mirror of
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)
This commit is contained in:
369
src/Ai/Class/Warrior/Strategy/TankWarriorStrategy.cpp
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369
src/Ai/Class/Warrior/Strategy/TankWarriorStrategy.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 "TankWarriorStrategy.h"
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#include "Playerbots.h"
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class TankWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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TankWarriorStrategyActionNodeFactory()
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{
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creators["charge"] = &charge;
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creators["sunder armor"] = &sunder_armor;
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creators["commanding shout"] = &commanding_shout;
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creators["devastate"] = &devastate;
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creators["last stand"] = &last_stand;
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creators["heroic throw on snare target"] = &heroic_throw_on_snare_target;
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creators["heroic throw taunt"] = &heroic_throw_taunt;
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creators["taunt"] = &taunt;
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creators["taunt spell"] = &taunt;
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creators["vigilance"] = &vigilance;
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creators["enraged regeneration"] = &enraged_regeneration;
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}
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private:
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static ActionNode* heroic_throw_taunt(PlayerbotAI* botAI)
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{
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return new ActionNode(
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"heroic throw",
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/*P*/ {},
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/*A*/ { NextAction("shield slam") },
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/*C*/ {}
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);
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}
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static ActionNode* heroic_throw_on_snare_target(PlayerbotAI* botAI)
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{
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return new ActionNode(
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"heroic throw on snare target",
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/*P*/ {},
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/*A*/ { NextAction("taunt on snare target") },
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/*C*/ {}
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);
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}
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static ActionNode* last_stand(PlayerbotAI* botAI)
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{
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return new ActionNode(
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"last stand",
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/*P*/ {},
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/*A*/ { NextAction("intimidating shout") },
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/*C*/ {}
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);
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}
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static ActionNode* devastate(PlayerbotAI* botAI)
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{
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return new ActionNode(
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"devastate",
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/*P*/ {},
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/*A*/ { NextAction("sunder armor") },
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/*C*/ {}
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);
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}
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static ActionNode* commanding_shout(PlayerbotAI* botAI)
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{
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return new ActionNode(
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"commanding shout",
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/*P*/ {},
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/*A*/ { NextAction("battle shout") },
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/*C*/ {}
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);
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}
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static ActionNode* sunder_armor(PlayerbotAI* botAI)
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{
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return new ActionNode(
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"sunder armor",
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/*P*/ {},
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/*A*/ { NextAction("melee") },
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/*C*/ {}
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);
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}
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static ActionNode* charge(PlayerbotAI* botAI)
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{
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return new ActionNode(
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"charge",
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/*P*/ {},
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/*A*/ { NextAction("reach melee") },
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/*C*/ {}
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);
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}
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static ActionNode* taunt(PlayerbotAI* botAI)
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{
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return new ActionNode(
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"taunt",
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/*P*/ {},
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/*A*/ { NextAction("heroic throw taunt") },
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/*C*/ {}
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);
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}
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static ActionNode* vigilance(PlayerbotAI* botAI)
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{
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return new ActionNode(
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"vigilance",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* enraged_regeneration(PlayerbotAI* botAI)
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{
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return new ActionNode(
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"enraged regeneration",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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};
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TankWarriorStrategy::TankWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
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{
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actionNodeFactories.Add(new TankWarriorStrategyActionNodeFactory());
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}
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std::vector<NextAction> TankWarriorStrategy::getDefaultActions()
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{
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return {
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NextAction("devastate", ACTION_DEFAULT + 0.3f),
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NextAction("revenge", ACTION_DEFAULT + 0.2f),
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NextAction("demoralizing shout", ACTION_DEFAULT + 0.1f),
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NextAction("melee", ACTION_DEFAULT)
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};
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}
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void TankWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericWarriorStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode(
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"vigilance",
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{
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NextAction("vigilance", ACTION_HIGH + 7)
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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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"enemy out of melee",
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{
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NextAction("heroic throw", ACTION_MOVE + 11),
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NextAction("charge", ACTION_MOVE + 10)
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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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"thunder clap and rage",
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{
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NextAction("thunder clap", ACTION_MOVE + 11)
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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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"defensive stance",
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{
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NextAction("defensive stance", ACTION_HIGH + 9)
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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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"commanding shout",
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{
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NextAction("commanding shout", ACTION_HIGH + 8)
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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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"bloodrage",
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{
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NextAction("bloodrage", ACTION_HIGH + 2)
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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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"sunder armor",
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{
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NextAction("devastate", ACTION_HIGH + 2)
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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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"medium rage available",
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{
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NextAction("shield slam", ACTION_HIGH + 2),
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NextAction("devastate", ACTION_HIGH + 1)
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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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"shield block",
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{
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NextAction("shield block", ACTION_INTERRUPT + 1)
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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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"revenge",
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{
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NextAction("revenge", ACTION_HIGH + 2)
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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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"disarm",
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{
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NextAction("disarm", ACTION_HIGH + 1)
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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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"lose aggro",
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{
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NextAction("taunt", ACTION_INTERRUPT + 1)
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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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"taunt on snare target",
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{
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NextAction("heroic throw on snare target", ACTION_INTERRUPT)
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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 health",
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{
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NextAction("shield wall", ACTION_MEDIUM_HEAL)
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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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"critical health",
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{
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NextAction("last stand", ACTION_EMERGENCY + 3),
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NextAction("enraged regeneration", ACTION_EMERGENCY + 2)
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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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"high aoe",
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{
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NextAction("challenging shout", ACTION_HIGH + 3)
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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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"concussion blow",
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{
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NextAction("concussion blow", ACTION_INTERRUPT)
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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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"shield bash",
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{
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NextAction("shield bash", ACTION_INTERRUPT)
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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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"shield bash on enemy healer",
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{
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NextAction("shield bash on enemy healer", ACTION_INTERRUPT)
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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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"spell reflection",
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{
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NextAction("spell reflection", ACTION_INTERRUPT + 1)
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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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"victory rush",
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{
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NextAction("victory rush", ACTION_INTERRUPT)
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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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"sword and board",
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{
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NextAction("shield slam", ACTION_INTERRUPT)
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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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"rend",
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{
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NextAction("rend", ACTION_NORMAL + 1)
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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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"rend on attacker",
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{
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NextAction("rend on attacker", ACTION_NORMAL + 1)
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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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"protect party member",
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{
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NextAction("intervene", ACTION_EMERGENCY)
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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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"high rage available",
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{
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NextAction("heroic strike", ACTION_HIGH)
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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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"medium rage available",
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{
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NextAction("thunder clap", ACTION_HIGH + 1)
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}
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)
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);
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}
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