Run clang-format

This commit is contained in:
Yunfan Li
2024-08-04 10:23:36 +08:00
parent 44da167492
commit 53611c9040
835 changed files with 35085 additions and 31861 deletions

View File

@@ -1,42 +1,44 @@
/*
* 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.
* 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.
*/
#include "DpsWarlockStrategy.h"
#include "Playerbots.h"
class DpsWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
DpsWarlockStrategyActionNodeFactory()
{
creators["shadow bolt"] = &shadow_bolt;
creators["unstable affliction"] = &unstable_affliction;
creators["unstable affliction on attacker"] = &unstable_affliction_on_attacker;
}
public:
DpsWarlockStrategyActionNodeFactory()
{
creators["shadow bolt"] = &shadow_bolt;
creators["unstable affliction"] = &unstable_affliction;
creators["unstable affliction on attacker"] = &unstable_affliction_on_attacker;
}
private:
static ActionNode* shadow_bolt([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("shadow bolt",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
/*C*/ nullptr);
}
static ActionNode* unstable_affliction(PlayerbotAI* ai)
{
return new ActionNode ("unstable affliction",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("immolate"), NULL),
/*C*/ NULL);
}
static ActionNode* unstable_affliction_on_attacker(PlayerbotAI* ai)
{
return new ActionNode ("unstable affliction on attacker",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("immolate on attacker"), NULL),
/*C*/ NULL);
}
private:
static ActionNode* shadow_bolt([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("shadow bolt",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
/*C*/ nullptr);
}
static ActionNode* unstable_affliction(PlayerbotAI* ai)
{
return new ActionNode("unstable affliction",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("immolate"), NULL),
/*C*/ NULL);
}
static ActionNode* unstable_affliction_on_attacker(PlayerbotAI* ai)
{
return new ActionNode("unstable affliction on attacker",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("immolate on attacker"), NULL),
/*C*/ NULL);
}
};
DpsWarlockStrategy::DpsWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI)
@@ -46,59 +48,55 @@ DpsWarlockStrategy::DpsWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrat
NextAction** DpsWarlockStrategy::getDefaultActions()
{
return NextAction::array(0,
new NextAction("haunt", ACTION_DEFAULT + 0.3f),
new NextAction("demonic empowerment", ACTION_DEFAULT + 0.2f),
new NextAction("shadow bolt", ACTION_DEFAULT + 0.1f),
new NextAction("shoot", ACTION_DEFAULT),
nullptr);
return NextAction::array(
0, new NextAction("haunt", ACTION_DEFAULT + 0.3f), new NextAction("demonic empowerment", ACTION_DEFAULT + 0.2f),
new NextAction("shadow bolt", ACTION_DEFAULT + 0.1f), new NextAction("shoot", ACTION_DEFAULT), nullptr);
}
void DpsWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericWarlockStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("backlash", NextAction::array(0, new NextAction("shadow bolt", 20.0f), nullptr)));
triggers.push_back(
new TriggerNode("backlash", NextAction::array(0, new NextAction("shadow bolt", 20.0f), nullptr)));
triggers.push_back(new TriggerNode(
"haunt",
NextAction::array(0, new NextAction("haunt", 26.0f), NULL)));
triggers.push_back(new TriggerNode("haunt", NextAction::array(0, new NextAction("haunt", 26.0f), NULL)));
triggers.push_back(new TriggerNode(
"shadow trance",
NextAction::array(0, new NextAction("shadow bolt", 15.0f), NULL)));
triggers.push_back(
new TriggerNode("shadow trance", NextAction::array(0, new NextAction("shadow bolt", 15.0f), NULL)));
triggers.push_back(new TriggerNode(
"backlash",
NextAction::array(0, new NextAction("shadow bolt", 15.0f), NULL)));
triggers.push_back(new TriggerNode("backlash", NextAction::array(0, new NextAction("shadow bolt", 15.0f), NULL)));
triggers.push_back(new TriggerNode(
"molten core",
NextAction::array(0, new NextAction("incinerate", 15.0f), NULL)));
triggers.push_back(new TriggerNode("molten core", NextAction::array(0, new NextAction("incinerate", 15.0f), NULL)));
triggers.push_back(new TriggerNode(
"decimation",
NextAction::array(0, new NextAction("soul fire", 16.0f), NULL)));
triggers.push_back(new TriggerNode(
"metamorphosis",
NextAction::array(0, new NextAction("metamorphosis", 20.0f), NULL)));
triggers.push_back(new TriggerNode("decimation", NextAction::array(0, new NextAction("soul fire", 16.0f), NULL)));
triggers.push_back(
new TriggerNode("metamorphosis", NextAction::array(0, new NextAction("metamorphosis", 20.0f), NULL)));
}
void DpsAoeWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0,
new NextAction("seed of corruption", 39.0f),
new NextAction("seed of corruption on attacker", 38.0f),
new NextAction("rain of fire", 37.0f), nullptr)));
triggers.push_back(new TriggerNode("corruption on attacker", NextAction::array(0, new NextAction("corruption on attacker", 27.0f), nullptr)));
triggers.push_back(new TriggerNode("unstable affliction on attacker", NextAction::array(0, new NextAction("unstable affliction on attacker", 26.0f), NULL)));
triggers.push_back(new TriggerNode("curse of agony on attacker", NextAction::array(0, new NextAction("curse of agony on attacker", 25.0f), nullptr)));
triggers.push_back(
new TriggerNode("medium aoe", NextAction::array(0, new NextAction("seed of corruption", 39.0f),
new NextAction("seed of corruption on attacker", 38.0f),
new NextAction("rain of fire", 37.0f), nullptr)));
triggers.push_back(new TriggerNode("corruption on attacker",
NextAction::array(0, new NextAction("corruption on attacker", 27.0f), nullptr)));
triggers.push_back(
new TriggerNode("unstable affliction on attacker",
NextAction::array(0, new NextAction("unstable affliction on attacker", 26.0f), NULL)));
triggers.push_back(
new TriggerNode("curse of agony on attacker",
NextAction::array(0, new NextAction("curse of agony on attacker", 25.0f), nullptr)));
}
void DpsWarlockDebuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("corruption", NextAction::array(0, new NextAction("corruption", 22.0f), nullptr)));
triggers.push_back(new TriggerNode("unstable affliction", NextAction::array(0, new NextAction("unstable affliction", 21.0f), NULL)));
triggers.push_back(new TriggerNode("curse of agony", NextAction::array(0, new NextAction("curse of agony", 20.0f), nullptr)));
triggers.push_back(
new TriggerNode("corruption", NextAction::array(0, new NextAction("corruption", 22.0f), nullptr)));
triggers.push_back(new TriggerNode("unstable affliction",
NextAction::array(0, new NextAction("unstable affliction", 21.0f), NULL)));
triggers.push_back(
new TriggerNode("curse of agony", NextAction::array(0, new NextAction("curse of agony", 20.0f), nullptr)));
}