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