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

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@@ -1,24 +1,25 @@
/*
* 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 "HealDruidStrategy.h"
#include "Playerbots.h"
class HealDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
HealDruidStrategyActionNodeFactory() {
creators["nourish on party"] = &nourtish_on_party;
}
private:
static ActionNode* nourtish_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("nourish on party",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("healing touch on party"), nullptr),
/*C*/ nullptr);
}
public:
HealDruidStrategyActionNodeFactory() { creators["nourish on party"] = &nourtish_on_party; }
private:
static ActionNode* nourtish_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("nourish on party",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("healing touch on party"), nullptr),
/*C*/ nullptr);
}
};
HealDruidStrategy::HealDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
@@ -30,61 +31,62 @@ void HealDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDruidStrategy::InitTriggers(triggers);
// triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_NORMAL + 9), nullptr)));
triggers.push_back(new TriggerNode("tree form", NextAction::array(0, new NextAction("tree form", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("party member to heal out of spell range", NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 9), nullptr)));
// triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell",
// ACTION_NORMAL + 9), nullptr)));
triggers.push_back(
new TriggerNode("tree form", NextAction::array(0, new NextAction("tree form", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode(
"party member remove curse",
NextAction::array(0, new NextAction("remove curse on party", ACTION_DISPEL + 7), NULL)));
"party member to heal out of spell range",
NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 9), nullptr)));
triggers.push_back(
new TriggerNode("party member remove curse",
NextAction::array(0, new NextAction("remove curse on party", ACTION_DISPEL + 7), NULL)));
// CRITICAL
triggers.push_back(new TriggerNode(
"party member critical health",
NextAction::array(0,
new NextAction("swiftmend on party", ACTION_CRITICAL_HEAL + 4),
new NextAction("wild growth", ACTION_CRITICAL_HEAL + 3),
new NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 2),
new NextAction("nourish on party", ACTION_CRITICAL_HEAL + 1),
// new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 0),
NULL)));
triggers.push_back(
new TriggerNode("party member critical health",
NextAction::array(0, new NextAction("swiftmend on party", ACTION_CRITICAL_HEAL + 4),
new NextAction("wild growth", ACTION_CRITICAL_HEAL + 3),
new NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 2),
new NextAction("nourish on party", ACTION_CRITICAL_HEAL + 1),
// new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 0),
NULL)));
triggers.push_back(new TriggerNode(
"party member critical health",
NextAction::array(0, new NextAction("nature's swiftness", ACTION_CRITICAL_HEAL + 4), NULL)));
triggers.push_back(
new TriggerNode("party member critical health",
NextAction::array(0, new NextAction("nature's swiftness", ACTION_CRITICAL_HEAL + 4), NULL)));
triggers.push_back(new TriggerNode(
"medium group heal occasion",
NextAction::array(0, new NextAction("tranquility", ACTION_CRITICAL_HEAL + 5), NULL)));
triggers.push_back(
new TriggerNode("medium group heal occasion",
NextAction::array(0, new NextAction("tranquility", ACTION_CRITICAL_HEAL + 5), NULL)));
// LOW
triggers.push_back(new TriggerNode(
"party member low health",
NextAction::array(0, new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 9),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 8),
new NextAction("swiftmend on party", ACTION_MEDIUM_HEAL + 7),
new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 6),
// new NextAction("healing touch on party", ACTION_MEDIUM_HEAL + 5),
NULL)));
triggers.push_back(
new TriggerNode("party member low health",
NextAction::array(0, new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 9),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 8),
new NextAction("swiftmend on party", ACTION_MEDIUM_HEAL + 7),
new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 6),
// new NextAction("healing touch on party", ACTION_MEDIUM_HEAL + 5),
NULL)));
// MEDIUM
triggers.push_back(new TriggerNode(
"party member medium health",
NextAction::array(0, new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 4),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 1),
NULL)));
triggers.push_back(
new TriggerNode("party member medium health",
NextAction::array(0, new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 4),
new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 1), NULL)));
// almost full
triggers.push_back(new TriggerNode(
"party member almost full health",
NextAction::array(0, new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3),
new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2),
new NextAction("regrowth on party", ACTION_LIGHT_HEAL + 1),
NULL)));
triggers.push_back(new TriggerNode(
"medium mana",
NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 5), NULL)));
triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
triggers.push_back(
new TriggerNode("party member almost full health",
NextAction::array(0, new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3),
new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2),
new NextAction("regrowth on party", ACTION_LIGHT_HEAL + 1), NULL)));
triggers.push_back(
new TriggerNode("medium mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 5), NULL)));
triggers.push_back(new TriggerNode("enemy too close for spell",
NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
}