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

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@@ -1,68 +1,70 @@
/*
* 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 "GenericWarlockNonCombatStrategy.h"
#include "Playerbots.h"
class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
GenericWarlockNonCombatStrategyActionNodeFactory()
{
creators["fel armor"] = &fel_armor;
creators["demon armor"] = &demon_armor;
creators["summon voidwalker"] = &summon_voidwalker;
creators["summon felguard"] = &summon_felguard;
creators["summon succubus"] = &summon_succubus;
creators["summon felhunter"] = &summon_felhunter;
}
public:
GenericWarlockNonCombatStrategyActionNodeFactory()
{
creators["fel armor"] = &fel_armor;
creators["demon armor"] = &demon_armor;
creators["summon voidwalker"] = &summon_voidwalker;
creators["summon felguard"] = &summon_felguard;
creators["summon succubus"] = &summon_succubus;
creators["summon felhunter"] = &summon_felhunter;
}
private:
static ActionNode* fel_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("fel armor",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("demon armor"), nullptr),
/*C*/ nullptr);
}
private:
static ActionNode* fel_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("fel armor",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("demon armor"), nullptr),
/*C*/ nullptr);
}
static ActionNode* demon_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("demon armor",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("demon skin"), nullptr),
/*C*/ nullptr);
}
static ActionNode* demon_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("demon armor",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("demon skin"), nullptr),
/*C*/ nullptr);
}
static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("summon voidwalker",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("summon imp"), nullptr),
/*C*/ nullptr);
}
static ActionNode* summon_succubus(PlayerbotAI* botAI)
{
return new ActionNode("summon succubus",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("summon imp"), nullptr),
/*C*/ nullptr);
}
static ActionNode* summon_felhunter([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("summon felhunter",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("summon voidwalker"), nullptr),
/*C*/ nullptr);
}
static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("summon felguard",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("summon succubus"), nullptr),
/*C*/ nullptr);
}
static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("summon voidwalker",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("summon imp"), nullptr),
/*C*/ nullptr);
}
static ActionNode* summon_succubus(PlayerbotAI* botAI)
{
return new ActionNode("summon succubus",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("summon imp"), nullptr),
/*C*/ nullptr);
}
static ActionNode* summon_felhunter([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("summon felhunter",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("summon voidwalker"), nullptr),
/*C*/ nullptr);
}
static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("summon felguard",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("summon succubus"), nullptr),
/*C*/ nullptr);
}
};
GenericWarlockNonCombatStrategy::GenericWarlockNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
@@ -74,43 +76,44 @@ void GenericWarlockNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& tr
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("demon armor", NextAction::array(0, new NextAction("fel armor", 21.0f), nullptr)));
triggers.push_back(
new TriggerNode("demon armor", NextAction::array(0, new NextAction("fel armor", 21.0f), nullptr)));
// triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("no healthstone", NextAction::array(0, new NextAction("create healthstone", 15.0f), nullptr)));
triggers.push_back(new TriggerNode("no spellstone", NextAction::array(0, new NextAction("create spellstone", 13.0f), nullptr)));
triggers.push_back(new TriggerNode("spellstone", NextAction::array(0, new NextAction("spellstone", 13.0f), nullptr)));
triggers.push_back(
new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
triggers.push_back(
new TriggerNode("no healthstone", NextAction::array(0, new NextAction("create healthstone", 15.0f), nullptr)));
triggers.push_back(
new TriggerNode("no spellstone", NextAction::array(0, new NextAction("create spellstone", 13.0f), nullptr)));
triggers.push_back(
new TriggerNode("spellstone", NextAction::array(0, new NextAction("spellstone", 13.0f), nullptr)));
}
void WarlockPetStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
// triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 60.0f), nullptr)));
// triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 60.0f),
// nullptr)));
// TODO Warlock pets
}
SummonImpStrategy::SummonImpStrategy(PlayerbotAI* ai): NonCombatStrategy(ai) {}
SummonImpStrategy::SummonImpStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SummonImpStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode(
"no pet",
NextAction::array(0, new NextAction("summon imp", 11.0f), NULL)));
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon imp", 11.0f), NULL)));
}
SummonFelguardStrategy::SummonFelguardStrategy(PlayerbotAI* ai): NonCombatStrategy(ai) {}
SummonFelguardStrategy::SummonFelguardStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SummonFelguardStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode(
"no pet",
NextAction::array(0, new NextAction("summon felguard", 11.0f), NULL)));
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 11.0f), NULL)));
}
SummonFelhunterStrategy::SummonFelhunterStrategy(PlayerbotAI* ai): NonCombatStrategy(ai) {}
SummonFelhunterStrategy::SummonFelhunterStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SummonFelhunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode(
"no pet",
NextAction::array(0, new NextAction("summon felhunter", 11.0f), NULL)));
triggers.push_back(
new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felhunter", 11.0f), NULL)));
}