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