[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 "GenericHunterStrategy.h"
#include "Playerbots.h"
#include "Strategy.h"
class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
GenericHunterStrategyActionNodeFactory()
{
creators["rapid fire"] = &rapid_fire;
creators["boost"] = &rapid_fire;
creators["aspect of the pack"] = &aspect_of_the_pack;
creators["aspect of the dragonhawk"] = &aspect_of_the_dragonhawk;
creators["feign death"] = &feign_death;
creators["wing clip"] = &wing_clip;
creators["mongoose bite"] = &mongoose_bite;
creators["raptor strike"] = &raptor_strike;
creators["explosive trap"] = &explosive_trap;
}
private:
static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("rapid fire",
/*P*/ {},
/*A*/ { NextAction("readiness") },
/*C*/ {});
}
static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("aspect of the pack",
/*P*/ {},
/*A*/ { NextAction("aspect of the cheetah") },
/*C*/ {});
}
static ActionNode* aspect_of_the_dragonhawk([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("aspect of the dragonhawk",
/*P*/ {},
/*A*/ { NextAction("aspect of the hawk") },
/*C*/ {});
}
static ActionNode* feign_death([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("feign death",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* wing_clip([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("wing clip",
/*P*/ {},
// /*A*/ { NextAction("mongoose bite") },
{},
/*C*/ {});
}
static ActionNode* mongoose_bite([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("mongoose bite",
/*P*/ {},
/*A*/ { NextAction("raptor strike") },
/*C*/ {});
}
static ActionNode* raptor_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("raptor strike",
/*P*/ { NextAction("melee") },
/*A*/ {},
/*C*/ {});
}
static ActionNode* explosive_trap([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("explosive trap",
/*P*/ {},
/*A*/ { NextAction("immolation trap") },
/*C*/ {});
}
};
GenericHunterStrategy::GenericHunterStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
{
actionNodeFactories.Add(new GenericHunterStrategyActionNodeFactory());
}
void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
CombatStrategy::InitTriggers(triggers);
// Mark/Ammo/Mana Triggers
triggers.push_back(new TriggerNode("no ammo", { NextAction("equip upgrades", 30.0f) }));
triggers.push_back(new TriggerNode("hunter's mark", { NextAction("hunter's mark", 29.5f) }));
triggers.push_back(new TriggerNode("rapid fire", { NextAction("rapid fire", 29.0f) }));
triggers.push_back(new TriggerNode("aspect of the viper", { NextAction("aspect of the viper", 28.0f) }));
triggers.push_back(new TriggerNode("aspect of the hawk", { NextAction("aspect of the dragonhawk", 27.5f) }));
// Aggro/Threat/Defensive Triggers
triggers.push_back(new TriggerNode("has aggro", { NextAction("concussive shot", 20.0f) }));
triggers.push_back(new TriggerNode("low tank threat", { NextAction("misdirection on main tank", 27.0f) }));
triggers.push_back(new TriggerNode("low health", { NextAction("deterrence", 35.0f) }));
triggers.push_back(new TriggerNode("concussive shot on snare target", { NextAction("concussive shot", 20.0f) }));
triggers.push_back(new TriggerNode("medium threat", { NextAction("feign death", 35.0f) }));
triggers.push_back(new TriggerNode("hunters pet medium health", { NextAction("mend pet", 22.0f) }));
triggers.push_back(new TriggerNode("hunters pet low health", { NextAction("mend pet", 21.0f) }));
// Dispel Triggers
triggers.push_back(new TriggerNode("tranquilizing shot enrage", { NextAction("tranquilizing shot", 61.0f) }));
triggers.push_back(new TriggerNode("tranquilizing shot magic", { NextAction("tranquilizing shot", 61.0f) }));
// Ranged-based Triggers
triggers.push_back(new TriggerNode("enemy within melee", {
NextAction("explosive trap", 37.0f),
NextAction("mongoose bite", 22.0f),
NextAction("wing clip", 21.0f) }));
triggers.push_back(new TriggerNode("enemy too close for auto shot", {
NextAction("disengage", 35.0f),
NextAction("flee", 34.0f) }));
}
// ===== AoE Strategy, 2/3+ enemies =====
AoEHunterStrategy::AoEHunterStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
void AoEHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("volley channel check", { NextAction("cancel channel", 23.0f) }));
triggers.push_back(new TriggerNode("medium aoe", { NextAction("volley", 22.0f) }));
triggers.push_back(new TriggerNode("light aoe", { NextAction("multi-shot", 21.0f) }));
}
void HunterBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
}
void HunterCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("scare beast", { NextAction("scare beast on cc", 23.0f) }));
triggers.push_back(new TriggerNode("freezing trap", { NextAction("freezing trap on cc", 23.0f) }));
}
void HunterTrapWeaveStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("immolation trap no cd", { NextAction("reach melee", 23.0f) }));
}