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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@@ -1,44 +1,49 @@
/*
* 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 "QuestStrategies.h"
#include "Playerbots.h"
QuestStrategy::QuestStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI)
{
supported.push_back("accept quest");
}
QuestStrategy::QuestStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI) { supported.push_back("accept quest"); }
void QuestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
PassTroughStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("quest share", NextAction::array(0, new NextAction("accept quest share", relevance), nullptr)));
triggers.push_back(
new TriggerNode("quest share", NextAction::array(0, new NextAction("accept quest share", relevance), nullptr)));
}
void DefaultQuestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
QuestStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("use game object", NextAction::array(0, new NextAction("talk to quest giver", relevance), nullptr)));
triggers.push_back(new TriggerNode("gossip hello", NextAction::array(0, new NextAction("talk to quest giver", relevance), nullptr)));
triggers.push_back(new TriggerNode("complete quest", NextAction::array(0, new NextAction("talk to quest giver", relevance), nullptr)));
triggers.push_back(new TriggerNode(
"use game object", NextAction::array(0, new NextAction("talk to quest giver", relevance), nullptr)));
triggers.push_back(new TriggerNode(
"gossip hello", NextAction::array(0, new NextAction("talk to quest giver", relevance), nullptr)));
triggers.push_back(new TriggerNode(
"complete quest", NextAction::array(0, new NextAction("talk to quest giver", relevance), nullptr)));
}
DefaultQuestStrategy::DefaultQuestStrategy(PlayerbotAI* botAI) : QuestStrategy(botAI)
{
}
DefaultQuestStrategy::DefaultQuestStrategy(PlayerbotAI* botAI) : QuestStrategy(botAI) {}
void AcceptAllQuestsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
QuestStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("use game object", NextAction::array(0, new NextAction("talk to quest giver", relevance), new NextAction("accept all quests", relevance), nullptr)));
triggers.push_back(new TriggerNode("gossip hello", NextAction::array(0, new NextAction("talk to quest giver", relevance), new NextAction("accept all quests", relevance), nullptr)));
triggers.push_back(new TriggerNode("complete quest", NextAction::array(0, new NextAction("talk to quest giver", relevance), new NextAction("accept all quests", relevance), nullptr)));
triggers.push_back(
new TriggerNode("use game object", NextAction::array(0, new NextAction("talk to quest giver", relevance),
new NextAction("accept all quests", relevance), nullptr)));
triggers.push_back(
new TriggerNode("gossip hello", NextAction::array(0, new NextAction("talk to quest giver", relevance),
new NextAction("accept all quests", relevance), nullptr)));
triggers.push_back(
new TriggerNode("complete quest", NextAction::array(0, new NextAction("talk to quest giver", relevance),
new NextAction("accept all quests", relevance), nullptr)));
}
AcceptAllQuestsStrategy::AcceptAllQuestsStrategy(PlayerbotAI* botAI) : QuestStrategy(botAI)
{
}
AcceptAllQuestsStrategy::AcceptAllQuestsStrategy(PlayerbotAI* botAI) : QuestStrategy(botAI) {}