mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-02 18:33:48 +00:00
[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)
This commit is contained in:
236
src/Ai/Class/Warrior/Strategy/GenericWarriorStrategy.h
Normal file
236
src/Ai/Class/Warrior/Strategy/GenericWarriorStrategy.h
Normal file
@@ -0,0 +1,236 @@
|
||||
/*
|
||||
* 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_GENERICWARRIORSTRATEGY_H
|
||||
#define _PLAYERBOT_GENERICWARRIORSTRATEGY_H
|
||||
|
||||
#include "CombatStrategy.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
// Stance requirements
|
||||
class WarriorStanceRequirementActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
WarriorStanceRequirementActionNodeFactory()
|
||||
{
|
||||
// battle only
|
||||
creators["charge"] = &charge;
|
||||
creators["mocking blow"] = &mocking_blow;
|
||||
creators["overpower"] = &overpower;
|
||||
creators["retaliation"] = &retaliation;
|
||||
creators["shattering throw"] = &shattering_throw;
|
||||
|
||||
// temp
|
||||
creators["mortal strike"] = &mortal_strike;
|
||||
|
||||
// berserker only
|
||||
creators["berserker rage"] = &berserker_rage;
|
||||
creators["recklessness"] = &recklessness;
|
||||
creators["whirlwind"] = &whirlwind;
|
||||
creators["pummel"] = &pummel;
|
||||
creators["intercept"] = &intercept;
|
||||
|
||||
// defensive only
|
||||
creators["taunt"] = &taunt;
|
||||
creators["revenge"] = &revenge;
|
||||
creators["shield block"] = &shield_block;
|
||||
creators["disarm"] = &disarm;
|
||||
creators["shield wall"] = &shield_wall;
|
||||
creators["intervene"] = &intervene;
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
static ActionNode* charge([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"charge",
|
||||
/*P*/ { NextAction("battle stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* mocking_blow([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"mocking blow",
|
||||
/*P*/ { NextAction("battle stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* overpower([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"overpower",
|
||||
/*P*/ { NextAction("battle stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* berserker_rage([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"berserker rage",
|
||||
/*P*/ { NextAction("berserker stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* recklessness([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"recklessness",
|
||||
/*P*/ { NextAction("berserker stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* whirlwind([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"whirlwind",
|
||||
/*P*/ { NextAction("berserker stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* pummel([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"pummel",
|
||||
/*P*/ { NextAction("berserker stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* intercept([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"intercept",
|
||||
/*P*/ { NextAction("berserker stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* taunt([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"taunt",
|
||||
/*P*/ { NextAction("defensive stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* revenge([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"revenge",
|
||||
/*P*/ { NextAction("defensive stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* shield_block([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"shield block",
|
||||
/*P*/ { NextAction("defensive stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* disarm([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"disarm",
|
||||
/*P*/ { NextAction("defensive stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* shield_wall([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"shield wall",
|
||||
/*P*/ { NextAction("defensive stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* intervene([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"intervene",
|
||||
/*P*/ { NextAction("defensive stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* mortal_strike([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"mortal strike",
|
||||
/*P*/ { NextAction("battle stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* retaliation([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"retaliation",
|
||||
/*P*/ { NextAction("battle stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* shattering_throw([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"shattering throw",
|
||||
/*P*/ { NextAction("battle stance") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
class GenericWarriorStrategy : public CombatStrategy
|
||||
{
|
||||
public:
|
||||
GenericWarriorStrategy(PlayerbotAI* botAI);
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "warrior"; }
|
||||
};
|
||||
|
||||
class WarrirorAoeStrategy : public CombatStrategy
|
||||
{
|
||||
public:
|
||||
WarrirorAoeStrategy(PlayerbotAI* botAI);
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "aoe"; }
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user