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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,152 +1,154 @@
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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 "GenericMageStrategy.h"
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#include "Playerbots.h"
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#include "RangedCombatStrategy.h"
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class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericMageStrategyActionNodeFactory()
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{
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creators["frostbolt"] = &frostbolt;
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creators["frostfire bolt"] = &frostfire_bolt;
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creators["ice lance"] = &ice_lance;
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creators["fire blast"] = &fire_blast;
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creators["scorch"] = &scorch;
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creators["frost nova"] = &frost_nova;
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creators["cone of cold"] = &cone_of_cold;
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creators["icy veins"] = &icy_veins;
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creators["combustion"] = &combustion;
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creators["evocation"] = &evocation;
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creators["dragon's breath"] = &dragons_breath;
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creators["blast wave"] = &blast_wave;
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creators["remove curse"] = &remove_curse;
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creators["remove curse on party"] = &remove_curse_on_party;
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creators["fireball"] = &fireball;
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}
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public:
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GenericMageStrategyActionNodeFactory()
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{
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creators["frostbolt"] = &frostbolt;
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creators["frostfire bolt"] = &frostfire_bolt;
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creators["ice lance"] = &ice_lance;
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creators["fire blast"] = &fire_blast;
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creators["scorch"] = &scorch;
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creators["frost nova"] = &frost_nova;
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creators["cone of cold"] = &cone_of_cold;
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creators["icy veins"] = &icy_veins;
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creators["combustion"] = &combustion;
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creators["evocation"] = &evocation;
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creators["dragon's breath"] = &dragons_breath;
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creators["blast wave"] = &blast_wave;
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creators["remove curse"] = &remove_curse;
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creators["remove curse on party"] = &remove_curse_on_party;
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creators["fireball"] = &fireball;
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}
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private:
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static ActionNode* frostbolt([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("frostbolt",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
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/*C*/ nullptr);
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}
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private:
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static ActionNode* frostbolt([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("frostbolt",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* frostfire_bolt([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("frostfire bolt",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("fireball"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* frostfire_bolt([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("frostfire bolt",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("fireball"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* ice_lance([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("ice lance",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* ice_lance([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("ice lance",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* fire_blast([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("fire blast",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("scorch"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* fire_blast([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("fire blast",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("scorch"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* scorch([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("scorch",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* scorch([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("scorch",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* frost_nova([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("frost nova",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* frost_nova([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("frost nova",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* cone_of_cold([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("cone of cold",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* cone_of_cold([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("cone of cold",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* icy_veins([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("icy veins",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* icy_veins([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("icy veins",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* combustion([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("combustion",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* combustion([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("combustion",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* evocation([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("evocation",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("mana potion"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* evocation([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("evocation",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("mana potion"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* dragons_breath([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("dragon's breath",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("blast wave"), nullptr),
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/*C*/ NextAction::array(0, new NextAction("flamestrike", 71.0f), nullptr));
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}
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static ActionNode* dragons_breath([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("dragon's breath",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("blast wave"), nullptr),
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/*C*/ NextAction::array(0, new NextAction("flamestrike", 71.0f), nullptr));
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}
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static ActionNode* blast_wave([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("blast wave",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("frost nova"), nullptr),
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/*C*/ NextAction::array(0, new NextAction("flamestrike", 71.0f), nullptr));
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}
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static ActionNode* blast_wave([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("blast wave",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("frost nova"), nullptr),
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/*C*/ NextAction::array(0, new NextAction("flamestrike", 71.0f), nullptr));
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}
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static ActionNode* remove_curse([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("remove curse",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("remove lesser curse"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* remove_curse([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("remove curse",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("remove lesser curse"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* remove_curse_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("remove curse on party",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("remove lesser curse on party"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* fireball([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("fireball",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* remove_curse_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("remove curse on party",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("remove lesser curse on party"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* fireball([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("fireball",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
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/*C*/ nullptr);
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}
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};
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GenericMageStrategy::GenericMageStrategy(PlayerbotAI* botAI) : RangedCombatStrategy(botAI)
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@@ -158,29 +160,44 @@ void GenericMageStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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RangedCombatStrategy::InitTriggers(triggers);
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// triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_MOVE + 9), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("frost nova", 50.0f), nullptr)));
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triggers.push_back(new TriggerNode("counterspell on enemy healer", NextAction::array(0, new NextAction("counterspell on enemy healer", 40.0f), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("ice block", 80.0f), nullptr)));
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triggers.push_back(new TriggerNode("spellsteal", NextAction::array(0, new NextAction("spellsteal", 40.0f), nullptr)));
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triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("invisibility", 60.0f), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("evocation", ACTION_EMERGENCY + 5), nullptr)));
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triggers.push_back(new TriggerNode("fire ward", NextAction::array(0, new NextAction("fire ward", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(new TriggerNode("frost ward", NextAction::array(0, new NextAction("frost ward", ACTION_EMERGENCY), nullptr)));
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// triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell",
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// ACTION_MOVE + 9), nullptr)));
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triggers.push_back(
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new TriggerNode("enemy is close", NextAction::array(0, new NextAction("frost nova", 50.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("counterspell on enemy healer",
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NextAction::array(0, new NextAction("counterspell on enemy healer", 40.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("critical health", NextAction::array(0, new NextAction("ice block", 80.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("spellsteal", NextAction::array(0, new NextAction("spellsteal", 40.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("medium threat", NextAction::array(0, new NextAction("invisibility", 60.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("low mana", NextAction::array(0, new NextAction("evocation", ACTION_EMERGENCY + 5), nullptr)));
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triggers.push_back(
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new TriggerNode("fire ward", NextAction::array(0, new NextAction("fire ward", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(
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new TriggerNode("frost ward", NextAction::array(0, new NextAction("frost ward", ACTION_EMERGENCY), nullptr)));
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}
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void MageCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("remove curse", NextAction::array(0, new NextAction("remove curse", 41.0f), nullptr)));
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triggers.push_back(new TriggerNode("remove curse on party", NextAction::array(0, new NextAction("remove curse on party", 40.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("remove curse", NextAction::array(0, new NextAction("remove curse", 41.0f), nullptr)));
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triggers.push_back(new TriggerNode("remove curse on party",
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NextAction::array(0, new NextAction("remove curse on party", 40.0f), nullptr)));
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}
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void MageBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("icy veins", NextAction::array(0, new NextAction("icy veins", 50.0f), nullptr)));
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triggers.push_back(new TriggerNode("presence of mind", NextAction::array(0, new NextAction("presence of mind", 42.0f), nullptr)));
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// triggers.push_back(new TriggerNode("arcane power", NextAction::array(0, new NextAction("arcane power", 41.0f), nullptr)));
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triggers.push_back(new TriggerNode("mirror image", NextAction::array(0, new NextAction("mirror image", 41.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("presence of mind", NextAction::array(0, new NextAction("presence of mind", 42.0f), nullptr)));
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// triggers.push_back(new TriggerNode("arcane power", NextAction::array(0, new NextAction("arcane power", 41.0f),
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// nullptr)));
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triggers.push_back(
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new TriggerNode("mirror image", NextAction::array(0, new NextAction("mirror image", 41.0f), nullptr)));
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}
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void MageCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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