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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,10 +1,12 @@
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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 "ShadowPriestStrategy.h"
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#include "ShadowPriestStrategyActionNodeFactory.h"
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#include "Playerbots.h"
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#include "ShadowPriestStrategyActionNodeFactory.h"
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ShadowPriestStrategy::ShadowPriestStrategy(PlayerbotAI* botAI) : GenericPriestStrategy(botAI)
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{
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@@ -13,41 +15,56 @@ ShadowPriestStrategy::ShadowPriestStrategy(PlayerbotAI* botAI) : GenericPriestSt
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NextAction** ShadowPriestStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("mind blast", ACTION_DEFAULT + 0.2f),
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// new NextAction("shadow word: death", 12.0f),
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new NextAction("mind flay", ACTION_DEFAULT + 0.1f),
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new NextAction("shoot", ACTION_DEFAULT),
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NULL);
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return NextAction::array(0, new NextAction("mind blast", ACTION_DEFAULT + 0.2f),
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// new NextAction("shadow word: death", 12.0f),
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new NextAction("mind flay", ACTION_DEFAULT + 0.1f),
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new NextAction("shoot", ACTION_DEFAULT), NULL);
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}
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void ShadowPriestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericPriestStrategy::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("shadowform", NextAction::array(0, new NextAction("shadowform", ACTION_HIGH), nullptr)));
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//triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("dispersion", ACTION_EMERGENCY + 5), nullptr)));
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triggers.push_back(new TriggerNode("vampiric embrace", NextAction::array(0, new NextAction("vampiric embrace", 16.0f), nullptr)));
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triggers.push_back(new TriggerNode("silence", NextAction::array(0, new NextAction("silence", ACTION_INTERRUPT + 1), nullptr)));
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triggers.push_back(new TriggerNode("silence on enemy healer", NextAction::array(0, new NextAction("silence on enemy healer", ACTION_INTERRUPT), nullptr)));
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// triggers.push_back(new TriggerNode("shadowfiend", NextAction::array(0, new NextAction("shadowfiend", ACTION_HIGH), nullptr)));
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// triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("shadowfiend", ACTION_HIGH), nullptr)));
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// triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("mana burn", ACTION_HIGH), 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("shadowform", NextAction::array(0, new NextAction("shadowform", ACTION_HIGH), nullptr)));
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// triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("dispersion", ACTION_EMERGENCY
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// + 5), nullptr)));
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triggers.push_back(
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new TriggerNode("vampiric embrace", NextAction::array(0, new NextAction("vampiric embrace", 16.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("silence", NextAction::array(0, new NextAction("silence", ACTION_INTERRUPT + 1), nullptr)));
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triggers.push_back(
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new TriggerNode("silence on enemy healer",
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NextAction::array(0, new NextAction("silence on enemy healer", ACTION_INTERRUPT), nullptr)));
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// triggers.push_back(new TriggerNode("shadowfiend", NextAction::array(0, new NextAction("shadowfiend",
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// ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new
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// NextAction("shadowfiend", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("low mana",
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// NextAction::array(0, new NextAction("mana burn", ACTION_HIGH), nullptr)));
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}
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void ShadowPriestAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("shadow word: pain on attacker", NextAction::array(0, new NextAction("shadow word: pain on attacker", ACTION_NORMAL + 5), nullptr)));
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triggers.push_back(new TriggerNode("vampiric touch on attacker", NextAction::array(0, new NextAction("vampiric touch on attacker", ACTION_NORMAL + 4), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("mind sear", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(new TriggerNode(
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"shadow word: pain on attacker",
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NextAction::array(0, new NextAction("shadow word: pain on attacker", ACTION_NORMAL + 5), nullptr)));
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triggers.push_back(new TriggerNode(
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"vampiric touch on attacker",
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NextAction::array(0, new NextAction("vampiric touch on attacker", ACTION_NORMAL + 4), nullptr)));
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triggers.push_back(
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new TriggerNode("medium aoe", NextAction::array(0, new NextAction("mind sear", ACTION_HIGH + 4), nullptr)));
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}
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void ShadowPriestDebuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("devouring plague", NextAction::array(0, new NextAction("devouring plague", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("vampiric touch", NextAction::array(0, new NextAction("vampiric touch", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("shadow word: pain", NextAction::array(0, new NextAction("shadow word: pain", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("feedback", NextAction::array(0, new NextAction("feedback", 80.0f), nullptr)));
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// triggers.push_back(new TriggerNode("hex of weakness", NextAction::array(0, new NextAction("hex of weakness", 10.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"devouring plague", NextAction::array(0, new NextAction("devouring plague", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"vampiric touch", NextAction::array(0, new NextAction("vampiric touch", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode(
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"shadow word: pain", NextAction::array(0, new NextAction("shadow word: pain", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("feedback", NextAction::array(0, new NextAction("feedback", 80.0f),
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// nullptr))); triggers.push_back(new TriggerNode("hex of weakness", NextAction::array(0, new NextAction("hex of
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// weakness", 10.0f), nullptr)));
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}
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