[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 "ShamanNonCombatStrategy.h"
#include "AiFactory.h"
#include "Strategy.h"
#include "Playerbots.h"
class ShamanNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
ShamanNonCombatStrategyActionNodeFactory()
{
creators["flametongue weapon"] = &flametongue_weapon;
creators["frostbrand weapon"] = &frostbrand_weapon;
creators["windfury weapon"] = &windfury_weapon;
creators["earthliving weapon"] = &earthliving_weapon;
creators["wind shear"] = &wind_shear;
creators["purge"] = &purge;
}
private:
static ActionNode* flametongue_weapon([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("flametongue weapon",
/*P*/ {},
/*A*/ { NextAction("rockbiter weapon") },
/*C*/ {});
}
static ActionNode* frostbrand_weapon([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("frostbrand weapon",
/*P*/ {},
/*A*/ { NextAction("flametongue weapon") },
/*C*/ {});
}
static ActionNode* windfury_weapon([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("windfury weapon",
/*P*/ {},
/*A*/ { NextAction("flametongue weapon") },
/*C*/ {});
}
static ActionNode* earthliving_weapon([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("earthliving weapon",
/*P*/ {},
/*A*/ { NextAction("flametongue weapon") },
/*C*/ {});
}
static ActionNode* wind_shear(PlayerbotAI*) { return new ActionNode("wind shear", {}, {}, {}); }
static ActionNode* purge(PlayerbotAI*) { return new ActionNode("purge", {}, {}, {}); }
};
ShamanNonCombatStrategy::ShamanNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
{
actionNodeFactories.Add(new ShamanNonCombatStrategyActionNodeFactory());
}
void ShamanNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
NonCombatStrategy::InitTriggers(triggers);
// Totemic Recall
triggers.push_back(new TriggerNode("totemic recall", { NextAction("totemic recall", 60.0f), }));
// Healing/Resurrect Triggers
triggers.push_back(new TriggerNode("party member dead", { NextAction("ancestral spirit", ACTION_CRITICAL_HEAL + 10), }));
triggers.push_back(new TriggerNode("party member critical health", {
NextAction("riptide on party", 31.0f),
NextAction("healing wave on party", 30.0f) }));
triggers.push_back(new TriggerNode("party member low health",{
NextAction("riptide on party", 29.0f),
NextAction("healing wave on party", 28.0f) }));
triggers.push_back(new TriggerNode("party member medium health",{
NextAction("riptide on party", 27.0f),
NextAction("healing wave on party", 26.0f) }));
triggers.push_back(new TriggerNode("party member almost full health",{
NextAction("riptide on party", 25.0f),
NextAction("lesser healing wave on party", 24.0f) }));
triggers.push_back(new TriggerNode("group heal setting",{ NextAction("chain heal on party", 27.0f) }));
// Cure Triggers
triggers.push_back(new TriggerNode("cure poison", { NextAction("cure poison", 21.0f), }));
triggers.push_back(new TriggerNode("party member cure poison", { NextAction("cure poison on party", 21.0f), }));
triggers.push_back(new TriggerNode("cure disease", { NextAction("cure disease", 31.0f), }));
triggers.push_back(new TriggerNode("party member cure disease", { NextAction("cure disease on party", 30.0f), }));
// Out of Combat Buff Triggers
Player* bot = botAI->GetBot();
int tab = AiFactory::GetPlayerSpecTab(bot);
if (tab == 0) // Elemental
{
triggers.push_back(new TriggerNode("main hand weapon no imbue", { NextAction("flametongue weapon", 22.0f), }));
triggers.push_back(new TriggerNode("water shield", { NextAction("water shield", 21.0f), }));
}
else if (tab == 1) // Enhancement
{
triggers.push_back(new TriggerNode("main hand weapon no imbue", { NextAction("windfury weapon", 22.0f), }));
triggers.push_back(new TriggerNode("off hand weapon no imbue", { NextAction("flametongue weapon", 21.0f), }));
triggers.push_back(new TriggerNode("lightning shield", { NextAction("lightning shield", 20.0f), }));
}
else if (tab == 2) // Restoration
{
triggers.push_back(new TriggerNode("main hand weapon no imbue",{ NextAction("earthliving weapon", 22.0f), }));
triggers.push_back(new TriggerNode("water shield", { NextAction("water shield", 20.0f), }));
}
// Buff Triggers while swimming
triggers.push_back(new TriggerNode("water breathing", { NextAction("water breathing", 12.0f), }));
triggers.push_back(new TriggerNode("water walking", { NextAction("water walking", 12.0f), }));
triggers.push_back(new TriggerNode("water breathing on party", { NextAction("water breathing on party", 11.0f), }));
triggers.push_back(new TriggerNode("water walking on party", { NextAction("water walking on party", 11.0f), }));
// Pet Triggers
triggers.push_back(new TriggerNode("has pet", { NextAction("toggle pet spell", 60.0f), }));
triggers.push_back(new TriggerNode("new pet", { NextAction("set pet stance", 65.0f), }));
}
void ShamanNonCombatStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
NonCombatStrategy::InitMultipliers(multipliers);
}