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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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169
src/Ai/Class/Dk/Strategy/FrostDKStrategy.cpp
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169
src/Ai/Class/Dk/Strategy/FrostDKStrategy.cpp
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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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#include "FrostDKStrategy.h"
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#include "Playerbots.h"
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class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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FrostDKStrategyActionNodeFactory()
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{
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creators["icy touch"] = &icy_touch;
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creators["obliterate"] = &obliterate;
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creators["howling blast"] = &howling_blast;
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creators["frost strike"] = &frost_strike;
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creators["rune strike"] = &rune_strike;
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creators["unbreakable armor"] = &unbreakable_armor;
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}
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private:
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static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"icy touch",
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/*P*/ { NextAction("blood presence") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* obliterate([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"obliterate",
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/*P*/ { NextAction("blood presence") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"rune strike",
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/*P*/ { NextAction("blood presence") },
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/*A*/ { NextAction("melee") },
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/*C*/ {}
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);
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}
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static ActionNode* frost_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"frost strike",
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/*P*/ { NextAction("blood presence") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* howling_blast([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"howling blast",
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/*P*/ { NextAction("blood presence") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* unbreakable_armor([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"unbreakable armor",
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/*P*/ { NextAction("blood tap") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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};
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FrostDKStrategy::FrostDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
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{
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actionNodeFactories.Add(new FrostDKStrategyActionNodeFactory());
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}
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std::vector<NextAction> FrostDKStrategy::getDefaultActions()
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{
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return {
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NextAction("obliterate", ACTION_DEFAULT + 0.7f),
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NextAction("frost strike", ACTION_DEFAULT + 0.4f),
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NextAction("empower rune weapon", ACTION_DEFAULT + 0.3f),
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NextAction("horn of winter", ACTION_DEFAULT + 0.1f),
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NextAction("melee", ACTION_DEFAULT)
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};
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}
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void FrostDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericDKStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode(
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"unbreakable armor",
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{
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NextAction("unbreakable armor", ACTION_DEFAULT + 0.6f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"freezing fog",
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{
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NextAction("howling blast", ACTION_DEFAULT + 0.5f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"high blood rune",
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{
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NextAction("blood strike", ACTION_DEFAULT + 0.2f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"army of the dead",
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{
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NextAction("army of the dead", ACTION_HIGH + 6)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"icy touch",
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{
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NextAction("icy touch", ACTION_HIGH + 2)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"plague strike",
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{
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NextAction("plague strike", ACTION_HIGH + 2)
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}
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)
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);
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}
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void FrostDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"medium aoe",
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{
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NextAction("howling blast", ACTION_HIGH + 4)
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}
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)
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);
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}
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