode* frost_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"frost strike",
/*P*/ { NextAction("blood presence") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* howling_blast([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"howling blast",
/*P*/ { NextAction("blood presence") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* unbreakable_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"unbreakable armor",
/*P*/ { NextAction("blood tap") },
/*A*/ {},
/*C*/ {}
);
}
};
FrostDKStrategy::FrostDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
{
actionNodeFactories.Add(new FrostDKStrategyActionNodeFactory());
}
std::vector<NextAction> FrostDKStrategy::getDefaultActions()
{
return {
NextAction("obliterate", ACTION_DEFAULT + 0.7f),
NextAction("frost strike", ACTION_DEFAULT + 0.4f),
NextAction("empower rune weapon", ACTION_DEFAULT + 0.3f),
NextAction("horn of winter", ACTION_DEFAULT + 0.1f),
NextAction("melee", ACTION_DEFAULT)
};
}
void FrostDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDKStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"unbreakable armor",
{
NextAction("unbreakable armor", ACTION_DEFAULT + 0.6f)
}
)
);
triggers.push_back(
new TriggerNode(
"freezing fog",
{
NextAction("howling blast", ACTION_DEFAULT + 0.5f)
}
)
);
triggers.push_back(
new TriggerNode(
"high blood rune",
{
NextAction("blood strike", ACTION_DEFAULT + 0.2f)
}
)
);
triggers.push_back(
new TriggerNode(
"army of the dead",
{
NextAction("army of the dead", ACTION_HIGH + 6)
}
)
);
triggers.push_back(
new TriggerNode(
"icy touch",
{
NextAction("icy touch", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"plague strike",
{
NextAction("plague strike", ACTION_HIGH + 2)
}
)
);
}
void FrostDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"medium aoe",
{
NextAction("howling blast", ACTION_HIGH + 4)
}
)
);
}

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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_FROSTDKSTRATEGY_H
#define _PLAYERBOT_FROSTDKSTRATEGY_H
#include "GenericDKStrategy.h"
class PlayerbotAI;
class FrostDKStrategy : public GenericDKStrategy
{
public:
FrostDKStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "frost"; }
std::vector<NextAction> getDefaultActions() override;
uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_DPS | STRATEGY_TYPE_MELEE; }
};
class FrostDKAoeStrategy : public CombatStrategy
{
public:
FrostDKAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "frost aoe"; }
};
#endif

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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.
*/
#include "GenericDKNonCombatStrategy.h"
#include "Playerbots.h"
class GenericDKNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
GenericDKNonCombatStrategyActionNodeFactory()
{
creators["bone shield"] = &bone_shield;
creators["horn of winter"] = &horn_of_winter;
}
private:
static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("bone shield",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("horn of winter",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
};
GenericDKNonCombatStrategy::GenericDKNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
{
actionNodeFactories.Add(new GenericDKNonCombatStrategyActionNodeFactory());
}
void GenericDKNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode("no pet", { NextAction("raise dead", ACTION_NORMAL + 1) }));
triggers.push_back(
new TriggerNode("horn of winter", { NextAction("horn of winter", 21.0f) }));
triggers.push_back(
new TriggerNode("bone shield", { NextAction("bone shield", 21.0f) }));
triggers.push_back(
new TriggerNode("has pet", { NextAction("toggle pet spell", 60.0f) }));
triggers.push_back(
new TriggerNode("new pet", { NextAction("set pet stance", 60.0f) }));
}
void DKBuffDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
}

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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_GENERICDKNONCOMBATSTRATEGY_H
#define _PLAYERBOT_GENERICDKNONCOMBATSTRATEGY_H
#include "GenericDKStrategy.h"
#include "NonCombatStrategy.h"
class PlayerbotAI;
class GenericDKNonCombatStrategy : public NonCombatStrategy
{
public:
GenericDKNonCombatStrategy(PlayerbotAI* botAI);
std::string const getName() override { return "nc"; }
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
};
class DKBuffDpsStrategy : public Strategy
{
public:
DKBuffDpsStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "bdps"; }
};
#endif

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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.
*/
#include "GenericDKStrategy.h"
#include "DKAiObjectContext.h"
#include "Playerbots.h"
class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
GenericDKStrategyActionNodeFactory()
{
// blood
// creators["rune tap"] = &rune_tap; cd
// creators["vampiric blood"] = &vampiric_blood;
// creators["death pact"] = &death_pact;
// creators["hysteria"] = &hysteria; boost party
// creators["dancing rune weapon"] = &dancing_rune_weapon; //cd
// creators["dark command"] = &dark_command; taunt
// frost
// creators["chains of ice"] = &chains_of_ice;
// creators["icy clutch"] = &icy_clutch;
creators["horn of winter"] = &horn_of_winter;
creators["killing machine"] = &killing_machine; // buff
// creators["deathchill"] = &deathchill; //boost
creators["icebound fortitude"] = &icebound_fortitude;
// creators["mind freeze"] = &mind_freeze; interrupt
// creators["empower rune weapon"] = &empower_rune_weapon; boost
// creators["hungering cold"] = &hungering_cold; snare
// creators["unbreakable armor"] = &unbreakable_armor; boost +cd
// creators["improved icy talons"] = &improved_icy_talons; boost party
// unholy
creators["death and decay"] = &death_and_decay;
// creators["raise dead"] = &raise_dead;
// creators["army of the dead"] = &army of the dead;
// creators["summon gargoyle"] = &army of the dead;
// creators["anti magic shell"] = &anti_magic_shell; cd
creators["anti magic zone"] = &anti_magic_zone;
// creators["ghoul frenzy"] = &ghoul_frenzy;
creators["corpse explosion"] = &corpse_explosion;
creators["bone shield"] = &bone_shield;
creators["heart strike"] = &heart_strike;
creators["death grip"] = &death_grip;
creators["plague strike"] = &plague_strike;
creators["pestilence"] = &pestilence;
creators["icy touch"] = &icy_touch;
}
private:
static ActionNode* death_coil([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("death coil",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* death_grip([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("death grip",
/*P*/ {},
/*A*/ { NextAction("icy touch") },
/*C*/ {});
}
static ActionNode* plague_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("plague strike",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("icy touch",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("heart strike",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* pestilence([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("pestilence",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("horn of winter",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("bone shield",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* killing_machine([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("killing machine",
/*P*/ {},
/*A*/ { NextAction("improved icy talons") },
/*C*/ {});
}
static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("corpse explosion",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* death_and_decay([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("death and decay",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* anti_magic_zone([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("anti magic zone",
/*P*/ {},
/*A*/ { NextAction("anti magic shell") },
/*C*/ {});
}
static ActionNode* icebound_fortitude([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("icebound fortitude",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
};
GenericDKStrategy::GenericDKStrategy(PlayerbotAI* botAI) : MeleeCombatStrategy(botAI)
{
actionNodeFactories.Add(new GenericDKStrategyActionNodeFactory());
}
void GenericDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
MeleeCombatStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode("no pet", { NextAction("raise dead", ACTION_NORMAL + 5) }));
triggers.push_back(
new TriggerNode("has pet", { NextAction("toggle pet spell", 60.0f) }));
triggers.push_back(
new TriggerNode("new pet", { NextAction("set pet stance", 60.0f) }));
triggers.push_back(
new TriggerNode("mind freeze", { NextAction("mind freeze", ACTION_HIGH + 1) }));
triggers.push_back(
new TriggerNode("mind freeze on enemy healer",
{ NextAction("mind freeze on enemy healer", ACTION_HIGH + 1) }));
triggers.push_back(new TriggerNode(
"horn of winter", { NextAction("horn of winter", ACTION_NORMAL + 1) }));
triggers.push_back(new TriggerNode("critical health",
{ NextAction("death pact", ACTION_HIGH + 5) }));
triggers.push_back(
new TriggerNode("low health", { NextAction("icebound fortitude", ACTION_HIGH + 5),
NextAction("rune tap", ACTION_HIGH + 4) }));
triggers.push_back(
new TriggerNode("medium aoe", { NextAction("death and decay", ACTION_HIGH + 9),
NextAction("pestilence", ACTION_NORMAL + 4),
NextAction("blood boil", ACTION_NORMAL + 3) }));
triggers.push_back(
new TriggerNode("pestilence glyph", { NextAction("pestilence", ACTION_HIGH + 9) }));
}

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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_GENERICDKSTRATEGY_H
#define _PLAYERBOT_GENERICDKSTRATEGY_H
#include "MeleeCombatStrategy.h"
class PlayerbotAI;
class GenericDKStrategy : public MeleeCombatStrategy
{
public:
GenericDKStrategy(PlayerbotAI* botAI);
std::string const getName() override { return "DK"; }
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
};
#endif

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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.
*/
#include "UnholyDKStrategy.h"
#include "Playerbots.h"
class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
UnholyDKStrategyActionNodeFactory()
{
creators["death strike"] = &death_strike;
creators["scourge strike"] = &scourge_strike;
creators["ghoul frenzy"] = &ghoul_frenzy;
creators["corpse explosion"] = &corpse_explosion;
creators["icy touch"] = &icy_touch;
}
private:
static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"death strike",
/*P*/ { NextAction("blood presence") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* ghoul_frenzy([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"ghoul frenzy",
/*P*/ { NextAction("blood presence") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"corpse explosion",
/*P*/ { NextAction("blood presence") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* scourge_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"scourge strike",
/*P*/ { NextAction("blood presence") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"icy touch",
/*P*/ { NextAction("blood presence") },
/*A*/ {},
/*C*/ {}
);
}
};
UnholyDKStrategy::UnholyDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
{
actionNodeFactories.Add(new UnholyDKStrategyActionNodeFactory());
}
std::vector<NextAction> UnholyDKStrategy::getDefaultActions()
{
return {
NextAction("death and decay", ACTION_HIGH + 5),
NextAction("summon gargoyle", ACTION_DEFAULT + 0.4f),
NextAction("horn of winter", ACTION_DEFAULT + 0.2f),
NextAction("death coil", ACTION_DEFAULT + 0.1f),
NextAction("melee", ACTION_DEFAULT)
};
}
void UnholyDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDKStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"death and decay cooldown",
{
NextAction("ghoul frenzy", ACTION_DEFAULT + 0.9f),
NextAction("scourge strike", ACTION_DEFAULT + 0.8f),
NextAction("icy touch", ACTION_DEFAULT + 0.7f),
NextAction("blood strike", ACTION_DEFAULT + 0.6f),
NextAction("plague strike", ACTION_DEFAULT + 0.5f),
}
)
);
triggers.push_back(
new TriggerNode(
"dd cd and no desolation",
{
NextAction("blood strike", ACTION_DEFAULT + 0.75f)
}
)
);
triggers.push_back(
new TriggerNode(
"high frost rune",
{
NextAction("icy touch", ACTION_NORMAL + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"high blood rune",
{
NextAction("blood strike", ACTION_NORMAL + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"high unholy rune",
{
NextAction("plague strike", ACTION_NORMAL + 1)
}
)
);
triggers.push_back(
new TriggerNode("dd cd and plague strike 3s",
{
NextAction("plague strike", ACTION_HIGH + 1)
}
)
);
triggers.push_back(
new TriggerNode("dd cd and icy touch 3s",
{
NextAction("icy touch", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode("no rune",
{
NextAction("empower rune weapon", ACTION_HIGH + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"army of the dead",
{
NextAction("army of the dead", ACTION_HIGH + 6)
}
)
);
triggers.push_back(
new TriggerNode("bone shield",
{
NextAction("bone shield", ACTION_HIGH + 3)
}
)
);
}
void UnholyDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"loot available",
{
NextAction("corpse explosion", ACTION_NORMAL + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"medium aoe",
{
NextAction("death and decay", ACTION_NORMAL + 3),
NextAction("corpse explosion", ACTION_NORMAL + 3)
}
)
);
}

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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_UNHOLYDKSTRATEGY_H
#define _PLAYERBOT_UNHOLYDKSTRATEGY_H
#include "GenericDKStrategy.h"
class PlayerbotAI;
class UnholyDKStrategy : public GenericDKStrategy
{
public:
UnholyDKStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "unholy"; }
std::vector<NextAction> getDefaultActions() override;
uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_DPS | STRATEGY_TYPE_MELEE; }
};
class UnholyDKAoeStrategy : public CombatStrategy
{
public:
UnholyDKAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "unholy aoe"; }
};
#endif