Run clang-format

This commit is contained in:
Yunfan Li
2024-08-04 10:23:36 +08:00
parent 44da167492
commit 53611c9040
835 changed files with 35085 additions and 31861 deletions

View File

@@ -1,12 +1,14 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
* and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#include "EmoteAction.h"
#include "Event.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "PlayerbotTextMgr.h"
std::map<std::string, uint32> EmoteActionBase::emotes;
std::map<std::string, uint32> EmoteActionBase::textEmotes;
@@ -18,9 +20,7 @@ EmoteActionBase::EmoteActionBase(PlayerbotAI* botAI, std::string const name) : A
InitEmotes();
}
EmoteAction::EmoteAction(PlayerbotAI* botAI) : EmoteActionBase(botAI, "emote"), Qualified()
{
}
EmoteAction::EmoteAction(PlayerbotAI* botAI) : EmoteActionBase(botAI, "emote"), Qualified() {}
void EmoteActionBase::InitEmotes()
{
@@ -67,10 +67,10 @@ void EmoteActionBase::InitEmotes()
textEmotes["congratulate"] = TEXT_EMOTE_CONGRATULATE;
textEmotes["hello"] = TEXT_EMOTE_HELLO;
textEmotes["no"] = TEXT_EMOTE_NO;
textEmotes["nod"] = TEXT_EMOTE_NOD; // yes
textEmotes["nod"] = TEXT_EMOTE_NOD; // yes
textEmotes["sigh"] = TEXT_EMOTE_SIGH;
textEmotes["thank"] = TEXT_EMOTE_THANK;
textEmotes["welcome"] = TEXT_EMOTE_WELCOME; // you are welcome
textEmotes["welcome"] = TEXT_EMOTE_WELCOME; // you are welcome
textEmotes["whistle"] = TEXT_EMOTE_WHISTLE;
textEmotes["yawn"] = TEXT_EMOTE_YAWN;
textEmotes["oom"] = 323;
@@ -196,7 +196,7 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
case TEXT_EMOTE_BLUSH:
case TEXT_EMOTE_SMILE:
case TEXT_EMOTE_LOVE:
//case TEXT_EMOTE_HOLDHAND:
// case TEXT_EMOTE_HOLDHAND:
emoteText = "Awwwww...";
emoteId = EMOTE_ONESHOT_SHY;
textEmote = TEXT_EMOTE_SHY;
@@ -207,13 +207,13 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
textEmote = TEXT_EMOTE_APPLAUD;
break;
case TEXT_EMOTE_ANGRY:
//case TEXT_EMOTE_FACEPALM:
// case TEXT_EMOTE_FACEPALM:
case TEXT_EMOTE_GLARE:
case TEXT_EMOTE_BLAME:
//case TEXT_EMOTE_FAIL:
//case TEXT_EMOTE_REGRET:
//case TEXT_EMOTE_SCOLD:
//case TEXT_EMOTE_CROSSARMS:
// case TEXT_EMOTE_FAIL:
// case TEXT_EMOTE_REGRET:
// case TEXT_EMOTE_SCOLD:
// case TEXT_EMOTE_CROSSARMS:
emoteText = "Did I do thaaaaat?";
emoteId = EMOTE_ONESHOT_QUESTION;
textEmote = TEXT_EMOTE_SHRUG;
@@ -247,7 +247,7 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
case TEXT_EMOTE_CLAP:
case TEXT_EMOTE_CONGRATULATE:
case TEXT_EMOTE_HAPPY:
//case TEXT_EMOTE_GOLFCLAP:
// case TEXT_EMOTE_GOLFCLAP:
emoteId = EMOTE_ONESHOT_BOW;
textEmote = TEXT_EMOTE_BOW;
emoteText = "Thank you.. Thank you.. I'm here all week.";
@@ -262,8 +262,8 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
case TEXT_EMOTE_BITE:
case TEXT_EMOTE_POKE:
case TEXT_EMOTE_SCRATCH:
//case TEXT_EMOTE_PINCH:
//case TEXT_EMOTE_PUNCH:
// case TEXT_EMOTE_PINCH:
// case TEXT_EMOTE_PUNCH:
emoteId = EMOTE_ONESHOT_ROAR;
textEmote = TEXT_EMOTE_ROAR;
emoteYell = "OUCH! Dammit, that hurt!";
@@ -300,9 +300,9 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
case TEXT_EMOTE_PRAISE:
case TEXT_EMOTE_SCARED:
case TEXT_EMOTE_COMMEND:
//case TEXT_EMOTE_AWE:
//case TEXT_EMOTE_JEALOUS:
//case TEXT_EMOTE_PROUD:
// case TEXT_EMOTE_AWE:
// case TEXT_EMOTE_JEALOUS:
// case TEXT_EMOTE_PROUD:
emoteId = EMOTE_ONESHOT_FLEX;
textEmote = TEXT_EMOTE_FLEX;
emoteText = "Yes, Yes. I know I'm amazing..";
@@ -310,8 +310,8 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
case TEXT_EMOTE_BLEED:
case TEXT_EMOTE_MOURN:
case TEXT_EMOTE_FLOP:
//case TEXT_EMOTE_FAINT:
//case TEXT_EMOTE_PULSE:
// case TEXT_EMOTE_FAINT:
// case TEXT_EMOTE_PULSE:
emoteId = EMOTE_ONESHOT_KNEEL;
textEmote = TEXT_EMOTE_KNEEL;
emoteText = "MEDIC! Stat!";
@@ -338,7 +338,7 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
case TEXT_EMOTE_GUFFAW:
case TEXT_EMOTE_ROFL:
case TEXT_EMOTE_SNICKER:
//case TEXT_EMOTE_SNORT:
// case TEXT_EMOTE_SNORT:
emoteId = EMOTE_ONESHOT_LAUGH;
textEmote = TEXT_EMOTE_LAUGH;
emoteText = "Wait... what are we laughing at again?";
@@ -368,8 +368,8 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
case TEXT_EMOTE_SPIT:
case TEXT_EMOTE_LICK:
case TEXT_EMOTE_BREATH:
//case TEXT_EMOTE_SNEEZE:
//case TEXT_EMOTE_SWEAT:
// case TEXT_EMOTE_SNEEZE:
// case TEXT_EMOTE_SWEAT:
emoteId = EMOTE_ONESHOT_POINT;
textEmote = TEXT_EMOTE_POINT;
emoteText = "Ewww! Keep your nasty germs over there!";
@@ -420,7 +420,7 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
case TEXT_EMOTE_SHIMMY:
case TEXT_EMOTE_SMIRK:
case TEXT_EMOTE_WINK:
//case TEXT_EMOTE_CHARM:
// case TEXT_EMOTE_CHARM:
emoteId = EMOTE_ONESHOT_NO;
textEmote = TEXT_EMOTE_NO;
emoteText = "Keep it in your pants, boss..";
@@ -447,7 +447,7 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
case TEXT_EMOTE_RASP:
emoteId = EMOTE_ONESHOT_RUDE;
textEmote = TEXT_EMOTE_RASP;
emoteText = "Right back at you, bub!"; // , LANG_UNIVERSAL;
emoteText = "Right back at you, bub!"; // , LANG_UNIVERSAL;
break;
case TEXT_EMOTE_ROAR:
case TEXT_EMOTE_THREATEN:
@@ -456,17 +456,17 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
case TEXT_EMOTE_TAUNT:
case TEXT_EMOTE_PITY:
case TEXT_EMOTE_GROWL:
//case TEXT_EMOTE_TRAIN:
//case TEXT_EMOTE_INCOMING:
//case TEXT_EMOTE_CHARGE:
//case TEXT_EMOTE_FLEE:
//case TEXT_EMOTE_ATTACKMYTARGET:
// case TEXT_EMOTE_TRAIN:
// case TEXT_EMOTE_INCOMING:
// case TEXT_EMOTE_CHARGE:
// case TEXT_EMOTE_FLEE:
// case TEXT_EMOTE_ATTACKMYTARGET:
case TEXT_EMOTE_OPENFIRE:
case TEXT_EMOTE_ENCOURAGE:
case TEXT_EMOTE_ENEMY:
//case TEXT_EMOTE_CHALLENGE:
//case TEXT_EMOTE_REVENGE:
//case TEXT_EMOTE_SHAKEFIST:
// case TEXT_EMOTE_CHALLENGE:
// case TEXT_EMOTE_REVENGE:
// case TEXT_EMOTE_SHAKEFIST:
emoteId = EMOTE_ONESHOT_ROAR;
textEmote = TEXT_EMOTE_ROAR;
emoteYell = "RAWR!";
@@ -493,8 +493,8 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
case TEXT_EMOTE_VICTORY:
case TEXT_EMOTE_CHEER:
case TEXT_EMOTE_TOAST:
//case TEXT_EMOTE_HIGHFIVE:
//case TEXT_EMOTE_DING:
// case TEXT_EMOTE_HIGHFIVE:
// case TEXT_EMOTE_DING:
emoteId = EMOTE_ONESHOT_CHEER;
textEmote = TEXT_EMOTE_CHEER;
emoteText = "Yay!";
@@ -502,9 +502,9 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
case TEXT_EMOTE_COLD:
case TEXT_EMOTE_SHIVER:
case TEXT_EMOTE_THIRSTY:
//case TEXT_EMOTE_OOM:
//case TEXT_EMOTE_HEALME:
//case TEXT_EMOTE_POUT:
// case TEXT_EMOTE_OOM:
// case TEXT_EMOTE_HEALME:
// case TEXT_EMOTE_POUT:
emoteId = EMOTE_ONESHOT_QUESTION;
textEmote = TEXT_EMOTE_PUZZLE;
emoteText = "And what exactly am I supposed to do about that?";
@@ -542,7 +542,7 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
emoteText = "Shoo yourself!";
break;
case TEXT_EMOTE_SLAP:
//case TEXT_EMOTE_SMACK:
// case TEXT_EMOTE_SMACK:
emoteId = EMOTE_ONESHOT_CRY;
textEmote = TEXT_EMOTE_CRY;
emoteText = "What did I do to deserve that?";
@@ -562,18 +562,18 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
textEmote = TEXT_EMOTE_SIGH;
emoteText = "Har Har.. very funny..";
break;
//case TEXT_EMOTE_HELPME:
// bot->HandleEmoteCommand(EMOTE_ONESHOT_POINT);
// bot->Yell("Quick! Someone HELP!", LANG_UNIVERSAL);
// break;
// case TEXT_EMOTE_HELPME:
// bot->HandleEmoteCommand(EMOTE_ONESHOT_POINT);
// bot->Yell("Quick! Someone HELP!", LANG_UNIVERSAL);
// break;
case TEXT_EMOTE_GOODLUCK:
//case TEXT_EMOTE_LUCK:
// case TEXT_EMOTE_LUCK:
emoteId = EMOTE_ONESHOT_TALK;
textEmote = TEXT_EMOTE_THANK;
emoteText = "Thanks... I'll need it..";
break;
case TEXT_EMOTE_BRANDISH:
//case TEXT_EMOTE_MERCY:
// case TEXT_EMOTE_MERCY:
emoteId = EMOTE_ONESHOT_BEG;
textEmote = TEXT_EMOTE_BEG;
emoteText = "Please don't kill me!";
@@ -612,9 +612,9 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
bot->Yell("You think that's going to help you?!", LANG_UNIVERSAL);
break;*/
default:
//return false;
//bot->HandleEmoteCommand(EMOTE_ONESHOT_QUESTION);
//bot->Say("Mmmmmkaaaaaay...", LANG_UNIVERSAL);
// return false;
// bot->HandleEmoteCommand(EMOTE_ONESHOT_QUESTION);
// bot->Say("Mmmmmkaaaaaay...", LANG_UNIVERSAL);
break;
}
@@ -668,8 +668,9 @@ bool EmoteAction::Execute(Event event)
p >> nam;
pSource = ObjectAccessor::FindPlayer(source);
if (pSource && (pSource->GetGUID() != bot->GetGUID()) && ((urand(0, 1) && bot->HasInArc(static_cast<float>(M_PI), pSource, 10.0f)) ||
(namlen > 1 && strstri(bot->GetName().c_str(), nam.c_str()))))
if (pSource && (pSource->GetGUID() != bot->GetGUID()) &&
((urand(0, 1) && bot->HasInArc(static_cast<float>(M_PI), pSource, 10.0f)) ||
(namlen > 1 && strstri(bot->GetName().c_str(), nam.c_str()))))
{
/*LOG_INFO("playerbots", "Bot {} {}:{} <{}> received SMSG_TEXT_EMOTE {} from player {} <{}>",
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(),
@@ -688,14 +689,16 @@ bool EmoteAction::Execute(Event event)
p >> emoteId >> source;
pSource = ObjectAccessor::FindPlayer(source);
if (pSource && pSource != bot && sServerFacade->GetDistance2d(bot, pSource) < sPlayerbotAIConfig->farDistance && emoteId != EMOTE_ONESHOT_NONE)
if (pSource && pSource != bot && sServerFacade->GetDistance2d(bot, pSource) < sPlayerbotAIConfig->farDistance &&
emoteId != EMOTE_ONESHOT_NONE)
{
if ((pSource->GetGUID() != bot->GetGUID()) && (pSource->GetTarget() == bot->GetGUID() ||
(urand(0, 1) && bot->HasInArc(static_cast<float>(M_PI), pSource, 10.0f))))
if ((pSource->GetGUID() != bot->GetGUID()) &&
(pSource->GetTarget() == bot->GetGUID() ||
(urand(0, 1) && bot->HasInArc(static_cast<float>(M_PI), pSource, 10.0f))))
{
/*LOG_INFO("playerbots", "Bot {} {}:{} <{}> received SMSG_EMOTE {} from player {} <{}>",
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(),
emoteId, pSource->GetGUID().ToString().c_str(), pSource->GetName());*/
bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(),
bot->GetName(), emoteId, pSource->GetGUID().ToString().c_str(), pSource->GetName());*/
std::vector<uint32> types;
for (int32 i = sEmotesTextStore.GetNumRows(); i >= 0; --i)
@@ -732,7 +735,9 @@ bool EmoteAction::Execute(Event event)
if ((!isReact && param.empty()) || emote)
{
time_t lastEmote = AI_VALUE2(time_t, "last emote", qualifier);
botAI->GetAiObjectContext()->GetValue<time_t>("last emote", qualifier)->Set(time(nullptr) + urand(1000, sPlayerbotAIConfig->repeatDelay) / 1000);
botAI->GetAiObjectContext()
->GetValue<time_t>("last emote", qualifier)
->Set(time(nullptr) + urand(1000, sPlayerbotAIConfig->repeatDelay) / 1000);
param = qualifier;
}
@@ -832,7 +837,8 @@ uint32 TalkAction::GetRandomEmote(Unit* unit, bool textEmote)
types.push_back(TEXT_EMOTE_TALKEX);
types.push_back(TEXT_EMOTE_TALKQ);
if (unit && (unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER) || unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER)))
if (unit && (unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER) ||
unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER)))
{
types.push_back(TEXT_EMOTE_SALUTE);
}
@@ -858,7 +864,8 @@ uint32 TalkAction::GetRandomEmote(Unit* unit, bool textEmote)
types.push_back(EMOTE_ONESHOT_EXCLAMATION);
types.push_back(EMOTE_ONESHOT_QUESTION);
if (unit && (unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER) || unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER)))
if (unit && (unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER) ||
unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER)))
{
types.push_back(EMOTE_ONESHOT_SALUTE);
}
@@ -1272,24 +1279,24 @@ uint32 EmoteActionBase::GetNumberOfEmoteVariants(TextEmotes emote, uint8 Race, u
{
switch (Race)
{
case RACE_HUMAN:
case RACE_DWARF:
case RACE_NIGHTELF:
case RACE_GNOME:
case RACE_ORC:
case RACE_TAUREN:
case RACE_TROLL:
{
if (Gender == GENDER_MALE)
case RACE_HUMAN:
case RACE_DWARF:
case RACE_NIGHTELF:
case RACE_GNOME:
case RACE_ORC:
case RACE_TAUREN:
case RACE_TROLL:
{
if (Gender == GENDER_MALE)
return 3;
return 3;
return 3;
}
case RACE_UNDEAD_PLAYER:
{
if (Gender == GENDER_MALE)
return 2;
return 3;
}
}
case RACE_UNDEAD_PLAYER:
{
if (Gender == GENDER_MALE)
return 2;
return 3;
}
}
}
else if (emote == TEXT_EMOTE_CONGRATULATE)