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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,5 +1,6 @@
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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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#ifndef _PLAYERBOT_RPGTRIGGERS_H
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@@ -15,184 +16,199 @@ struct CreatureTemplate;
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class NoRpgTargetTrigger : public Trigger
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{
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public:
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NoRpgTargetTrigger(PlayerbotAI* botAI, std::string const name = "no rpg target", int checkInterval = 1) : Trigger(botAI, name, checkInterval) { }
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public:
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NoRpgTargetTrigger(PlayerbotAI* botAI, std::string const name = "no rpg target", int checkInterval = 1)
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: Trigger(botAI, name, checkInterval)
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{
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}
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bool IsActive() override;
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bool IsActive() override;
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};
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class HasRpgTargetTrigger : public NoRpgTargetTrigger
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{
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public:
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HasRpgTargetTrigger(PlayerbotAI* botAI, std::string const name = "has rpg target", int checkInterval = 1) : NoRpgTargetTrigger(botAI, name, checkInterval) { }
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public:
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HasRpgTargetTrigger(PlayerbotAI* botAI, std::string const name = "has rpg target", int checkInterval = 1)
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: NoRpgTargetTrigger(botAI, name, checkInterval)
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{
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}
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bool IsActive() override;
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bool IsActive() override;
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};
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class FarFromRpgTargetTrigger : public NoRpgTargetTrigger
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{
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public:
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FarFromRpgTargetTrigger(PlayerbotAI* botAI, std::string const name = "far from rpg target", int checkInterval = 1) : NoRpgTargetTrigger(botAI, name, checkInterval) { }
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public:
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FarFromRpgTargetTrigger(PlayerbotAI* botAI, std::string const name = "far from rpg target", int checkInterval = 1)
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: NoRpgTargetTrigger(botAI, name, checkInterval)
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{
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}
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bool IsActive() override;
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bool IsActive() override;
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};
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class NearRpgTargetTrigger : public FarFromRpgTargetTrigger
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{
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public:
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NearRpgTargetTrigger(PlayerbotAI* botAI, std::string const name = "near rpg target", int checkInterval = 1) : FarFromRpgTargetTrigger(botAI, name, checkInterval) { }
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public:
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NearRpgTargetTrigger(PlayerbotAI* botAI, std::string const name = "near rpg target", int checkInterval = 1)
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: FarFromRpgTargetTrigger(botAI, name, checkInterval)
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{
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}
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bool IsActive() override;
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bool IsActive() override;
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};
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//Sub actions:
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// Sub actions:
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class RpgTrigger : public FarFromRpgTargetTrigger
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{
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public:
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RpgTrigger(PlayerbotAI* botAI, std::string const name = "sub rpg", int checkInterval = 2) : FarFromRpgTargetTrigger(botAI, name, checkInterval) { }
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public:
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RpgTrigger(PlayerbotAI* botAI, std::string const name = "sub rpg", int checkInterval = 2)
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: FarFromRpgTargetTrigger(botAI, name, checkInterval)
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{
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}
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GuidPosition getGuidP();
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GuidPosition getGuidP();
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bool IsActive() override;
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Event Check() override;
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bool IsActive() override;
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Event Check() override;
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};
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class RpgTaxiTrigger : public RpgTrigger
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{
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public:
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RpgTaxiTrigger(PlayerbotAI* botAI, std::string const name = "rpg taxi") : RpgTrigger(botAI, name) { }
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public:
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RpgTaxiTrigger(PlayerbotAI* botAI, std::string const name = "rpg taxi") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgDiscoverTrigger : public RpgTrigger
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{
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public:
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RpgDiscoverTrigger(PlayerbotAI* botAI, std::string const name = "rpg discover") : RpgTrigger(botAI, name) { }
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public:
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RpgDiscoverTrigger(PlayerbotAI* botAI, std::string const name = "rpg discover") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgStartQuestTrigger : public RpgTrigger
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{
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public:
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RpgStartQuestTrigger(PlayerbotAI* botAI, std::string const name = "rpg start quest") : RpgTrigger(botAI, name) { }
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public:
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RpgStartQuestTrigger(PlayerbotAI* botAI, std::string const name = "rpg start quest") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgEndQuestTrigger : public RpgTrigger
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{
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public:
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RpgEndQuestTrigger(PlayerbotAI* botAI, std::string const name = "rpg end quest") : RpgTrigger(botAI, name) { }
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public:
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RpgEndQuestTrigger(PlayerbotAI* botAI, std::string const name = "rpg end quest") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgBuyTrigger : public RpgTrigger
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{
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public:
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RpgBuyTrigger(PlayerbotAI* botAI, std::string const name = "rpg buy") : RpgTrigger(botAI, name) { }
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public:
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RpgBuyTrigger(PlayerbotAI* botAI, std::string const name = "rpg buy") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgSellTrigger : public RpgTrigger
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{
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public:
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RpgSellTrigger(PlayerbotAI* botAI, std::string const name = "rpg sell") : RpgTrigger(botAI, name) { }
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public:
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RpgSellTrigger(PlayerbotAI* botAI, std::string const name = "rpg sell") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgRepairTrigger : public RpgTrigger
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{
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public:
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RpgRepairTrigger(PlayerbotAI* botAI, std::string const name = "rpg repair") : RpgTrigger(botAI, name) { }
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public:
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RpgRepairTrigger(PlayerbotAI* botAI, std::string const name = "rpg repair") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgTrainTrigger : public RpgTrigger
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{
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public:
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RpgTrainTrigger(PlayerbotAI* botAI, std::string const name = "rpg train") : RpgTrigger(botAI, name) { }
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public:
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RpgTrainTrigger(PlayerbotAI* botAI, std::string const name = "rpg train") : RpgTrigger(botAI, name) {}
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static bool IsTrainerOf(CreatureTemplate const* cInfo, Player* pPlayer);
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static bool IsTrainerOf(CreatureTemplate const* cInfo, Player* pPlayer);
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgHealTrigger : public RpgTrigger
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{
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public:
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RpgHealTrigger(PlayerbotAI* botAI, std::string const name = "rpg heal") : RpgTrigger(botAI, name) { }
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public:
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RpgHealTrigger(PlayerbotAI* botAI, std::string const name = "rpg heal") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgHomeBindTrigger : public RpgTrigger
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{
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public:
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RpgHomeBindTrigger(PlayerbotAI* botAI, std::string const name = "rpg home bind") : RpgTrigger(botAI, name) { }
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public:
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RpgHomeBindTrigger(PlayerbotAI* botAI, std::string const name = "rpg home bind") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgQueueBGTrigger : public RpgTrigger
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{
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public:
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RpgQueueBGTrigger(PlayerbotAI* botAI, std::string const name = "rpg queue bg") : RpgTrigger(botAI, name) { }
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public:
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RpgQueueBGTrigger(PlayerbotAI* botAI, std::string const name = "rpg queue bg") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgBuyPetitionTrigger : public RpgTrigger
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{
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public:
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RpgBuyPetitionTrigger(PlayerbotAI* botAI, std::string const name = "rpg buy petition") : RpgTrigger(botAI, name) { }
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public:
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RpgBuyPetitionTrigger(PlayerbotAI* botAI, std::string const name = "rpg buy petition") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgUseTrigger : public RpgTrigger
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{
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public:
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RpgUseTrigger(PlayerbotAI* botAI, std::string const name = "rpg use") : RpgTrigger(botAI, name) { }
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public:
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RpgUseTrigger(PlayerbotAI* botAI, std::string const name = "rpg use") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgSpellTrigger : public RpgTrigger
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{
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public:
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RpgSpellTrigger(PlayerbotAI* botAI, std::string const name = "rpg spell") : RpgTrigger(botAI, name) { }
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public:
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RpgSpellTrigger(PlayerbotAI* botAI, std::string const name = "rpg spell") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgCraftTrigger : public RpgTrigger
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{
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public:
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RpgCraftTrigger(PlayerbotAI* botAI, std::string const name = "rpg craft") : RpgTrigger(botAI, name) { }
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public:
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RpgCraftTrigger(PlayerbotAI* botAI, std::string const name = "rpg craft") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgTradeUsefulTrigger : public RpgTrigger
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{
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public:
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RpgTradeUsefulTrigger(PlayerbotAI* botAI, std::string const name = "rpg trade useful") : RpgTrigger(botAI, name) { }
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public:
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RpgTradeUsefulTrigger(PlayerbotAI* botAI, std::string const name = "rpg trade useful") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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class RpgDuelTrigger : public RpgTrigger
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{
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public:
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RpgDuelTrigger(PlayerbotAI* botAI, std::string const name = "rpg duel") : RpgTrigger(botAI, name) { }
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public:
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RpgDuelTrigger(PlayerbotAI* botAI, std::string const name = "rpg duel") : RpgTrigger(botAI, name) {}
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bool IsActive() override;
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bool IsActive() override;
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};
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#endif
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