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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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#include "NamedObjectContext.h"
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@@ -9,64 +10,64 @@ class PlayerbotAI;
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class GroupMembersValue : public ObjectGuidListCalculatedValue
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{
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public:
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GroupMembersValue(PlayerbotAI* botAI) : ObjectGuidListCalculatedValue(botAI, "group members", 2 * 1000) { }
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public:
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GroupMembersValue(PlayerbotAI* botAI) : ObjectGuidListCalculatedValue(botAI, "group members", 2 * 1000) {}
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GuidVector Calculate() override;
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GuidVector Calculate() override;
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};
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class IsFollowingPartyValue : public BoolCalculatedValue
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{
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public:
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IsFollowingPartyValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "following party") { }
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public:
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IsFollowingPartyValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "following party") {}
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bool Calculate() override;
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bool Calculate() override;
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};
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class IsNearLeaderValue : public BoolCalculatedValue
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{
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public:
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IsNearLeaderValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "near leader") { }
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public:
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IsNearLeaderValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "near leader") {}
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bool Calculate() override;
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bool Calculate() override;
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};
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class BoolANDValue : public BoolCalculatedValue, public Qualified
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{
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public:
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BoolANDValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "bool and") { }
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public:
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BoolANDValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "bool and") {}
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bool Calculate() override;
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bool Calculate() override;
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};
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class GroupBoolCountValue : public Uint32CalculatedValue, public Qualified
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{
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public:
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GroupBoolCountValue(PlayerbotAI* botAI) : Uint32CalculatedValue(botAI, "group count") { }
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public:
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GroupBoolCountValue(PlayerbotAI* botAI) : Uint32CalculatedValue(botAI, "group count") {}
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uint32 Calculate() override;
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uint32 Calculate() override;
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};
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class GroupBoolANDValue : public BoolCalculatedValue, public Qualified
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{
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public:
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GroupBoolANDValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "group bool and") { }
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public:
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GroupBoolANDValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "group bool and") {}
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bool Calculate() override;
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bool Calculate() override;
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};
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class GroupBoolORValue : public BoolCalculatedValue, public Qualified
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{
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public:
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GroupBoolORValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "group bool or") { }
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public:
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GroupBoolORValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "group bool or") {}
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bool Calculate() override;
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bool Calculate() override;
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};
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class GroupReadyValue : public BoolCalculatedValue, public Qualified
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{
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public:
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GroupReadyValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "group ready", 2 * 2000) { }
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public:
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GroupReadyValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "group ready", 2 * 2000) {}
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bool Calculate()override;
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bool Calculate() override;
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};
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