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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,34 +1,36 @@
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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 "GenericWarlockStrategy.h"
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#include "Playerbots.h"
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class GenericWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericWarlockStrategyActionNodeFactory()
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{
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//creators["summon voidwalker"] = &summon_voidwalker;
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creators["banish"] = &banish;
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}
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public:
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GenericWarlockStrategyActionNodeFactory()
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{
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// creators["summon voidwalker"] = &summon_voidwalker;
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creators["banish"] = &banish;
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}
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private:
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//static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI)
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//{
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//return new ActionNode ("summon voidwalker",
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/*P*/ //nullptr,
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/*A*/ //NextAction::array(0, new NextAction("drain soul"), nullptr),
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/*C*/ //nullptr);
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//}
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static ActionNode* banish([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("banish",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("fear"), nullptr),
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/*C*/ nullptr);
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}
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private:
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// static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI)
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//{
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// return new ActionNode ("summon voidwalker",
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/*P*/ // nullptr,
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/*A*/ // NextAction::array(0, new NextAction("drain soul"), nullptr),
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/*C*/ // nullptr);
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//}
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static ActionNode* banish([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("banish",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("fear"), nullptr),
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/*C*/ nullptr);
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}
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};
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GenericWarlockStrategy::GenericWarlockStrategy(PlayerbotAI* botAI) : RangedCombatStrategy(botAI)
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@@ -36,26 +38,28 @@ GenericWarlockStrategy::GenericWarlockStrategy(PlayerbotAI* botAI) : RangedComba
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actionNodeFactories.Add(new GenericWarlockStrategyActionNodeFactory());
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}
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NextAction** GenericWarlockStrategy::getDefaultActions()
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{
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return NextAction::array(0, nullptr);
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}
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NextAction** GenericWarlockStrategy::getDefaultActions() { return NextAction::array(0, nullptr); }
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void GenericWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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RangedCombatStrategy::InitTriggers(triggers);
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// triggers.push_back(new TriggerNode("shadow trance", NextAction::array(0, new NextAction("shadow bolt", 20.0f), nullptr)));
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// triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("drain life", 40.0f), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("life tap", ACTION_EMERGENCY + 5), nullptr)));
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triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("drain soul", 30.0f), nullptr)));
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// triggers.push_back(new TriggerNode("immolate", NextAction::array(0, new NextAction("immolate", 13.0f), new NextAction("conflagrate", 13.0f), nullptr)));
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// triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", 49.0f), NULL)));
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// triggers.push_back(new TriggerNode("shadow trance", NextAction::array(0, new NextAction("shadow bolt", 20.0f),
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// nullptr))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("drain
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// life", 40.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("low mana", NextAction::array(0, new NextAction("life tap", ACTION_EMERGENCY + 5), nullptr)));
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triggers.push_back(
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new TriggerNode("target critical health", NextAction::array(0, new NextAction("drain soul", 30.0f), nullptr)));
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// triggers.push_back(new TriggerNode("immolate", NextAction::array(0, new NextAction("immolate", 13.0f), new
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// NextAction("conflagrate", 13.0f), nullptr))); triggers.push_back(new TriggerNode("enemy too close for spell",
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// NextAction::array(0, new NextAction("flee", 49.0f), NULL)));
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}
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void WarlockBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("amplify curse", NextAction::array(0, new NextAction("amplify curse", 41.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("amplify curse", NextAction::array(0, new NextAction("amplify curse", 41.0f), nullptr)));
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}
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void WarlockCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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