mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-14 09:29:09 +00:00
Run clang-format
This commit is contained in:
@@ -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)));
|
||||
}
|
||||
Reference in New Issue
Block a user