mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,8 +1,10 @@
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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 "GenericWarriorStrategy.h"
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#include "Playerbots.h"
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GenericWarriorStrategy::GenericWarriorStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
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@@ -13,23 +15,26 @@ GenericWarriorStrategy::GenericWarriorStrategy(PlayerbotAI* botAI) : CombatStrat
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void GenericWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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CombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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/*triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("shield bash", NextAction::array(0, new NextAction("shield bash", ACTION_INTERRUPT + 4), nullptr)));
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triggers.push_back(new TriggerNode("shield bash on enemy healer", NextAction::array(0, new NextAction("shield bash on enemy healer", ACTION_INTERRUPT + 3), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("intimidating shout", ACTION_EMERGENCY), nullptr)));*/
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triggers.push_back(new TriggerNode(
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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/*triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 1),
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nullptr))); triggers.push_back(new TriggerNode("shield bash", NextAction::array(0, new NextAction("shield bash",
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ACTION_INTERRUPT + 4), nullptr))); triggers.push_back(new TriggerNode("shield bash on enemy healer",
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NextAction::array(0, new NextAction("shield bash on enemy healer", ACTION_INTERRUPT + 3), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("intimidating shout",
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ACTION_EMERGENCY), nullptr)));*/
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}
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class WarrirorAoeStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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WarrirorAoeStrategyActionNodeFactory()
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{
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// creators["whirlwind"] = &whirlwind;
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}
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public:
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WarrirorAoeStrategyActionNodeFactory()
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{
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// creators["whirlwind"] = &whirlwind;
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}
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private:
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// ACTION_NODE_A(whirlwind, "whirlwind", "cleave");
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private:
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// ACTION_NODE_A(whirlwind, "whirlwind", "cleave");
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};
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WarrirorAoeStrategy::WarrirorAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
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@@ -39,17 +44,20 @@ WarrirorAoeStrategy::WarrirorAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(bo
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void WarrirorAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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// triggers.push_back(new TriggerNode("thunder clap on snare target", NextAction::array(0, new NextAction("thunder clap on snare target", ACTION_HIGH + 3), nullptr)));
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// triggers.push_back(new TriggerNode("thunder clap", NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 10), nullptr)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0,
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new NextAction("thunder clap", ACTION_HIGH + 5),
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new NextAction("shockwave", ACTION_HIGH + 4),
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new NextAction("sweeping strikes", ACTION_HIGH + 3),
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new NextAction("bladestorm", ACTION_HIGH + 3),
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// new NextAction("whirlwind", ACTION_HIGH + 2),
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new NextAction("demoralizing shout without life time check", ACTION_HIGH + 1),
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new NextAction("cleave", ACTION_HIGH),
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nullptr)));
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triggers.push_back(new TriggerNode("shockwave on snare target", NextAction::array(0, new NextAction("shockwave on snare target", ACTION_HIGH + 5), nullptr)));
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// triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("whirlwind", ACTION_HIGH + 10), nullptr)));
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// triggers.push_back(new TriggerNode("thunder clap on snare target", NextAction::array(0, new NextAction("thunder
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// clap on snare target", ACTION_HIGH + 3), nullptr))); triggers.push_back(new TriggerNode("thunder clap",
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// NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 10), nullptr)));
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triggers.push_back(new TriggerNode(
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"light aoe", NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 5),
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new NextAction("shockwave", ACTION_HIGH + 4),
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new NextAction("sweeping strikes", ACTION_HIGH + 3),
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new NextAction("bladestorm", ACTION_HIGH + 3),
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// new NextAction("whirlwind", ACTION_HIGH + 2),
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new NextAction("demoralizing shout without life time check", ACTION_HIGH + 1),
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new NextAction("cleave", ACTION_HIGH), nullptr)));
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triggers.push_back(
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new TriggerNode("shockwave on snare target",
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NextAction::array(0, new NextAction("shockwave on snare target", ACTION_HIGH + 5), nullptr)));
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// triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("whirlwind",
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// ACTION_HIGH + 10), nullptr)));
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}
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