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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,75 +1,77 @@
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/*
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* 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.
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "BloodDKStrategy.h"
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#include "Playerbots.h"
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class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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BloodDKStrategyActionNodeFactory()
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{
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//creators["melee"] = &melee;
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//creators["blood strike"] = &blood_strike;
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creators["rune strike"] = &rune_strike;
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creators["heart strike"] = &heart_strike;
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creators["death strike"] = &death_strike;
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//creators["death grip"] = &death_grip;
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//creators["plague strike"] = &plague_strike;
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//creators["pestilence"] = &pestilence;
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creators["icy touch"] = &icy_touch;
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//creators["obliterate"] = &obliterate;
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//creators["blood boil"] = &blood_boil;
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//creators["mark of_blood"] = &mark_of_blood;
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//creators["blood presence"] = &blood_presence;
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//creators["rune tap"] = &rune_tap;
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//creators["vampiric blood"] = &vampiric_blood;
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//creators["death pact"] = &death_pact;
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//creators["death rune_mastery"] = &death_rune_mastery;
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//creators["hysteria"] = &hysteria;
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//creators["dancing weapon"] = &dancing_weapon;
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creators["dark command"] = &dark_command;
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creators["taunt spell"] = &dark_command;
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}
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public:
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BloodDKStrategyActionNodeFactory()
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{
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// creators["melee"] = &melee;
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// creators["blood strike"] = &blood_strike;
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creators["rune strike"] = &rune_strike;
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creators["heart strike"] = &heart_strike;
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creators["death strike"] = &death_strike;
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// creators["death grip"] = &death_grip;
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// creators["plague strike"] = &plague_strike;
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// creators["pestilence"] = &pestilence;
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creators["icy touch"] = &icy_touch;
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// creators["obliterate"] = &obliterate;
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// creators["blood boil"] = &blood_boil;
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// creators["mark of_blood"] = &mark_of_blood;
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// creators["blood presence"] = &blood_presence;
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// creators["rune tap"] = &rune_tap;
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// creators["vampiric blood"] = &vampiric_blood;
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// creators["death pact"] = &death_pact;
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// creators["death rune_mastery"] = &death_rune_mastery;
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// creators["hysteria"] = &hysteria;
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// creators["dancing weapon"] = &dancing_weapon;
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creators["dark command"] = &dark_command;
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creators["taunt spell"] = &dark_command;
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}
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private:
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static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rune strike",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("icy touch",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("heart strike",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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private:
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static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rune strike",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("icy touch",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("heart strike",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("death strike",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* dark_command([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("dark command",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), NULL),
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/*A*/ NextAction::array(0, new NextAction("death grip"), NULL),
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/*C*/ NULL);
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}
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static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("death strike",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* dark_command([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("dark command",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), NULL),
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/*A*/ NextAction::array(0, new NextAction("death grip"), NULL),
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/*C*/ NULL);
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}
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};
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BloodDKStrategy::BloodDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
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@@ -79,27 +81,28 @@ BloodDKStrategy::BloodDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
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NextAction** BloodDKStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("rune strike", ACTION_DEFAULT + 0.8f),
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new NextAction("icy touch", ACTION_DEFAULT + 0.7f),
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new NextAction("heart strike", ACTION_DEFAULT + 0.6f),
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new NextAction("blood strike", ACTION_DEFAULT + 0.5f),
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new NextAction("dancing rune weapon", ACTION_DEFAULT + 0.4f),
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new NextAction("death coil", ACTION_DEFAULT + 0.3f),
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new NextAction("plague strike", ACTION_DEFAULT + 0.2f),
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new NextAction("horn of winter", ACTION_DEFAULT + 0.1f),
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new NextAction("melee", ACTION_DEFAULT),
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NULL);
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return NextAction::array(
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0, new NextAction("rune strike", ACTION_DEFAULT + 0.8f), new NextAction("icy touch", ACTION_DEFAULT + 0.7f),
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new NextAction("heart strike", ACTION_DEFAULT + 0.6f), new NextAction("blood strike", ACTION_DEFAULT + 0.5f),
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new NextAction("dancing rune weapon", ACTION_DEFAULT + 0.4f),
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new NextAction("death coil", ACTION_DEFAULT + 0.3f), new NextAction("plague strike", ACTION_DEFAULT + 0.2f),
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new NextAction("horn of winter", ACTION_DEFAULT + 0.1f), new NextAction("melee", ACTION_DEFAULT), NULL);
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}
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void BloodDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericDKStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("rune strike", NextAction::array(0, new NextAction("rune strike", ACTION_NORMAL + 3), nullptr)));
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triggers.push_back(new TriggerNode("blood tap", NextAction::array(0, new NextAction("blood tap", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("dark command", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("army of the dead", ACTION_HIGH + 5),
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new NextAction("vampiric blood", ACTION_HIGH + 4), new NextAction("death strike", ACTION_HIGH + 3), nullptr)));
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// triggers.push_back(new TriggerNode("army of the dead", NextAction::array(0, new NextAction("army of the dead", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode(
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"rune strike", NextAction::array(0, new NextAction("rune strike", ACTION_NORMAL + 3), nullptr)));
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triggers.push_back(
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new TriggerNode("blood tap", NextAction::array(0, new NextAction("blood tap", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(
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new TriggerNode("lose aggro", NextAction::array(0, new NextAction("dark command", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(
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new TriggerNode("low health", NextAction::array(0, new NextAction("army of the dead", ACTION_HIGH + 5),
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new NextAction("vampiric blood", ACTION_HIGH + 4),
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new NextAction("death strike", ACTION_HIGH + 3), nullptr)));
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// triggers.push_back(new TriggerNode("army of the dead", NextAction::array(0, new NextAction("army of the dead",
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// ACTION_HIGH + 6), nullptr)));
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}
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