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https://github.com/mod-playerbots/mod-playerbots.git
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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 "PaladinBuffStrategies.h"
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#include "Playerbots.h"
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void PaladinBuffManaStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("blessing of wisdom on party", NextAction::array(0, new NextAction("blessing of wisdom on party", 11.0f), nullptr)));
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// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of wisdom", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(
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new TriggerNode("blessing of wisdom on party",
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NextAction::array(0, new NextAction("blessing of wisdom on party", 11.0f), nullptr)));
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// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of wisdom",
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// ACTION_HIGH + 8), nullptr)));
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}
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void PaladinBuffHealthStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("blessing of kings on party", NextAction::array(0, new NextAction("blessing of kings on party", 11.0f), nullptr)));
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// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of kings", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(
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new TriggerNode("blessing of kings on party",
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NextAction::array(0, new NextAction("blessing of kings on party", 11.0f), nullptr)));
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// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of kings",
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// ACTION_HIGH + 8), nullptr)));
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}
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void PaladinBuffDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("blessing of might on party", NextAction::array(0, new NextAction("blessing of might on party", 11.0f), nullptr)));
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// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of might", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(
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new TriggerNode("blessing of might on party",
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NextAction::array(0, new NextAction("blessing of might on party", 11.0f), nullptr)));
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// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of might",
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// ACTION_HIGH + 8), nullptr)));
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}
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void PaladinShadowResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("shadow resistance aura", NextAction::array(0, new NextAction("shadow resistance aura", ACTION_NORMAL), nullptr)));
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triggers.push_back(
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new TriggerNode("shadow resistance aura",
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NextAction::array(0, new NextAction("shadow resistance aura", ACTION_NORMAL), nullptr)));
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}
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void PaladinFrostResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("frost resistance aura", NextAction::array(0, new NextAction("frost resistance aura", ACTION_NORMAL), nullptr)));
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triggers.push_back(
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new TriggerNode("frost resistance aura",
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NextAction::array(0, new NextAction("frost resistance aura", ACTION_NORMAL), nullptr)));
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}
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void PaladinFireResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("fire resistance aura", NextAction::array(0, new NextAction("fire resistance aura", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode(
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"fire resistance aura", NextAction::array(0, new NextAction("fire resistance aura", ACTION_NORMAL), nullptr)));
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}
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void PaladinBuffArmorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("devotion aura", NextAction::array(0, new NextAction("devotion aura", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode("devotion aura",
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NextAction::array(0, new NextAction("devotion aura", ACTION_NORMAL), nullptr)));
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}
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void PaladinBuffAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("retribution aura", NextAction::array(0, new NextAction("retribution aura", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode(
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"retribution aura", NextAction::array(0, new NextAction("retribution aura", ACTION_NORMAL), nullptr)));
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}
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void PaladinBuffCastStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("concentration aura", NextAction::array(0, new NextAction("concentration aura", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode(
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"concentration aura", NextAction::array(0, new NextAction("concentration aura", ACTION_NORMAL), nullptr)));
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}
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void PaladinBuffThreatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("righteous fury", NextAction::array(0, new NextAction("righteous fury", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode(
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"righteous fury", NextAction::array(0, new NextAction("righteous fury", ACTION_HIGH + 8), nullptr)));
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}
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void PaladinBuffStatsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("blessing of kings on party", NextAction::array(0, new NextAction("blessing of kings on party", 11.0f), nullptr)));
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// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of kings", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(
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new TriggerNode("blessing of kings on party",
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NextAction::array(0, new NextAction("blessing of kings on party", 11.0f), nullptr)));
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// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of kings",
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// ACTION_HIGH + 8), nullptr)));
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}
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