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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -3,64 +3,65 @@
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*/
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#include "UnholyDKStrategy.h"
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#include "Playerbots.h"
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class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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UnholyDKStrategyActionNodeFactory()
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{
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// Unholy
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//creators["bone shield"] = &bone_shield;
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//creators["plague strike"] = &plague_strike;
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//creators["death grip"] = &death_grip;
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//creators["death coil"] = &death_coil;
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creators["death strike"] = &death_strike;
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//creators["unholy blight"] = &unholy_blight;
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creators["scourge strike"] = &scourge_strike;
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//creators["death and decay"] = &death_and_decay;
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//creators["unholy pressence"] = &unholy_pressence;
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//creators["raise dead"] = &raise_dead;
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//creators["army of the dead"] = &army of the dead;
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//creators["summon gargoyle"] = &army of the dead;
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//creators["anti magic shell"] = &anti_magic_shell;
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//creators["anti magic zone"] = &anti_magic_zone;
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//creators["ghoul frenzy"] = &ghoul_frenzy;
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creators["corpse explosion"] = &corpse_explosion;
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creators["icy touch"] = &icy_touch;
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}
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public:
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UnholyDKStrategyActionNodeFactory()
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{
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// Unholy
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// creators["bone shield"] = &bone_shield;
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// creators["plague strike"] = &plague_strike;
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// creators["death grip"] = &death_grip;
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// creators["death coil"] = &death_coil;
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creators["death strike"] = &death_strike;
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// creators["unholy blight"] = &unholy_blight;
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creators["scourge strike"] = &scourge_strike;
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// creators["death and decay"] = &death_and_decay;
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// creators["unholy pressence"] = &unholy_pressence;
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// creators["raise dead"] = &raise_dead;
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// creators["army of the dead"] = &army of the dead;
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// creators["summon gargoyle"] = &army of the dead;
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// creators["anti magic shell"] = &anti_magic_shell;
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// creators["anti magic zone"] = &anti_magic_zone;
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// creators["ghoul frenzy"] = &ghoul_frenzy;
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creators["corpse explosion"] = &corpse_explosion;
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creators["icy touch"] = &icy_touch;
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}
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private:
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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("unholy 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* 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("unholy presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("corpse explosion",
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/*P*/ NextAction::array(0, new NextAction("unholy presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("corpse explosion",
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/*P*/ NextAction::array(0, new NextAction("unholy presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* scourge_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("scourge strike",
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/*P*/ NextAction::array(0, new NextAction("unholy 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("unholy presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* scourge_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("scourge strike",
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/*P*/ NextAction::array(0, new NextAction("unholy 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("unholy 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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UnholyDKStrategy::UnholyDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
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@@ -68,40 +69,39 @@ UnholyDKStrategy::UnholyDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI
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actionNodeFactories.Add(new UnholyDKStrategyActionNodeFactory());
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}
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NextAction** UnholyDKStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("death and decay", ACTION_DEFAULT + 0.5f),
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new NextAction("horn of winter", ACTION_DEFAULT + 0.4f),
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new NextAction("summon gargoyle", ACTION_DEFAULT + 0.3f),
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new NextAction("death coil", ACTION_DEFAULT + 0.2f),
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new NextAction("scourge strike", ACTION_NORMAL + 0.1f),
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new NextAction("melee", ACTION_DEFAULT),
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nullptr);
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return NextAction::array(
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0, new NextAction("death and decay", ACTION_DEFAULT + 0.5f),
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new NextAction("horn of winter", ACTION_DEFAULT + 0.4f),
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new NextAction("summon gargoyle", ACTION_DEFAULT + 0.3f), new NextAction("death coil", ACTION_DEFAULT + 0.2f),
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new NextAction("scourge strike", ACTION_NORMAL + 0.1f), new NextAction("melee", ACTION_DEFAULT), nullptr);
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}
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void UnholyDKStrategy::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("often", NextAction::array(0, new NextAction(, ACTION_NORMAL + 2), 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("critical health", NextAction::array(0, new NextAction("death pact", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("no desolation", NextAction::array(0, new NextAction("blood strike", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(new TriggerNode("death and decay cooldown",
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NextAction::array(0,
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new NextAction("ghoul frenzy", ACTION_NORMAL + 5.0f),
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new NextAction("scourge strike", ACTION_NORMAL + 4.0f),
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new NextAction("blood boil", ACTION_NORMAL + 3.0f),
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new NextAction("icy touch", ACTION_NORMAL + 2.0f),
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new NextAction("plague strike", ACTION_NORMAL + 1.0f),
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nullptr)));
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// triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction(, ACTION_NORMAL + 2), 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("critical health",
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NextAction::array(0, new NextAction("death pact", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("no desolation",
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NextAction::array(0, new NextAction("blood strike", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(new TriggerNode(
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"death and decay cooldown", NextAction::array(0, new NextAction("ghoul frenzy", ACTION_NORMAL + 5.0f),
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new NextAction("scourge strike", ACTION_NORMAL + 4.0f),
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new NextAction("blood boil", ACTION_NORMAL + 3.0f),
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new NextAction("icy touch", ACTION_NORMAL + 2.0f),
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new NextAction("plague strike", ACTION_NORMAL + 1.0f), nullptr)));
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}
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void UnholyDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("loot available", NextAction::array(0, new NextAction("corpse explosion", ACTION_NORMAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("death and decay", ACTION_NORMAL + 3),
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new NextAction("corpse explosion", ACTION_NORMAL + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"loot available", NextAction::array(0, new NextAction("corpse explosion", ACTION_NORMAL + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"medium aoe", NextAction::array(0, new NextAction("death and decay", ACTION_NORMAL + 3),
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new NextAction("corpse explosion", ACTION_NORMAL + 3), nullptr)));
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}
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