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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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118
src/Ai/Class/Hunter/Strategy/MarksmanshipHunterStrategy.cpp
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118
src/Ai/Class/Hunter/Strategy/MarksmanshipHunterStrategy.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 "MarksmanshipHunterStrategy.h"
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#include "Playerbots.h"
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// ===== Action Node Factory =====
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class MarksmanshipHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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MarksmanshipHunterStrategyActionNodeFactory()
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{
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creators["auto shot"] = &auto_shot;
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creators["silencing shot"] = &silencing_shot;
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creators["kill command"] = &kill_command;
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creators["kill shot"] = &kill_shot;
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creators["viper sting"] = &viper_sting;
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creators["serpent sting"] = serpent_sting;
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creators["chimera shot"] = &chimera_shot;
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creators["aimed shot"] = &aimed_shot;
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creators["arcane shot"] = &arcane_shot;
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creators["steady shot"] = &steady_shot;
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creators["multi-shot"] = &multi_shot;
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creators["volley"] = &volley;
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}
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private:
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static ActionNode* auto_shot(PlayerbotAI*) { return new ActionNode("auto shot", {}, {}, {}); }
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static ActionNode* silencing_shot(PlayerbotAI*) { return new ActionNode("silencing shot", {}, {}, {}); }
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static ActionNode* kill_command(PlayerbotAI*) { return new ActionNode("kill command", {}, {}, {}); }
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static ActionNode* kill_shot(PlayerbotAI*) { return new ActionNode("kill shot", {}, {}, {}); }
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static ActionNode* viper_sting(PlayerbotAI*) { return new ActionNode("viper sting", {}, {}, {}); }
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static ActionNode* serpent_sting(PlayerbotAI*) { return new ActionNode("serpent sting", {}, {}, {}); }
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static ActionNode* chimera_shot(PlayerbotAI*) { return new ActionNode("chimera shot", {}, {}, {}); }
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static ActionNode* aimed_shot(PlayerbotAI*) { return new ActionNode("aimed shot", {}, {}, {}); }
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static ActionNode* arcane_shot(PlayerbotAI*) { return new ActionNode("arcane shot", {}, {}, {}); }
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static ActionNode* steady_shot(PlayerbotAI*) { return new ActionNode("steady shot", {}, {}, {}); }
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static ActionNode* multi_shot(PlayerbotAI*) { return new ActionNode("multi shot", {}, {}, {}); }
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static ActionNode* volley(PlayerbotAI*) { return new ActionNode("volley", {}, {}, {}); }
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};
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// ===== Single Target Strategy =====
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MarksmanshipHunterStrategy::MarksmanshipHunterStrategy(PlayerbotAI* botAI) : GenericHunterStrategy(botAI)
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{
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actionNodeFactories.Add(new MarksmanshipHunterStrategyActionNodeFactory());
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}
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// ===== Default Actions =====
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std::vector<NextAction> MarksmanshipHunterStrategy::getDefaultActions()
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{
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return {
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NextAction("kill command", 5.8f),
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NextAction("kill shot", 5.7f),
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NextAction("serpent sting", 5.6f),
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NextAction("chimera shot", 5.5f),
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NextAction("aimed shot", 5.4f),
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NextAction("arcane shot", 5.3f),
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NextAction("steady shot", 5.2f),
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NextAction("auto shot", 5.1f)
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};
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}
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// ===== Trigger Initialization ===
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void MarksmanshipHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericHunterStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode(
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"silencing shot",
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{
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NextAction("silencing shot", 40.0f)
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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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"kill command",
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{
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NextAction("kill command", 18.5f)
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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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"target critical health",
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{
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NextAction("kill shot", 18.0f)
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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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"low mana",
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{
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NextAction("viper sting", 17.5f)
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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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"no stings",
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{
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NextAction("serpent sting", 17.0f)
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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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"serpent sting on attacker",
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{
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NextAction("serpent sting on attacker", 16.5f)
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}
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)
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);
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}
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