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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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113
src/Ai/Class/Druid/Strategy/FeralDruidStrategy.cpp
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113
src/Ai/Class/Druid/Strategy/FeralDruidStrategy.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 "FeralDruidStrategy.h"
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#include "Playerbots.h"
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class FeralDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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FeralDruidStrategyActionNodeFactory()
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{
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creators["survival instincts"] = &survival_instincts;
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creators["thorns"] = þs;
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creators["omen of clarity"] = &omen_of_clarity;
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creators["cure poison"] = &cure_poison;
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creators["cure poison on party"] = &cure_poison_on_party;
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creators["abolish poison"] = &abolish_poison;
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creators["abolish poison on party"] = &abolish_poison_on_party;
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creators["prowl"] = &prowl;
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}
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private:
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static ActionNode* survival_instincts([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("survival instincts",
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/*P*/ {},
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/*A*/ { NextAction("barkskin") },
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/*C*/ {});
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}
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static ActionNode* thorns([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("thorns",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* omen_of_clarity([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("omen of clarity",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* cure_poison([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("cure poison",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* cure_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("cure poison on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* abolish_poison([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("abolish poison",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("abolish poison on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* prowl([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("prowl",
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/*P*/ { NextAction("cat form") },
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/*A*/ {},
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/*C*/ {});
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}
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};
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FeralDruidStrategy::FeralDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
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{
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actionNodeFactories.Add(new FeralDruidStrategyActionNodeFactory());
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actionNodeFactories.Add(new ShapeshiftDruidStrategyActionNodeFactory());
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}
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void FeralDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericDruidStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode(
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"enemy out of melee", { NextAction("reach melee", ACTION_HIGH + 1) }));
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triggers.push_back(new TriggerNode(
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"critical health", { NextAction("survival instincts", ACTION_EMERGENCY + 1) }));
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triggers.push_back(new TriggerNode(
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"omen of clarity", { NextAction("omen of clarity", ACTION_HIGH + 9) }));
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triggers.push_back(new TriggerNode("player has flag",
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{ NextAction("dash", ACTION_EMERGENCY + 2) }));
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triggers.push_back(new TriggerNode("enemy flagcarrier near",
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{ NextAction("dash", ACTION_EMERGENCY + 2) }));
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triggers.push_back(
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new TriggerNode("berserk", { NextAction("berserk", ACTION_HIGH + 6) }));
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}
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