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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,45 +1,47 @@
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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 "MeleeShamanStrategy.h"
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#include "Playerbots.h"
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class MeleeShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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MeleeShamanStrategyActionNodeFactory()
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{
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creators["stormstrike"] = &stormstrike;
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creators["lava lash"] = &lava_lash;
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creators["magma totem"] = &magma_totem;
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}
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public:
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MeleeShamanStrategyActionNodeFactory()
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{
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creators["stormstrike"] = &stormstrike;
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creators["lava lash"] = &lava_lash;
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creators["magma totem"] = &magma_totem;
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}
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private:
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static ActionNode* stormstrike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("stormstrike",
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/*P*/ nullptr,
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// /*A*/ NextAction::array(0, new NextAction("lava lash"), nullptr),
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nullptr,
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/*C*/ nullptr);
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}
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private:
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static ActionNode* stormstrike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("stormstrike",
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/*P*/ nullptr,
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// /*A*/ NextAction::array(0, new NextAction("lava lash"), nullptr),
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nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* lava_lash([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("lava lash",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* lava_lash([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("lava lash",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* magma_totem([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("magma totem",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("searing totem"), NULL),
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/*C*/ NULL);
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}
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static ActionNode* magma_totem([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("magma totem",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("searing totem"), NULL),
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/*C*/ NULL);
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}
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};
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MeleeShamanStrategy::MeleeShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI)
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@@ -49,57 +51,56 @@ MeleeShamanStrategy::MeleeShamanStrategy(PlayerbotAI* botAI) : GenericShamanStra
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NextAction** MeleeShamanStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("stormstrike", ACTION_DEFAULT + 0.5f),
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new NextAction("earth shock", ACTION_DEFAULT + 0.4f),
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new NextAction("feral spirit", ACTION_DEFAULT + 0.3f),
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new NextAction("fire nova", ACTION_DEFAULT + 0.2f),
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new NextAction("lava lash", ACTION_DEFAULT + 0.1f),
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new NextAction("melee", ACTION_DEFAULT),
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NULL);
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return NextAction::array(
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0, new NextAction("stormstrike", ACTION_DEFAULT + 0.5f), new NextAction("earth shock", ACTION_DEFAULT + 0.4f),
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new NextAction("feral spirit", ACTION_DEFAULT + 0.3f), new NextAction("fire nova", ACTION_DEFAULT + 0.2f),
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new NextAction("lava lash", ACTION_DEFAULT + 0.1f), new NextAction("melee", ACTION_DEFAULT), NULL);
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}
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void MeleeShamanStrategy::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("shaman weapon", NextAction::array(0, new NextAction("flametongue weapon", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("main hand weapon no imbue", NextAction::array(0, new NextAction("windfury weapon", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("off hand weapon no imbue", NextAction::array(0, new NextAction("flametongue weapon", 21.0f), nullptr)));
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// triggers.push_back(new TriggerNode("searing totem", NextAction::array(0, new NextAction("reach melee", 22.0f), new NextAction("searing totem", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("flame shock", NextAction::array(0, new NextAction("flame shock", 20.0f), nullptr)));
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// triggers.push_back(new TriggerNode("shaman weapon", NextAction::array(0, new NextAction("flametongue
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// 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("windfury weapon", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("off hand weapon no imbue",
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NextAction::array(0, new NextAction("flametongue weapon", 21.0f), nullptr)));
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// triggers.push_back(new TriggerNode("searing totem", NextAction::array(0, new NextAction("reach melee", 22.0f),
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// new NextAction("searing totem", 22.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("flame shock", NextAction::array(0, new NextAction("flame shock", 20.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("maelstrom weapon", NextAction::array(0, new NextAction("lightning bolt", 25.0f), nullptr)));
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triggers.push_back(new TriggerNode("not facing target",
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NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr)));
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// triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of
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// enemy contact", ACTION_NORMAL + 8), nullptr)));
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triggers.push_back(new TriggerNode(
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"maelstrom weapon",
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NextAction::array(0, new NextAction("lightning bolt", 25.0f), nullptr)));
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triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr)));
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// triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of enemy contact", ACTION_NORMAL + 8), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("strength of earth totem", ACTION_LIGHT_HEAL), nullptr)));
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triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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"medium aoe", NextAction::array(0, new NextAction("strength of earth totem", ACTION_LIGHT_HEAL), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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triggers.push_back(new TriggerNode(
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"no fire totem",
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NextAction::array(0,
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new NextAction("reach melee", 23.0f),
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new NextAction("magma totem", 22.0f), nullptr)));
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NextAction::array(0, new NextAction("reach melee", 23.0f), new NextAction("magma totem", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("fire elemental totem",
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NextAction::array(0,
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new NextAction("reach melee", 33.0f),
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new NextAction("fire elemental totem", 32.0f),
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nullptr)));
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triggers.push_back(new TriggerNode("fire elemental totem",
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NextAction::array(0, new NextAction("reach melee", 33.0f),
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new NextAction("fire elemental totem", 32.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"no air totem",
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NextAction::array(0, new NextAction("windfury totem", 20.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("no air totem", NextAction::array(0, new NextAction("windfury totem", 20.0f), 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("shamanistic rage", 23.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("medium mana", NextAction::array(0, new NextAction("shamanistic rage", 23.0f), nullptr)));
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}
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void MeleeAoeShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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// triggers.push_back(new TriggerNode("magma totem", NextAction::array(0, new NextAction("magma totem", 26.0f), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("fire nova", 25.0f), nullptr)));
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// triggers.push_back(new TriggerNode("magma totem", NextAction::array(0, new NextAction("magma totem", 26.0f),
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// nullptr)));
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triggers.push_back(
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new TriggerNode("medium aoe", NextAction::array(0, new NextAction("fire nova", 25.0f), nullptr)));
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}
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