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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,35 +1,37 @@
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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 "HealShamanStrategy.h"
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#include "Playerbots.h"
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class HealShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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HealShamanStrategyActionNodeFactory()
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{
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creators["earthliving weapon"] = &earthliving_weapon;
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creators["mana tide totem"] = &mana_tide_totem;
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}
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public:
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HealShamanStrategyActionNodeFactory()
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{
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creators["earthliving weapon"] = &earthliving_weapon;
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creators["mana tide totem"] = &mana_tide_totem;
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}
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private:
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static ActionNode* earthliving_weapon([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("earthliving weapon",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("flametongue weapon"), nullptr),
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/*C*/ nullptr);
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}
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private:
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static ActionNode* earthliving_weapon([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("earthliving weapon",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("flametongue weapon"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* mana_tide_totem([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("mana tide totem",
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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* mana_tide_totem([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("mana tide totem",
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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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};
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HealShamanStrategy::HealShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI)
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@@ -41,42 +43,44 @@ void HealShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericShamanStrategy::InitTriggers(triggers);
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// triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_NORMAL + 9), nullptr)));
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// triggers.push_back(new TriggerNode("shaman weapon", NextAction::array(0, new NextAction("earthliving weapon", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("main hand weapon no imbue", NextAction::array(0, new NextAction("earthliving weapon", 22.0f), 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_NORMAL + 9), nullptr))); triggers.push_back(new TriggerNode("shaman weapon", NextAction::array(0, new
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// NextAction("earthliving weapon", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("main hand weapon no imbue",
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NextAction::array(0, new NextAction("earthliving weapon", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"group heal occasion",
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NextAction::array(0, new NextAction("riptide on party", 23.0f), new NextAction("chain heal", 22.0f), NULL)));
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"group heal occasion",
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NextAction::array(0, new NextAction("riptide on party", 23.0f), new NextAction("chain heal", 22.0f), NULL)));
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triggers.push_back(new TriggerNode(
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"party member critical health",
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NextAction::array(0, new NextAction("riptide on party", 25.0f), new NextAction("healing wave on party", 24.0f), new NextAction("lesser healing wave on party", 23.0f), nullptr)));
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NextAction::array(0, new NextAction("riptide on party", 25.0f), new NextAction("healing wave on party", 24.0f),
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new NextAction("lesser healing wave on party", 23.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member low health",
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NextAction::array(0, new NextAction("riptide on party", 19.0f), new NextAction("healing wave on party", 18.0f), new NextAction("lesser healing wave on party", 17.0f), nullptr)));
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NextAction::array(0, new NextAction("riptide on party", 19.0f), new NextAction("healing wave on party", 18.0f),
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new NextAction("lesser healing wave on party", 17.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"party member medium health",
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NextAction::array(0, new NextAction("riptide on party", 16.0f), new NextAction("healing wave on party", 15.0f), new NextAction("lesser healing wave on party", 14.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member almost full health",
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NextAction::array(0, new NextAction("riptide on party", 12.0f), new NextAction("lesser healing wave on party", 11.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member cleanse spirit poison",
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NextAction::array(0,
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new NextAction("cleanse spirit poison on party", ACTION_DISPEL + 2),
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new NextAction("cleansing totem", ACTION_DISPEL + 2),
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NULL)));
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NextAction::array(0, new NextAction("riptide on party", 16.0f), new NextAction("healing wave on party", 15.0f),
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new NextAction("lesser healing wave on party", 14.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member cleanse spirit disease",
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NextAction::array(0,
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new NextAction("cleanse spirit disease on party", ACTION_DISPEL + 2),
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new NextAction("cleansing totem", ACTION_DISPEL + 1),
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NULL)));
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triggers.push_back(
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new TriggerNode("party member almost full health",
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NextAction::array(0, new NextAction("riptide on party", 12.0f),
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new NextAction("lesser healing wave on party", 11.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("party member cleanse spirit poison",
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NextAction::array(0, new NextAction("cleanse spirit poison on party", ACTION_DISPEL + 2),
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new NextAction("cleansing totem", ACTION_DISPEL + 2), NULL)));
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triggers.push_back(
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new TriggerNode("party member cleanse spirit disease",
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NextAction::array(0, new NextAction("cleanse spirit disease on party", ACTION_DISPEL + 2),
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new NextAction("cleansing totem", ACTION_DISPEL + 1), NULL)));
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triggers.push_back(new TriggerNode(
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"party member cleanse spirit curse",
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@@ -89,16 +93,18 @@ void HealShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// triggers.push_back(new TriggerNode(
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// "no water totem",
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// NextAction::array(0, new NextAction("healing stream totem", 13.0f), NULL)));
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triggers.push_back(new TriggerNode(
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"earth shield on main tank",
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NextAction::array(0, new NextAction("earth shield on main tank", ACTION_HIGH + 7), NULL)));
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triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
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triggers.push_back(
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new TriggerNode("earth shield on main tank",
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NextAction::array(0, new NextAction("earth shield on main tank", ACTION_HIGH + 7), NULL)));
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triggers.push_back(new TriggerNode("enemy too close for spell",
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NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
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triggers.push_back(
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new TriggerNode("medium mana", NextAction::array(0, new NextAction("mana tide totem", ACTION_HIGH + 5), NULL)));
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triggers.push_back(new TriggerNode(
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"medium mana",
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NextAction::array(0, new NextAction("mana tide totem", ACTION_HIGH + 5), NULL)));
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triggers.push_back(new TriggerNode("party member to heal out of spell range", NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 1), nullptr)));
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"party member to heal out of spell range",
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NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 1), nullptr)));
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}
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