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

View File

@@ -1,26 +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 "ChatCommandHandlerStrategy.h"
#include "Playerbots.h"
class ChatCommandActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
{
public:
ChatCommandActionNodeFactoryInternal()
{
creators["tank attack chat shortcut"] = &tank_attack_chat_shortcut;
}
public:
ChatCommandActionNodeFactoryInternal() { creators["tank attack chat shortcut"] = &tank_attack_chat_shortcut; }
private:
static ActionNode* tank_attack_chat_shortcut(PlayerbotAI* botAI)
{
return new ActionNode ("tank attack chat shortcut",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ NextAction::array(0, new NextAction("attack my target", 100.0f), nullptr));
}
private:
static ActionNode* tank_attack_chat_shortcut(PlayerbotAI* botAI)
{
return new ActionNode("tank attack chat shortcut",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ NextAction::array(0, new NextAction("attack my target", 100.0f), nullptr));
}
};
void ChatCommandHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
@@ -28,11 +27,14 @@ void ChatCommandHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
PassTroughStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("rep", NextAction::array(0, new NextAction("reputation", relevance), nullptr)));
triggers.push_back(new TriggerNode("q", NextAction::array(0, new NextAction("query quest", relevance), new NextAction("query item usage", relevance), nullptr)));
triggers.push_back(new TriggerNode("add all loot", NextAction::array(0, new NextAction("add all loot", relevance), new NextAction("loot", relevance), nullptr)));
triggers.push_back(new TriggerNode("q", NextAction::array(0, new NextAction("query quest", relevance),
new NextAction("query item usage", relevance), nullptr)));
triggers.push_back(new TriggerNode("add all loot", NextAction::array(0, new NextAction("add all loot", relevance),
new NextAction("loot", relevance), nullptr)));
triggers.push_back(new TriggerNode("u", NextAction::array(0, new NextAction("use", relevance), nullptr)));
triggers.push_back(new TriggerNode("c", NextAction::array(0, new NextAction("item count", relevance), nullptr)));
triggers.push_back(new TriggerNode("items", NextAction::array(0, new NextAction("item count", relevance), nullptr)));
triggers.push_back(
new TriggerNode("items", NextAction::array(0, new NextAction("item count", relevance), nullptr)));
triggers.push_back(new TriggerNode("inv", NextAction::array(0, new NextAction("item count", relevance), nullptr)));
triggers.push_back(new TriggerNode("e", NextAction::array(0, new NextAction("equip", relevance), nullptr)));
triggers.push_back(new TriggerNode("ue", NextAction::array(0, new NextAction("unequip", relevance), nullptr)));
@@ -41,27 +43,49 @@ void ChatCommandHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
triggers.push_back(new TriggerNode("s", NextAction::array(0, new NextAction("sell", relevance), nullptr)));
triggers.push_back(new TriggerNode("b", NextAction::array(0, new NextAction("buy", relevance), nullptr)));
triggers.push_back(new TriggerNode("r", NextAction::array(0, new NextAction("reward", relevance), nullptr)));
triggers.push_back(new TriggerNode("attack", NextAction::array(0, new NextAction("attack my target", relevance), nullptr)));
triggers.push_back(new TriggerNode("accept", NextAction::array(0, new NextAction("accept quest", relevance), nullptr)));
triggers.push_back(new TriggerNode("follow", NextAction::array(0, new NextAction("follow chat shortcut", relevance), nullptr)));
triggers.push_back(new TriggerNode("stay", NextAction::array(0, new NextAction("stay chat shortcut", relevance), nullptr)));
triggers.push_back(new TriggerNode("flee", NextAction::array(0, new NextAction("flee chat shortcut", relevance), nullptr)));
triggers.push_back(new TriggerNode("tank attack", NextAction::array(0, new NextAction("tank attack chat shortcut", relevance), nullptr)));
triggers.push_back(new TriggerNode("grind", NextAction::array(0, new NextAction("grind chat shortcut", relevance), nullptr)));
triggers.push_back(new TriggerNode("talk", NextAction::array(0, new NextAction("gossip hello", relevance), new NextAction("talk to quest giver", relevance), nullptr)));
triggers.push_back(new TriggerNode("cast", NextAction::array(0, new NextAction("cast custom spell", relevance), nullptr)));
triggers.push_back(new TriggerNode("castnc", NextAction::array(0, new NextAction("cast custom nc spell", relevance), nullptr)));
triggers.push_back(new TriggerNode("revive", NextAction::array(0, new NextAction("spirit healer", relevance), nullptr)));
triggers.push_back(new TriggerNode("runaway", NextAction::array(0, new NextAction("runaway chat shortcut", relevance), nullptr)));
triggers.push_back(new TriggerNode("warning", NextAction::array(0, new NextAction("runaway chat shortcut", relevance), nullptr)));
triggers.push_back(new TriggerNode("max dps", NextAction::array(0, new NextAction("max dps chat shortcut", relevance), nullptr)));
triggers.push_back(new TriggerNode("attackers", NextAction::array(0, new NextAction("tell attackers", relevance), nullptr)));
triggers.push_back(new TriggerNode("target", NextAction::array(0, new NextAction("tell target", relevance), nullptr)));
triggers.push_back(new TriggerNode("ready", NextAction::array(0, new NextAction("ready check", relevance), nullptr)));
triggers.push_back(new TriggerNode("naxx", NextAction::array(0, new NextAction("naxx chat shortcut", relevance), NULL)));
triggers.push_back(new TriggerNode("bwl", NextAction::array(0, new NextAction("bwl chat shortcut", relevance), NULL)));
triggers.push_back(new TriggerNode("dps", NextAction::array(0, new NextAction("tell expected dps", relevance), NULL)));
triggers.push_back(new TriggerNode("disperse", NextAction::array(0, new NextAction("disperse set", relevance), NULL)));
triggers.push_back(
new TriggerNode("attack", NextAction::array(0, new NextAction("attack my target", relevance), nullptr)));
triggers.push_back(
new TriggerNode("accept", NextAction::array(0, new NextAction("accept quest", relevance), nullptr)));
triggers.push_back(
new TriggerNode("follow", NextAction::array(0, new NextAction("follow chat shortcut", relevance), nullptr)));
triggers.push_back(
new TriggerNode("stay", NextAction::array(0, new NextAction("stay chat shortcut", relevance), nullptr)));
triggers.push_back(
new TriggerNode("flee", NextAction::array(0, new NextAction("flee chat shortcut", relevance), nullptr)));
triggers.push_back(new TriggerNode(
"tank attack", NextAction::array(0, new NextAction("tank attack chat shortcut", relevance), nullptr)));
triggers.push_back(
new TriggerNode("grind", NextAction::array(0, new NextAction("grind chat shortcut", relevance), nullptr)));
triggers.push_back(
new TriggerNode("talk", NextAction::array(0, new NextAction("gossip hello", relevance),
new NextAction("talk to quest giver", relevance), nullptr)));
triggers.push_back(
new TriggerNode("cast", NextAction::array(0, new NextAction("cast custom spell", relevance), nullptr)));
triggers.push_back(
new TriggerNode("castnc", NextAction::array(0, new NextAction("cast custom nc spell", relevance), nullptr)));
triggers.push_back(
new TriggerNode("revive", NextAction::array(0, new NextAction("spirit healer", relevance), nullptr)));
triggers.push_back(
new TriggerNode("runaway", NextAction::array(0, new NextAction("runaway chat shortcut", relevance), nullptr)));
triggers.push_back(
new TriggerNode("warning", NextAction::array(0, new NextAction("runaway chat shortcut", relevance), nullptr)));
triggers.push_back(
new TriggerNode("max dps", NextAction::array(0, new NextAction("max dps chat shortcut", relevance), nullptr)));
triggers.push_back(
new TriggerNode("attackers", NextAction::array(0, new NextAction("tell attackers", relevance), nullptr)));
triggers.push_back(
new TriggerNode("target", NextAction::array(0, new NextAction("tell target", relevance), nullptr)));
triggers.push_back(
new TriggerNode("ready", NextAction::array(0, new NextAction("ready check", relevance), nullptr)));
triggers.push_back(
new TriggerNode("naxx", NextAction::array(0, new NextAction("naxx chat shortcut", relevance), NULL)));
triggers.push_back(
new TriggerNode("bwl", NextAction::array(0, new NextAction("bwl chat shortcut", relevance), NULL)));
triggers.push_back(
new TriggerNode("dps", NextAction::array(0, new NextAction("tell expected dps", relevance), NULL)));
triggers.push_back(
new TriggerNode("disperse", NextAction::array(0, new NextAction("disperse set", relevance), NULL)));
}
ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI)