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https://github.com/mod-playerbots/mod-playerbots.git
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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 "BattlegroundStrategy.h"
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#include "Playerbots.h"
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void BGStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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void BGStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg join", relevance), nullptr)));
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triggers.push_back(new TriggerNode("bg invite active", NextAction::array(0, new NextAction("bg status check", relevance), nullptr)));
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triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("bg strategy check", relevance), nullptr)));
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triggers.push_back(new TriggerNode("bg invite active",
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NextAction::array(0, new NextAction("bg status check", relevance), nullptr)));
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triggers.push_back(
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new TriggerNode("timer", NextAction::array(0, new NextAction("bg strategy check", relevance), nullptr)));
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}
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BGStrategy::BGStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI)
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{
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}
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BGStrategy::BGStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI) {}
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void WarsongStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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void WarsongStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", 70.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", 70.0f), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
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triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy flag carrier", 80.0f), nullptr)));
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triggers.push_back(new TriggerNode("player has flag", NextAction::array(0, new NextAction("bg move to objective", 90.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy flag carrier", 80.0f), nullptr)));
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triggers.push_back(new TriggerNode("player has flag",
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NextAction::array(0, new NextAction("bg move to objective", 90.0f), nullptr)));
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}
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void AlteracStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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{
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/* placeholder */
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void AlteracStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{ /* placeholder */
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}
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void ArathiStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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void ArathiStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", 70.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", 70.0f), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
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}
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void BattlegroundStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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void BattlegroundStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("bg waiting", NextAction::array(0, new NextAction("bg move to start", 1.0f), nullptr)));
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triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg move to objective", 1.0f), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg check objective", 10.0f), nullptr)));
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//triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy flag carrier", 80.0f), nullptr)));
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//triggers.push_back(new TriggerNode("team flagcarrier near", NextAction::array(0, new NextAction("bg protect fc", 40.0f), nullptr)));
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//triggers.push_back(new TriggerNode("player has flag", NextAction::array(0, new NextAction("bg move to objective", 90.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("bg waiting", NextAction::array(0, new NextAction("bg move to start", 1.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("bg active", NextAction::array(0, new NextAction("bg move to objective", 1.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("often", NextAction::array(0, new NextAction("bg check objective", 10.0f), nullptr)));
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// triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy
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// flag carrier", 80.0f), nullptr))); triggers.push_back(new TriggerNode("team flagcarrier near",
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// NextAction::array(0, new NextAction("bg protect fc", 40.0f), nullptr))); triggers.push_back(new
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// TriggerNode("player has flag", NextAction::array(0, new NextAction("bg move to objective", 90.0f), nullptr)));
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}
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void EyeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", 70.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", 70.0f), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
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triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy flag carrier", 80.0f), nullptr)));
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triggers.push_back(new TriggerNode("player has flag", NextAction::array(0, new NextAction("bg move to objective", 90.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("low health", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("low mana", NextAction::array(0, new NextAction("bg use buff", 30.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy flagcarrier near", NextAction::array(0, new NextAction("attack enemy flag carrier", 80.0f), nullptr)));
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triggers.push_back(new TriggerNode("player has flag",
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NextAction::array(0, new NextAction("bg move to objective", 90.0f), nullptr)));
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}
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void IsleStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", 70.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("bg active", NextAction::array(0, new NextAction("bg check flag", 70.0f), nullptr)));
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triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("enter vehicle", 85.0f), nullptr)));
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triggers.push_back(new TriggerNode("random", NextAction::array(0, new NextAction("leave vehicle", 80.0f), nullptr)));
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triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("hurl boulder", 70.0f), nullptr)));
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triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("fire cannon", 70.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("random", NextAction::array(0, new NextAction("leave vehicle", 80.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("in vehicle", NextAction::array(0, new NextAction("hurl boulder", 70.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("in vehicle", NextAction::array(0, new NextAction("fire cannon", 70.0f), nullptr)));
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triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("napalm", 70.0f), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("steam blast", 80.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("enemy is close", NextAction::array(0, new NextAction("steam blast", 80.0f), nullptr)));
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triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("ram", 70.0f), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("ram", 79.0f), nullptr)));
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triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("steam rush", 81.0f), nullptr)));
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triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("incendiary rocket", 70.0f), nullptr)));
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triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("rocket blast", 70.0f), nullptr)));
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triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("blade salvo", 71.0f), nullptr)));
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triggers.push_back(new TriggerNode("in vehicle", NextAction::array(0, new NextAction("glaive throw", 70.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("steam rush", 81.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("in vehicle", NextAction::array(0, new NextAction("incendiary rocket", 70.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("in vehicle", NextAction::array(0, new NextAction("rocket blast", 70.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("in vehicle", NextAction::array(0, new NextAction("blade salvo", 71.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("in vehicle", NextAction::array(0, new NextAction("glaive throw", 70.0f), nullptr)));
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}
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void ArenaStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("no possible targets", NextAction::array(0, new NextAction("arena tactics", 1.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("no possible targets", NextAction::array(0, new NextAction("arena tactics", 1.0f), nullptr)));
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}
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