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@@ -1,105 +1,109 @@
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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 "FrostDKStrategy.h"
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#include "Playerbots.h"
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class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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FrostDKStrategyActionNodeFactory()
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{
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creators["icy touch"] = &icy_touch;
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creators["obliterate"] = &obliterate;
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creators["howling blast"] = &howling_blast;
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creators["frost strike"] = &frost_strike;
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//creators["chains of ice"] = &chains_of_ice;
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creators["rune strike"] = &rune_strike;
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//creators["icy clutch"] = &icy_clutch;
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//creators["horn of winter"] = &horn_of_winter;
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//creators["killing machine"] = &killing_machine;
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//creators["frost presence"] = &frost_presence;
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//creators["deathchill"] = &deathchill;
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//creators["icebound fortitude"] = &icebound_fortitude;
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//creators["mind freeze"] = &mind_freeze;
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//creators["hungering cold"] = &hungering_cold;
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//creators["unbreakable armor"] = &unbreakable_armor;
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//creators["improved icy talons"] = &improved_icy_talons;
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}
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public:
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FrostDKStrategyActionNodeFactory()
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{
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creators["icy touch"] = &icy_touch;
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creators["obliterate"] = &obliterate;
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creators["howling blast"] = &howling_blast;
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creators["frost strike"] = &frost_strike;
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// creators["chains of ice"] = &chains_of_ice;
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creators["rune strike"] = &rune_strike;
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// creators["icy clutch"] = &icy_clutch;
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// creators["horn of winter"] = &horn_of_winter;
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// creators["killing machine"] = &killing_machine;
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// creators["frost presence"] = &frost_presence;
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// creators["deathchill"] = &deathchill;
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// creators["icebound fortitude"] = &icebound_fortitude;
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// creators["mind freeze"] = &mind_freeze;
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// creators["hungering cold"] = &hungering_cold;
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// creators["unbreakable armor"] = &unbreakable_armor;
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// creators["improved icy talons"] = &improved_icy_talons;
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}
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private:
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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("blood 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* 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("blood presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* obliterate([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("obliterate",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* obliterate([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("obliterate",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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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("blood presence"), nullptr),
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/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
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/*C*/ nullptr);
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}
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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("blood presence"), nullptr),
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/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* frost_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("frost strike",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* frost_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("frost strike",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* howling_blast([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("howling blast",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* howling_blast([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("howling blast",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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};
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FrostDKStrategy::FrostDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
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{
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actionNodeFactories.Add(new FrostDKStrategyActionNodeFactory());
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actionNodeFactories.Add(new FrostDKStrategyActionNodeFactory());
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}
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NextAction** FrostDKStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("obliterate", ACTION_DEFAULT + 0.5f),
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new NextAction("frost strike", ACTION_DEFAULT + 0.4f),
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// new NextAction("death strike", ACTION_NORMAL + 3),
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new NextAction("empower rune weapon", 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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);
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return NextAction::array(
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0, new NextAction("obliterate", ACTION_DEFAULT + 0.5f), new NextAction("frost strike", ACTION_DEFAULT + 0.4f),
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// new NextAction("death strike", ACTION_NORMAL + 3),
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new NextAction("empower rune weapon", 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 FrostDKStrategy::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("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("unbreakable armor", NextAction::array(0, new NextAction("unbreakable armor", ACTION_NORMAL + 4), nullptr)));
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triggers.push_back(new TriggerNode("high blood rune", NextAction::array(0, new NextAction("blood strike", ACTION_NORMAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("freezing fog", NextAction::array(0, new NextAction("howling blast", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("empower rune weapon", NextAction::array(0, new NextAction("empower rune weapon", ACTION_NORMAL + 4), nullptr)));
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triggers.push_back(new TriggerNode(
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"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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"unbreakable armor", NextAction::array(0, new NextAction("unbreakable armor", ACTION_NORMAL + 4), nullptr)));
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triggers.push_back(new TriggerNode(
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"high blood rune", NextAction::array(0, new NextAction("blood strike", ACTION_NORMAL + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"freezing fog", NextAction::array(0, new NextAction("howling blast", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("empower rune weapon", NextAction::array(0, new NextAction("empower rune
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// weapon", ACTION_NORMAL + 4), nullptr)));
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}
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void FrostDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("howling blast", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(
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new TriggerNode("medium aoe", NextAction::array(0, new NextAction("howling blast", ACTION_HIGH + 4), nullptr)));
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}
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