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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,8 +1,10 @@
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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 "GenericPaladinStrategy.h"
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#include "GenericPaladinStrategyActionNodeFactory.h"
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#include "Playerbots.h"
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@@ -15,35 +17,58 @@ void GenericPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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CombatStrategy::InitTriggers(triggers);
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// triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("divine shield", ACTION_CRITICAL_HEAL + 2), new NextAction("holy light", ACTION_CRITICAL_HEAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("hammer of justice interrupt", NextAction::array(0, new NextAction("hammer of justice", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("hammer of justice on enemy healer", NextAction::array(0, new NextAction("hammer of justice on enemy healer", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("hammer of justice on snare target", NextAction::array(0, new NextAction("hammer of justice on snare target", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("lay on hands", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("lay on hands on party", ACTION_EMERGENCY + 1), nullptr)));
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triggers.push_back(new TriggerNode("protect party member", NextAction::array(0, new NextAction("blessing of protection on party", ACTION_EMERGENCY + 2), nullptr)));
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// triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("divine shield",
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// ACTION_CRITICAL_HEAL + 2), new NextAction("holy light", ACTION_CRITICAL_HEAL + 2), nullptr)));
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triggers.push_back(
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new TriggerNode("hammer of justice interrupt",
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NextAction::array(0, new NextAction("hammer of justice", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode(
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"medium mana",
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NextAction::array(0, new NextAction("divine plea", ACTION_HIGH), NULL)));
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"hammer of justice on enemy healer",
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NextAction::array(0, new NextAction("hammer of justice on enemy healer", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode(
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"hammer of justice on snare target",
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NextAction::array(0, new NextAction("hammer of justice on snare target", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode(
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"critical health", NextAction::array(0, new NextAction("lay on hands", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(
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new TriggerNode("party member critical health",
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NextAction::array(0, new NextAction("lay on hands on party", ACTION_EMERGENCY + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"protect party member",
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NextAction::array(0, new NextAction("blessing of protection on party", ACTION_EMERGENCY + 2), nullptr)));
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triggers.push_back(
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new TriggerNode("medium mana", NextAction::array(0, new NextAction("divine plea", ACTION_HIGH), NULL)));
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}
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void PaladinCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("cleanse cure disease", NextAction::array(0, new NextAction("cleanse disease", ACTION_DISPEL + 2), nullptr)));
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triggers.push_back(new TriggerNode("cleanse party member cure disease", NextAction::array(0, new NextAction("cleanse disease on party", ACTION_DISPEL + 1), nullptr)));
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triggers.push_back(new TriggerNode("cleanse cure poison", NextAction::array(0, new NextAction("cleanse poison", ACTION_DISPEL + 2), nullptr)));
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triggers.push_back(new TriggerNode("cleanse party member cure poison", NextAction::array(0, new NextAction("cleanse poison on party", ACTION_DISPEL + 1), nullptr)));
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triggers.push_back(new TriggerNode("cleanse cure magic", NextAction::array(0, new NextAction("cleanse magic", ACTION_DISPEL + 2), nullptr)));
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triggers.push_back(new TriggerNode("cleanse party member cure magic", NextAction::array(0, new NextAction("cleanse magic on party", ACTION_DISPEL + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"cleanse cure disease", NextAction::array(0, new NextAction("cleanse disease", ACTION_DISPEL + 2), nullptr)));
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triggers.push_back(
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new TriggerNode("cleanse party member cure disease",
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NextAction::array(0, new NextAction("cleanse disease on party", ACTION_DISPEL + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"cleanse cure poison", NextAction::array(0, new NextAction("cleanse poison", ACTION_DISPEL + 2), nullptr)));
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triggers.push_back(
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new TriggerNode("cleanse party member cure poison",
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NextAction::array(0, new NextAction("cleanse poison on party", ACTION_DISPEL + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"cleanse cure magic", NextAction::array(0, new NextAction("cleanse magic", ACTION_DISPEL + 2), nullptr)));
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triggers.push_back(
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new TriggerNode("cleanse party member cure magic",
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NextAction::array(0, new NextAction("cleanse magic on party", ACTION_DISPEL + 1), nullptr)));
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}
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void PaladinBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("avenging wrath", NextAction::array(0, new NextAction("avenging wrath", ACTION_HIGH + 2), nullptr)));
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// triggers.push_back(new TriggerNode("divine favor", NextAction::array(0, new NextAction("divine favor", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"avenging wrath", NextAction::array(0, new NextAction("avenging wrath", ACTION_HIGH + 2), nullptr)));
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// triggers.push_back(new TriggerNode("divine favor", NextAction::array(0, new NextAction("divine favor",
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// ACTION_HIGH + 1), nullptr)));
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}
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void PaladinCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("turn undead", NextAction::array(0, new NextAction("turn undead", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(
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new TriggerNode("turn undead", NextAction::array(0, new NextAction("turn undead", ACTION_HIGH + 1), nullptr)));
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}
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