[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 "PaladinTriggers.h"
#include "PaladinActions.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
bool SealTrigger::IsActive()
{
Unit* target = GetTarget();
return !botAI->HasAura("seal of justice", target) && !botAI->HasAura("seal of command", target) &&
!botAI->HasAura("seal of vengeance", target) && !botAI->HasAura("seal of corruption", target) &&
!botAI->HasAura("seal of righteousness", target) && !botAI->HasAura("seal of light", target) &&
(!botAI->HasAura("seal of wisdom", target) || AI_VALUE2(uint8, "mana", "self target") > 70);
}
bool CrusaderAuraTrigger::IsActive()
{
Unit* target = GetTarget();
return AI_VALUE2(bool, "mounted", "self target") && !botAI->HasAura("crusader aura", target);
}
bool BlessingTrigger::IsActive()
{
Unit* target = GetTarget();
return SpellTrigger::IsActive() && !botAI->HasAnyAuraOf(target, "blessing of might", "blessing of wisdom",
"blessing of kings", "blessing of sanctuary", nullptr);
}

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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_PALADINTRIGGERS_H
#define _PLAYERBOT_PALADINTRIGGERS_H
#include "CureTriggers.h"
#include "GenericTriggers.h"
#include "SharedDefines.h"
#include "Unit.h"
class PlayerbotAI;
inline std::string const GetActualBlessingOfMight(Unit* target)
{
switch (target->getClass())
{
case CLASS_MAGE:
case CLASS_PRIEST:
case CLASS_WARLOCK:
return "blessing of wisdom";
}
return "blessing of might";
}
inline std::string const GetActualBlessingOfWisdom(Unit* target)
{
switch (target->getClass())
{
case CLASS_WARRIOR:
case CLASS_ROGUE:
case CLASS_DEATH_KNIGHT:
return "blessing of might";
}
return "blessing of wisdom";
}
BUFF_TRIGGER(HolyShieldTrigger, "holy shield");
BUFF_TRIGGER(RighteousFuryTrigger, "righteous fury");
BUFF_TRIGGER(RetributionAuraTrigger, "retribution aura");
BUFF_TRIGGER(SanctityAuraTrigger, "sanctity aura");
class CrusaderAuraTrigger : public BuffTrigger
{
public:
CrusaderAuraTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "crusader aura") {}
bool IsActive() override;
};
class SealTrigger : public BuffTrigger
{
public:
SealTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "seal") {}
bool IsActive() override;
};
// judgements
DEBUFF_TRIGGER(JudgementTrigger, "judgement");
DEBUFF_TRIGGER(JudgementOfLightTrigger, "judgement of light");
DEBUFF_TRIGGER(JudgementOfWisdomTrigger, "judgement of wisdom");
DEBUFF_TRIGGER(ConsecrationTrigger, "consecration");
// repentance triggers
INTERRUPT_HEALER_TRIGGER(RepentanceOnHealerTrigger, "repentance on enemy healer");
SNARE_TRIGGER(RepentanceSnareTrigger, "repentance on snare target");
INTERRUPT_TRIGGER(RepentanceInterruptTrigger, "repentance");
class BlessingOnPartyTrigger : public BuffOnPartyTrigger
{
public:
BlessingOnPartyTrigger(PlayerbotAI* botAI)
: BuffOnPartyTrigger(botAI, "blessing of kings,blessing of might,blessing of wisdom", 2 * 2000)
{
}
};
class BlessingTrigger : public BuffTrigger
{
public:
BlessingTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "blessing of sanctuary", 2 * 2000) {}
bool IsActive() override;
};
class HammerOfJusticeInterruptSpellTrigger : public InterruptSpellTrigger
{
public:
HammerOfJusticeInterruptSpellTrigger(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, "hammer of justice") {}
};
class HammerOfJusticeSnareTrigger : public SnareTargetTrigger
{
public:
HammerOfJusticeSnareTrigger(PlayerbotAI* botAI) : SnareTargetTrigger(botAI, "hammer of justice") {}
};
class ArtOfWarTrigger : public HasAuraTrigger
{
public:
ArtOfWarTrigger(PlayerbotAI* botAI) : HasAuraTrigger(botAI, "the art of war") {}
};
class ShadowResistanceAuraTrigger : public BuffTrigger
{
public:
ShadowResistanceAuraTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "shadow resistance aura") {}
};
class FrostResistanceAuraTrigger : public BuffTrigger
{
public:
FrostResistanceAuraTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "frost resistance aura") {}
};
class FireResistanceAuraTrigger : public BuffTrigger
{
public:
FireResistanceAuraTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "fire resistance aura") {}
};
class DevotionAuraTrigger : public BuffTrigger
{
public:
DevotionAuraTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "devotion aura") {}
};
BUFF_TRIGGER(ConcentrationAuraTrigger, "concentration aura");
class CleanseCureDiseaseTrigger : public NeedCureTrigger
{
public:
CleanseCureDiseaseTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cleanse", DISPEL_DISEASE) {}
};
class CleanseCurePartyMemberDiseaseTrigger : public PartyMemberNeedCureTrigger
{
public:
CleanseCurePartyMemberDiseaseTrigger(PlayerbotAI* botAI)
: PartyMemberNeedCureTrigger(botAI, "cleanse", DISPEL_DISEASE)
{
}
};
class CleanseCurePoisonTrigger : public NeedCureTrigger
{
public:
CleanseCurePoisonTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cleanse", DISPEL_POISON) {}
};
class CleanseCurePartyMemberPoisonTrigger : public PartyMemberNeedCureTrigger
{
public:
CleanseCurePartyMemberPoisonTrigger(PlayerbotAI* botAI)
: PartyMemberNeedCureTrigger(botAI, "cleanse", DISPEL_POISON)
{
}
};
class CleanseCureMagicTrigger : public NeedCureTrigger
{
public:
CleanseCureMagicTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cleanse", DISPEL_MAGIC) {}
};
class CleanseCurePartyMemberMagicTrigger : public PartyMemberNeedCureTrigger
{
public:
CleanseCurePartyMemberMagicTrigger(PlayerbotAI* botAI) : PartyMemberNeedCureTrigger(botAI, "cleanse", DISPEL_MAGIC)
{
}
};
class HammerOfJusticeEnemyHealerTrigger : public InterruptEnemyHealerTrigger
{
public:
HammerOfJusticeEnemyHealerTrigger(PlayerbotAI* botAI) : InterruptEnemyHealerTrigger(botAI, "hammer of justice") {}
};
class DivineFavorTrigger : public BuffTrigger
{
public:
DivineFavorTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "divine favor") {}
};
class TurnUndeadTrigger : public HasCcTargetTrigger
{
public:
TurnUndeadTrigger(PlayerbotAI* botAI) : HasCcTargetTrigger(botAI, "turn undead") {}
};
DEBUFF_TRIGGER(AvengerShieldTrigger, "avenger's shield");
class BeaconOfLightOnMainTankTrigger : public BuffOnMainTankTrigger
{
public:
BeaconOfLightOnMainTankTrigger(PlayerbotAI* ai) : BuffOnMainTankTrigger(ai, "beacon of light", true) {}
};
class SacredShieldOnMainTankTrigger : public BuffOnMainTankTrigger
{
public:
SacredShieldOnMainTankTrigger(PlayerbotAI* ai) : BuffOnMainTankTrigger(ai, "sacred shield", false) {}
};
class BlessingOfKingsOnPartyTrigger : public BuffOnPartyTrigger
{
public:
BlessingOfKingsOnPartyTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "blessing of kings", 2 * 2000) {}
};
class BlessingOfWisdomOnPartyTrigger : public BuffOnPartyTrigger
{
public:
BlessingOfWisdomOnPartyTrigger(PlayerbotAI* botAI)
: BuffOnPartyTrigger(botAI, "blessing of might,blessing of wisdom", 2 * 2000)
{
}
};
class BlessingOfMightOnPartyTrigger : public BuffOnPartyTrigger
{
public:
BlessingOfMightOnPartyTrigger(PlayerbotAI* botAI)
: BuffOnPartyTrigger(botAI, "blessing of might,blessing of wisdom", 2 * 2000)
{
}
};
class BlessingOfSanctuaryOnPartyTrigger : public BuffOnPartyTrigger
{
public:
BlessingOfSanctuaryOnPartyTrigger(PlayerbotAI* botAI)
: BuffOnPartyTrigger(botAI, "blessing of sanctuary", 2 * 2000)
{
}
};
class AvengingWrathTrigger : public BoostTrigger
{
public:
AvengingWrathTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "avenging wrath") {}
};
#endif