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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@@ -1,55 +1,92 @@
/*
* 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 "WorldPacketHandlerStrategy.h"
#include "Playerbots.h"
void WorldPacketHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
PassTroughStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("group invite", NextAction::array(0, new NextAction("accept invitation", relevance), nullptr)));
triggers.push_back(new TriggerNode("uninvite", NextAction::array(0, new NextAction("uninvite", relevance), nullptr)));
triggers.push_back(new TriggerNode("uninvite guid", NextAction::array(0, new NextAction("uninvite", relevance), nullptr)));
triggers.push_back(new TriggerNode("group set leader", NextAction::array(0, /*new NextAction("leader", relevance),*/ nullptr)));
triggers.push_back(new TriggerNode("not enough money", NextAction::array(0, new NextAction("tell not enough money", relevance), nullptr)));
triggers.push_back(new TriggerNode("not enough reputation", NextAction::array(0, new NextAction("tell not enough reputation", relevance), nullptr)));
triggers.push_back(new TriggerNode("cannot equip", NextAction::array(0, new NextAction("tell cannot equip", relevance), nullptr)));
triggers.push_back(new TriggerNode("use game object", NextAction::array(0, new NextAction("add loot", relevance), new NextAction("use meeting stone", relevance), nullptr)));
triggers.push_back(new TriggerNode("gossip hello", NextAction::array(0, new NextAction("trainer", relevance), nullptr)));
triggers.push_back(new TriggerNode("activate taxi", NextAction::array(0, new NextAction("remember taxi", relevance), new NextAction("taxi", relevance), nullptr)));
triggers.push_back(
new TriggerNode("group invite", NextAction::array(0, new NextAction("accept invitation", relevance), nullptr)));
triggers.push_back(
new TriggerNode("uninvite", NextAction::array(0, new NextAction("uninvite", relevance), nullptr)));
triggers.push_back(
new TriggerNode("uninvite guid", NextAction::array(0, new NextAction("uninvite", relevance), nullptr)));
triggers.push_back(
new TriggerNode("group set leader", NextAction::array(0, /*new NextAction("leader", relevance),*/ nullptr)));
triggers.push_back(new TriggerNode(
"not enough money", NextAction::array(0, new NextAction("tell not enough money", relevance), nullptr)));
triggers.push_back(
new TriggerNode("not enough reputation",
NextAction::array(0, new NextAction("tell not enough reputation", relevance), nullptr)));
triggers.push_back(
new TriggerNode("cannot equip", NextAction::array(0, new NextAction("tell cannot equip", relevance), nullptr)));
triggers.push_back(
new TriggerNode("use game object", NextAction::array(0, new NextAction("add loot", relevance),
new NextAction("use meeting stone", relevance), nullptr)));
triggers.push_back(
new TriggerNode("gossip hello", NextAction::array(0, new NextAction("trainer", relevance), nullptr)));
triggers.push_back(new TriggerNode("activate taxi", NextAction::array(0, new NextAction("remember taxi", relevance),
new NextAction("taxi", relevance), nullptr)));
triggers.push_back(new TriggerNode("taxi done", NextAction::array(0, new NextAction("taxi", relevance), nullptr)));
triggers.push_back(new TriggerNode("trade status", NextAction::array(0, new NextAction("accept trade", relevance), new NextAction("equip upgrades", relevance), nullptr)));
triggers.push_back(new TriggerNode("area trigger", NextAction::array(0, new NextAction("reach area trigger", relevance), nullptr)));
triggers.push_back(new TriggerNode("within area trigger", NextAction::array(0, new NextAction("area trigger", relevance), nullptr)));
triggers.push_back(new TriggerNode("loot response", NextAction::array(0, new NextAction("store loot", relevance), nullptr)));
triggers.push_back(new TriggerNode("item push result", NextAction::array(0, new NextAction("query item usage", relevance), new NextAction("equip upgrades", relevance), nullptr)));
triggers.push_back(new TriggerNode("ready check finished", NextAction::array(0, new NextAction("finish ready check", relevance), nullptr)));
// triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("security check", relevance), new NextAction("check mail", relevance), nullptr)));
triggers.push_back(new TriggerNode("guild invite", NextAction::array(0, new NextAction("guild accept", relevance), nullptr)));
triggers.push_back(new TriggerNode("petition offer", NextAction::array(0, new NextAction("petition sign", relevance), nullptr)));
triggers.push_back(new TriggerNode("lfg proposal", NextAction::array(0, new NextAction("lfg accept", relevance), nullptr)));
triggers.push_back(new TriggerNode("lfg proposal active", NextAction::array(0, new NextAction("lfg accept", relevance), nullptr)));
triggers.push_back(new TriggerNode("arena team invite", NextAction::array(0, new NextAction("arena team accept", relevance), nullptr)));
triggers.push_back(new TriggerNode("quest confirm accept", NextAction::array(0, new NextAction("quest confirm accept", relevance), nullptr)));
//triggers.push_back(new TriggerNode("no non bot players around", NextAction::array(0, new NextAction("delay", relevance), nullptr)));
triggers.push_back(new TriggerNode("bg status", NextAction::array(0, new NextAction("bg status", relevance), nullptr)));
triggers.push_back(
new TriggerNode("trade status", NextAction::array(0, new NextAction("accept trade", relevance),
new NextAction("equip upgrades", relevance), nullptr)));
triggers.push_back(new TriggerNode("area trigger",
NextAction::array(0, new NextAction("reach area trigger", relevance), nullptr)));
triggers.push_back(new TriggerNode("within area trigger",
NextAction::array(0, new NextAction("area trigger", relevance), nullptr)));
triggers.push_back(
new TriggerNode("loot response", NextAction::array(0, new NextAction("store loot", relevance), nullptr)));
triggers.push_back(
new TriggerNode("item push result", NextAction::array(0, new NextAction("query item usage", relevance),
new NextAction("equip upgrades", relevance), nullptr)));
triggers.push_back(new TriggerNode("ready check finished",
NextAction::array(0, new NextAction("finish ready check", relevance), nullptr)));
// triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("security check", relevance), new
// NextAction("check mail", relevance), nullptr)));
triggers.push_back(
new TriggerNode("guild invite", NextAction::array(0, new NextAction("guild accept", relevance), nullptr)));
triggers.push_back(
new TriggerNode("petition offer", NextAction::array(0, new NextAction("petition sign", relevance), nullptr)));
triggers.push_back(
new TriggerNode("lfg proposal", NextAction::array(0, new NextAction("lfg accept", relevance), nullptr)));
triggers.push_back(
new TriggerNode("lfg proposal active", NextAction::array(0, new NextAction("lfg accept", relevance), nullptr)));
triggers.push_back(new TriggerNode("arena team invite",
NextAction::array(0, new NextAction("arena team accept", relevance), nullptr)));
triggers.push_back(new TriggerNode(
"quest confirm accept", NextAction::array(0, new NextAction("quest confirm accept", relevance), nullptr)));
// triggers.push_back(new TriggerNode("no non bot players around", NextAction::array(0, new NextAction("delay",
// relevance), nullptr)));
triggers.push_back(
new TriggerNode("bg status", NextAction::array(0, new NextAction("bg status", relevance), nullptr)));
triggers.push_back(new TriggerNode("xpgain", NextAction::array(0, new NextAction("xp gain", relevance), nullptr)));
triggers.push_back(new TriggerNode("levelup", NextAction::array(0,
new NextAction("auto teleport for level", relevance + 3),
new NextAction("auto talents", relevance + 2),
new NextAction("auto learn spell", relevance + 1),
new NextAction("auto upgrade equip", relevance),
nullptr)));
// triggers.push_back(new TriggerNode("group destroyed", NextAction::array(0, new NextAction("reset botAI", relevance), nullptr)));
triggers.push_back(new TriggerNode("questgiver quest details", NextAction::array(0, new NextAction("turn in query quest", relevance), nullptr)));
triggers.push_back(new TriggerNode("group list", NextAction::array(0, new NextAction("reset botAI", relevance), nullptr)));
triggers.push_back(new TriggerNode("see spell", NextAction::array(0, new NextAction("see spell", relevance), nullptr)));
triggers.push_back(new TriggerNode("release spirit", NextAction::array(0, new NextAction("release", relevance), nullptr)));
triggers.push_back(new TriggerNode("revive from corpse", NextAction::array(0, new NextAction("revive from corpse", relevance), nullptr)));
triggers.push_back(new TriggerNode("master loot roll", NextAction::array(0, new NextAction("master loot roll", relevance), nullptr)));
triggers.push_back(
new TriggerNode("levelup", NextAction::array(0, new NextAction("auto teleport for level", relevance + 3),
new NextAction("auto talents", relevance + 2),
new NextAction("auto learn spell", relevance + 1),
new NextAction("auto upgrade equip", relevance), nullptr)));
// triggers.push_back(new TriggerNode("group destroyed", NextAction::array(0, new NextAction("reset botAI",
// relevance), nullptr)));
triggers.push_back(new TriggerNode(
"questgiver quest details", NextAction::array(0, new NextAction("turn in query quest", relevance), nullptr)));
triggers.push_back(
new TriggerNode("group list", NextAction::array(0, new NextAction("reset botAI", relevance), nullptr)));
triggers.push_back(
new TriggerNode("see spell", NextAction::array(0, new NextAction("see spell", relevance), nullptr)));
triggers.push_back(
new TriggerNode("release spirit", NextAction::array(0, new NextAction("release", relevance), nullptr)));
triggers.push_back(new TriggerNode("revive from corpse",
NextAction::array(0, new NextAction("revive from corpse", relevance), nullptr)));
triggers.push_back(new TriggerNode("master loot roll",
NextAction::array(0, new NextAction("master loot roll", relevance), nullptr)));
}
WorldPacketHandlerStrategy::WorldPacketHandlerStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI)
@@ -69,5 +106,6 @@ WorldPacketHandlerStrategy::WorldPacketHandlerStrategy(PlayerbotAI* botAI) : Pas
void ReadyCheckStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("timer", NextAction::array(0, new NextAction("ready check", relevance), nullptr)));
triggers.push_back(
new TriggerNode("timer", NextAction::array(0, new NextAction("ready check", relevance), nullptr)));
}