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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,30 +1,32 @@
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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 "FuryWarriorStrategy.h"
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#include "Playerbots.h"
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class FuryWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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FuryWarriorStrategyActionNodeFactory()
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{
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creators["charge"] = &charge;
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creators["intercept"] = &intercept;
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// creators["death wish"] = &death_wish;
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creators["piercing howl"] = &piercing_howl;
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// creators["bloodthirst"] = &bloodthirst;
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creators["pummel"] = &pummel;
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}
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public:
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FuryWarriorStrategyActionNodeFactory()
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{
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creators["charge"] = &charge;
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creators["intercept"] = &intercept;
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// creators["death wish"] = &death_wish;
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creators["piercing howl"] = &piercing_howl;
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// creators["bloodthirst"] = &bloodthirst;
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creators["pummel"] = &pummel;
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}
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private:
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ACTION_NODE_A(charge, "charge", "intercept");
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ACTION_NODE_A(intercept, "intercept", "reach melee");
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ACTION_NODE_A(piercing_howl, "piercing howl", "hamstring");
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// ACTION_NODE_A(death_wish, "death wish", "berserker rage");
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// ACTION_NODE_A(bloodthirst, "bloodthirst", "melee");
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ACTION_NODE_A(pummel, "pummel", "intercept");
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private:
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ACTION_NODE_A(charge, "charge", "intercept");
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ACTION_NODE_A(intercept, "intercept", "reach melee");
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ACTION_NODE_A(piercing_howl, "piercing howl", "hamstring");
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// ACTION_NODE_A(death_wish, "death wish", "berserker rage");
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// ACTION_NODE_A(bloodthirst, "bloodthirst", "melee");
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ACTION_NODE_A(pummel, "pummel", "intercept");
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};
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FuryWarriorStrategy::FuryWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
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@@ -34,39 +36,51 @@ FuryWarriorStrategy::FuryWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStr
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NextAction** FuryWarriorStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("bloodthirst", ACTION_DEFAULT + 0.5f),
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new NextAction("whirlwind", ACTION_DEFAULT + 0.4f),
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new NextAction("sunder armor", ACTION_DEFAULT + 0.3f),
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new NextAction("execute", ACTION_DEFAULT + 0.2f),
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// new NextAction("overpower", ACTION_DEFAULT + 0.1f),
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new NextAction("melee", ACTION_DEFAULT),
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NULL);
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return NextAction::array(
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0, new NextAction("bloodthirst", ACTION_DEFAULT + 0.5f), new NextAction("whirlwind", ACTION_DEFAULT + 0.4f),
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new NextAction("sunder armor", ACTION_DEFAULT + 0.3f), new NextAction("execute", ACTION_DEFAULT + 0.2f),
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// new NextAction("overpower", ACTION_DEFAULT + 0.1f),
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new NextAction("melee", ACTION_DEFAULT), NULL);
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}
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void FuryWarriorStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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void FuryWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericWarriorStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("charge", ACTION_MOVE + 9), nullptr)));
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triggers.push_back(new TriggerNode("berserker stance", NextAction::array(0, new NextAction("berserker stance", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode("battle shout", NextAction::array(0, new NextAction("battle shout", ACTION_HIGH + 8), nullptr)));
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// triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("execute", ACTION_HIGH + 4), nullptr)));
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// triggers.push_back(new TriggerNode("sudden death", NextAction::array(0, new NextAction("execute", ACTION_HIGH + 4), nullptr)));
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// triggers.push_back(new TriggerNode("hamstring", NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("pummel on enemy healer", NextAction::array(0, new NextAction("pummel on enemy healer", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("pummel", NextAction::array(0, new NextAction("pummel", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
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// triggers.push_back(new TriggerNode("intercept on snare target", NextAction::array(0, new NextAction("intercept on snare target", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("bloodthirst", NextAction::array(0, new NextAction("bloodthirst", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode("instant slam", NextAction::array(0, new NextAction("slam", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("medium rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH + 1), NULL)));
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// triggers.push_back(new TriggerNode("berserker rage", NextAction::array(0, new NextAction("berserker rage", ACTION_HIGH + 2), nullptr)));
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// triggers.push_back(new TriggerNode("light aoe", NextAction::array(0,
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triggers.push_back(new TriggerNode("enemy out of melee",
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NextAction::array(0, new NextAction("charge", ACTION_MOVE + 9), nullptr)));
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triggers.push_back(new TriggerNode(
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"berserker stance", NextAction::array(0, new NextAction("berserker stance", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode("battle shout",
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NextAction::array(0, new NextAction("battle shout", ACTION_HIGH + 8), nullptr)));
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// triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("execute",
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// ACTION_HIGH + 4), nullptr))); triggers.push_back(new TriggerNode("sudden death", NextAction::array(0, new
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// NextAction("execute", ACTION_HIGH + 4), nullptr))); triggers.push_back(new TriggerNode("hamstring",
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// NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(
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new TriggerNode("pummel on enemy healer",
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NextAction::array(0, new NextAction("pummel on enemy healer", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(
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new TriggerNode("pummel", NextAction::array(0, new NextAction("pummel", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode(
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"victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
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// triggers.push_back(new TriggerNode("intercept on snare target", NextAction::array(0, new NextAction("intercept on
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// snare target", ACTION_HIGH), nullptr)));
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triggers.push_back(
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new TriggerNode("bloodthirst", NextAction::array(0, new NextAction("bloodthirst", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(
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new TriggerNode("instant slam", NextAction::array(0, new NextAction("slam", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(
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new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("medium rage available",
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NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH + 1), NULL)));
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// triggers.push_back(new TriggerNode("berserker rage", NextAction::array(0, new NextAction("berserker rage",
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// ACTION_HIGH + 2), nullptr))); triggers.push_back(new TriggerNode("light aoe", NextAction::array(0,
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// new NextAction("whirlwind", ACTION_HIGH + 2),
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// nullptr)));
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triggers.push_back(new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("recklessness", NextAction::array(0, new NextAction("recklessness", ACTION_HIGH), nullptr)));
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triggers.push_back(
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new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH), nullptr)));
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triggers.push_back(
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new TriggerNode("recklessness", NextAction::array(0, new NextAction("recklessness", ACTION_HIGH), nullptr)));
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}
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