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