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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_MAINTANCEVALUE_H
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@@ -11,74 +12,74 @@ class PlayerbotAI;
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class CanMoveAroundValue : public BoolCalculatedValue
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{
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public:
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CanMoveAroundValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can move around", 2 * 2000) { }
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public:
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CanMoveAroundValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can move around", 2 * 2000) {}
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bool Calculate() override;
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bool Calculate() override;
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};
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class ShouldHomeBindValue : public BoolCalculatedValue
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{
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public:
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ShouldHomeBindValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "should home bind", 2 * 2000) { }
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public:
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ShouldHomeBindValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "should home bind", 2 * 2000) {}
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bool Calculate() override;
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bool Calculate() override;
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};
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class ShouldRepairValue : public BoolCalculatedValue
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{
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public:
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ShouldRepairValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI,"should repair",2 * 2000) { }
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public:
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ShouldRepairValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "should repair", 2 * 2000) {}
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bool Calculate() override;
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bool Calculate() override;
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};
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class CanRepairValue : public BoolCalculatedValue
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{
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public:
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CanRepairValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can repair",2 * 2000) { }
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public:
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CanRepairValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can repair", 2 * 2000) {}
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bool Calculate() override;
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bool Calculate() override;
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};
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class ShouldSellValue : public BoolCalculatedValue
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{
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public:
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ShouldSellValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "should sell",2 * 2000) { }
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public:
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ShouldSellValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "should sell", 2 * 2000) {}
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bool Calculate() override;
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bool Calculate() override;
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};
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class CanSellValue : public BoolCalculatedValue
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{
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public:
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CanSellValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can sell",2 * 2000) { }
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public:
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CanSellValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can sell", 2 * 2000) {}
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bool Calculate() override;
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bool Calculate() override;
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};
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class CanFightEqualValue: public BoolCalculatedValue
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class CanFightEqualValue : public BoolCalculatedValue
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{
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public:
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CanFightEqualValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can fight equal",2 * 2000) { }
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public:
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CanFightEqualValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can fight equal", 2 * 2000) {}
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bool Calculate() override;
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bool Calculate() override;
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};
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class CanFightEliteValue : public BoolCalculatedValue
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{
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public:
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CanFightEliteValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can fight elite") { }
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public:
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CanFightEliteValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can fight elite") {}
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bool Calculate() override;
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bool Calculate() override;
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};
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class CanFightBossValue : public BoolCalculatedValue
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{
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public:
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CanFightBossValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can fight boss") { }
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public:
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CanFightBossValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can fight boss") {}
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bool Calculate() override;
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bool Calculate() override;
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};
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#endif
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