From 707210f6a57595d534e907a14d1c0d12e1a22b35 Mon Sep 17 00:00:00 2001 From: Cryo81 <63260888+Cryo81@users.noreply.github.com> Date: Thu, 1 May 2025 16:00:54 -0300 Subject: [PATCH] fixing multiple 'unused variable' warnings (#1224) --- src/strategy/AiObject.h | 6 +-- src/strategy/druid/FeralDruidStrategy.h | 12 +++--- .../druid/GenericDruidNonCombatStrategy.cpp | 10 ++--- .../GenericPaladinStrategyActionNodeFactory.h | 2 +- .../GenericPriestStrategyActionNodeFactory.h | 42 +++++++++---------- ...PriestNonCombatStrategyActionNodeFactory.h | 32 +++++++------- .../ShadowPriestStrategyActionNodeFactory.h | 8 ++-- .../rogue/AssassinationRogueStrategy.cpp | 8 ++-- src/strategy/rogue/DpsRogueStrategy.cpp | 24 +++++------ .../rogue/GenericRogueNonCombatStrategy.cpp | 2 +- src/strategy/shaman/CasterShamanStrategy.cpp | 2 +- src/strategy/warlock/DpsWarlockStrategy.cpp | 4 +- .../GenericWarlockNonCombatStrategy.cpp | 2 +- 13 files changed, 77 insertions(+), 77 deletions(-) diff --git a/src/strategy/AiObject.h b/src/strategy/AiObject.h index b80bce4e..d7ffa84d 100644 --- a/src/strategy/AiObject.h +++ b/src/strategy/AiObject.h @@ -488,7 +488,7 @@ protected: // node_name , action, prerequisite #define ACTION_NODE_P(name, spell, pre) \ - static ActionNode* name(PlayerbotAI* botAI) \ + static ActionNode* name([[maybe_unused]] PlayerbotAI* botAI) \ { \ return new ActionNode(spell, /*P*/ NextAction::array(0, new NextAction(pre), nullptr), /*A*/ nullptr, \ /*C*/ nullptr); \ @@ -496,7 +496,7 @@ protected: // node_name , action, alternative #define ACTION_NODE_A(name, spell, alt) \ - static ActionNode* name(PlayerbotAI* botAI) \ + static ActionNode* name([[maybe_unused]] PlayerbotAI* botAI) \ { \ return new ActionNode(spell, /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction(alt), nullptr), \ /*C*/ nullptr); \ @@ -504,7 +504,7 @@ protected: // node_name , action, continuer #define ACTION_NODE_C(name, spell, con) \ - static ActionNode* name(PlayerbotAI* botAI) \ + static ActionNode* name([[maybe_unused]] PlayerbotAI* botAI) \ { \ return new ActionNode(spell, /*P*/ nullptr, /*A*/ nullptr, \ /*C*/ NextAction::array(0, new NextAction(con), nullptr)); \ diff --git a/src/strategy/druid/FeralDruidStrategy.h b/src/strategy/druid/FeralDruidStrategy.h index bc27c34b..ccb945c0 100644 --- a/src/strategy/druid/FeralDruidStrategy.h +++ b/src/strategy/druid/FeralDruidStrategy.h @@ -24,7 +24,7 @@ public: } private: - static ActionNode* regrowth(PlayerbotAI* botAI) + static ActionNode* regrowth([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("regrowth", /*P*/ NextAction::array(0, new NextAction("caster form"), nullptr), @@ -32,7 +32,7 @@ private: /*C*/ NextAction::array(0, new NextAction("melee", 10.0f), nullptr)); } - static ActionNode* rejuvenation(PlayerbotAI* botAI) + static ActionNode* rejuvenation([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("rejuvenation", /*P*/ NextAction::array(0, new NextAction("caster form"), nullptr), @@ -40,7 +40,7 @@ private: /*C*/ nullptr); } - static ActionNode* healing_touch(PlayerbotAI* botAI) + static ActionNode* healing_touch([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("healing touch", /*P*/ NextAction::array(0, new NextAction("caster form"), nullptr), @@ -48,7 +48,7 @@ private: /*C*/ nullptr); } - static ActionNode* regrowth_on_party(PlayerbotAI* botAI) + static ActionNode* regrowth_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("regrowth on party", /*P*/ NextAction::array(0, new NextAction("caster form"), nullptr), @@ -56,7 +56,7 @@ private: /*C*/ NextAction::array(0, new NextAction("melee", 10.0f), nullptr)); } - static ActionNode* rejuvenation_on_party(PlayerbotAI* botAI) + static ActionNode* rejuvenation_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("rejuvenation on party", /*P*/ NextAction::array(0, new NextAction("caster form"), nullptr), @@ -64,7 +64,7 @@ private: /*C*/ nullptr); } - static ActionNode* healing_touch_on_party(PlayerbotAI* botAI) + static ActionNode* healing_touch_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("healing touch on party", /*P*/ NextAction::array(0, new NextAction("caster form"), nullptr), diff --git a/src/strategy/druid/GenericDruidNonCombatStrategy.cpp b/src/strategy/druid/GenericDruidNonCombatStrategy.cpp index 0d7e4a4b..bc897948 100644 --- a/src/strategy/druid/GenericDruidNonCombatStrategy.cpp +++ b/src/strategy/druid/GenericDruidNonCombatStrategy.cpp @@ -56,35 +56,35 @@ private: /*A*/ nullptr, /*C*/ nullptr); } - static ActionNode* regrowth_on_party(PlayerbotAI* ai) + static ActionNode* regrowth_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("regrowth on party", /*P*/ NextAction::array(0, new NextAction("caster form"), nullptr), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* rejuvenation_on_party(PlayerbotAI* ai) + static ActionNode* rejuvenation_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("rejuvenation on party", /*P*/ NextAction::array(0, new NextAction("caster form"), nullptr), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* remove_curse_on_party(PlayerbotAI* ai) + static ActionNode* remove_curse_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("remove curse on party", /*P*/ NextAction::array(0, new NextAction("caster form"), nullptr), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* abolish_poison_on_party(PlayerbotAI* ai) + static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("abolish poison on party", /*P*/ NextAction::array(0, new NextAction("caster form"), nullptr), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* revive(PlayerbotAI* ai) + static ActionNode* revive([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("revive", /*P*/ NextAction::array(0, new NextAction("caster form"), nullptr), diff --git a/src/strategy/paladin/GenericPaladinStrategyActionNodeFactory.h b/src/strategy/paladin/GenericPaladinStrategyActionNodeFactory.h index 2eca546c..218bf6cc 100644 --- a/src/strategy/paladin/GenericPaladinStrategyActionNodeFactory.h +++ b/src/strategy/paladin/GenericPaladinStrategyActionNodeFactory.h @@ -105,7 +105,7 @@ private: /*A*/ nullptr, // NextAction::array(0, new NextAction("flash of light"), NULL), /*C*/ nullptr); } - // static ActionNode* seal_of_light(PlayerbotAI* ai) + // static ActionNode* seal_of_light(PlayerbotAI* /* ai */) // { // return new ActionNode ("seal of light", // /*P*/ NULL, diff --git a/src/strategy/priest/GenericPriestStrategyActionNodeFactory.h b/src/strategy/priest/GenericPriestStrategyActionNodeFactory.h index a6c612b5..aa57a110 100644 --- a/src/strategy/priest/GenericPriestStrategyActionNodeFactory.h +++ b/src/strategy/priest/GenericPriestStrategyActionNodeFactory.h @@ -38,49 +38,49 @@ public: } private: - static ActionNode* inner_fire(PlayerbotAI* ai) + static ActionNode* inner_fire([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("inner fire", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* holy_nova(PlayerbotAI* ai) + static ActionNode* holy_nova([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("holy nova", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* power_word_fortitude(PlayerbotAI* ai) + static ActionNode* power_word_fortitude([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("power word: fortitude", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* power_word_fortitude_on_party(PlayerbotAI* ai) + static ActionNode* power_word_fortitude_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("power word: fortitude on party", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* divine_spirit(PlayerbotAI* ai) + static ActionNode* divine_spirit([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("divine spirit", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* divine_spirit_on_party(PlayerbotAI* ai) + static ActionNode* divine_spirit_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("divine spirit on party", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* power_word_shield(PlayerbotAI* ai) + static ActionNode* power_word_shield([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("power word: shield", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), @@ -88,7 +88,7 @@ private: /*A*/ NULL, /*C*/ NULL); } - static ActionNode* power_word_shield_on_party(PlayerbotAI* ai) + static ActionNode* power_word_shield_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("power word: shield on party", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), @@ -96,91 +96,91 @@ private: /*A*/ NULL, /*C*/ NULL); } - static ActionNode* renew(PlayerbotAI* ai) + static ActionNode* renew([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("renew", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* renew_on_party(PlayerbotAI* ai) + static ActionNode* renew_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("renew on party", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* greater_heal(PlayerbotAI* ai) + static ActionNode* greater_heal([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("greater heal", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NextAction::array(0, new NextAction("heal"), NULL), /*C*/ NULL); } - static ActionNode* greater_heal_on_party(PlayerbotAI* ai) + static ActionNode* greater_heal_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("greater heal on party", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NextAction::array(0, new NextAction("heal on party"), NULL), /*C*/ NULL); } - static ActionNode* heal(PlayerbotAI* ai) + static ActionNode* heal([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("heal", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NextAction::array(0, new NextAction("lesser heal"), NULL), /*C*/ NULL); } - static ActionNode* heal_on_party(PlayerbotAI* ai) + static ActionNode* heal_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("heal on party", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NextAction::array(0, new NextAction("lesser heal on party"), NULL), /*C*/ NULL); } - static ActionNode* lesser_heal(PlayerbotAI* ai) + static ActionNode* lesser_heal([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("lesser heal", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* lesser_heal_on_party(PlayerbotAI* ai) + static ActionNode* lesser_heal_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("lesser heal on party", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* flash_heal(PlayerbotAI* ai) + static ActionNode* flash_heal([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("flash heal", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NextAction::array(0, new NextAction("greater heal"), NULL), /*C*/ NULL); } - static ActionNode* flash_heal_on_party(PlayerbotAI* ai) + static ActionNode* flash_heal_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("flash heal on party", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NextAction::array(0, new NextAction("greater heal on party"), NULL), /*C*/ NULL); } - static ActionNode* psychic_scream(PlayerbotAI* ai) + static ActionNode* psychic_scream([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("psychic scream", /*P*/ NULL, /*A*/ NextAction::array(0, new NextAction("fade"), NULL), /*C*/ NULL); } - // static ActionNode* fade(PlayerbotAI* ai) + // static ActionNode* fade([[maybe_unused]] PlayerbotAI* botAI) // { // return new ActionNode ("fade", // /*P*/ NULL, // /*A*/ NextAction::array(0, new NextAction("flee"), NULL), // /*C*/ NULL); // } - static ActionNode* shadowfiend(PlayerbotAI* ai) + static ActionNode* shadowfiend([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("shadowfiend", /*P*/ NULL, diff --git a/src/strategy/priest/PriestNonCombatStrategyActionNodeFactory.h b/src/strategy/priest/PriestNonCombatStrategyActionNodeFactory.h index c1084610..5ef6f37c 100644 --- a/src/strategy/priest/PriestNonCombatStrategyActionNodeFactory.h +++ b/src/strategy/priest/PriestNonCombatStrategyActionNodeFactory.h @@ -35,98 +35,98 @@ public: } private: - static ActionNode* holy_nova(PlayerbotAI* ai) + static ActionNode* holy_nova([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("holy nova", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* power_word_shield(PlayerbotAI* ai) + static ActionNode* power_word_shield([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("power word: shield", /*P*/ NULL, /*A*/ NextAction::array(0, new NextAction("renew", 50.0f), NULL), /*C*/ NULL); } - static ActionNode* power_word_shield_on_party(PlayerbotAI* ai) + static ActionNode* power_word_shield_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("power word: shield on party", /*P*/ NULL, /*A*/ NextAction::array(0, new NextAction("renew on party", 50.0f), NULL), /*C*/ NULL); } - static ActionNode* renew(PlayerbotAI* ai) + static ActionNode* renew([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("renew", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* renew_on_party(PlayerbotAI* ai) + static ActionNode* renew_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("renew on party", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* greater_heal(PlayerbotAI* ai) + static ActionNode* greater_heal([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("greater heal", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NextAction::array(0, new NextAction("heal"), NULL), /*C*/ NULL); } - static ActionNode* greater_heal_on_party(PlayerbotAI* ai) + static ActionNode* greater_heal_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("greater heal on party", /*P*/ NULL, /*A*/ NextAction::array(0, new NextAction("heal on party"), NULL), /*C*/ NULL); } - static ActionNode* heal(PlayerbotAI* ai) + static ActionNode* heal([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("heal", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NextAction::array(0, new NextAction("lesser heal"), NULL), /*C*/ NULL); } - static ActionNode* heal_on_party(PlayerbotAI* ai) + static ActionNode* heal_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("heal on party", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NextAction::array(0, new NextAction("lesser heal on party"), NULL), /*C*/ NULL); } - static ActionNode* lesser_heal(PlayerbotAI* ai) + static ActionNode* lesser_heal([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("lesser heal", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* lesser_heal_on_party(PlayerbotAI* ai) + static ActionNode* lesser_heal_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("lesser heal on party", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* flash_heal(PlayerbotAI* ai) + static ActionNode* flash_heal([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("flash heal", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* flash_heal_on_party(PlayerbotAI* ai) + static ActionNode* flash_heal_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("flash heal on party", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NULL, /*C*/ NULL); } - static ActionNode* circle_of_healing(PlayerbotAI* ai) + static ActionNode* circle_of_healing([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("circle of healing on party", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), @@ -134,14 +134,14 @@ private: /*A*/ NULL, /*C*/ NULL); } - static ActionNode* prayer_of_fortitude_on_party(PlayerbotAI* ai) + static ActionNode* prayer_of_fortitude_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("prayer of fortitude on party", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), /*A*/ NextAction::array(0, new NextAction("power word: fortitude on party"), NULL), /*C*/ NULL); } - static ActionNode* prayer_of_spirit_on_party(PlayerbotAI* ai) + static ActionNode* prayer_of_spirit_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("prayer of spirit on party", /*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL), diff --git a/src/strategy/priest/ShadowPriestStrategyActionNodeFactory.h b/src/strategy/priest/ShadowPriestStrategyActionNodeFactory.h index eac9053f..a5382aed 100644 --- a/src/strategy/priest/ShadowPriestStrategyActionNodeFactory.h +++ b/src/strategy/priest/ShadowPriestStrategyActionNodeFactory.h @@ -23,7 +23,7 @@ public: } private: - static ActionNode* mind_blast(PlayerbotAI* botAI) + static ActionNode* mind_blast([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("mind blast", /*P*/ nullptr, @@ -31,7 +31,7 @@ private: /*C*/ nullptr); } - static ActionNode* mind_flay(PlayerbotAI* botAI) + static ActionNode* mind_flay([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("mind flay", /*P*/ nullptr, @@ -39,7 +39,7 @@ private: /*C*/ nullptr); } - static ActionNode* smite(PlayerbotAI* botAI) + static ActionNode* smite([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("smite", /*P*/ nullptr, @@ -47,7 +47,7 @@ private: /*C*/ nullptr); } - static ActionNode* dispersion(PlayerbotAI* botAI) + static ActionNode* dispersion([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("dispersion", /*P*/ nullptr, diff --git a/src/strategy/rogue/AssassinationRogueStrategy.cpp b/src/strategy/rogue/AssassinationRogueStrategy.cpp index cd733210..d7d85b44 100644 --- a/src/strategy/rogue/AssassinationRogueStrategy.cpp +++ b/src/strategy/rogue/AssassinationRogueStrategy.cpp @@ -15,28 +15,28 @@ public: } private: - static ActionNode* mutilate(PlayerbotAI* ai) + static ActionNode* mutilate([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("mutilate", /*P*/ NULL, /*A*/ NextAction::array(0, new NextAction("backstab"), nullptr), /*C*/ NULL); } - static ActionNode* envenom(PlayerbotAI* ai) + static ActionNode* envenom([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("envenom", /*P*/ NULL, /*A*/ NextAction::array(0, new NextAction("rupture"), nullptr), /*C*/ NULL); } - static ActionNode* backstab(PlayerbotAI* ai) + static ActionNode* backstab([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("backstab", /*P*/ NULL, /*A*/ NextAction::array(0, new NextAction("sinister strike"), nullptr), /*C*/ NULL); } - static ActionNode* rupture(PlayerbotAI* botAI) + static ActionNode* rupture([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("rupture", /*P*/ nullptr, diff --git a/src/strategy/rogue/DpsRogueStrategy.cpp b/src/strategy/rogue/DpsRogueStrategy.cpp index de4815df..106d48d5 100644 --- a/src/strategy/rogue/DpsRogueStrategy.cpp +++ b/src/strategy/rogue/DpsRogueStrategy.cpp @@ -22,49 +22,49 @@ public: } private: - static ActionNode* melee(PlayerbotAI* botAI) + static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("melee", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr), /*C*/ nullptr); } - static ActionNode* mutilate(PlayerbotAI* botAI) + static ActionNode* mutilate([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("mutilate", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("sinister strike"), nullptr), /*C*/ nullptr); } - static ActionNode* sinister_strike(PlayerbotAI* botAI) + static ActionNode* sinister_strike([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("sinister strike", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("melee"), nullptr), /*C*/ nullptr); } - static ActionNode* kick(PlayerbotAI* botAI) + static ActionNode* kick([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("kick", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("kidney shot"), nullptr), /*C*/ nullptr); } - static ActionNode* kidney_shot(PlayerbotAI* botAI) + static ActionNode* kidney_shot([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("kidney shot", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } - static ActionNode* backstab(PlayerbotAI* botAI) + static ActionNode* backstab([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("backstab", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr), /*C*/ nullptr); } - static ActionNode* rupture(PlayerbotAI* botAI) + static ActionNode* rupture([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("rupture", /*P*/ nullptr, @@ -158,7 +158,7 @@ public: } private: - static ActionNode* ambush(PlayerbotAI* botAI) + static ActionNode* ambush([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("ambush", /*P*/ nullptr, @@ -166,7 +166,7 @@ private: /*C*/ nullptr); } - static ActionNode* cheap_shot(PlayerbotAI* botAI) + static ActionNode* cheap_shot([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("cheap shot", /*P*/ nullptr, @@ -174,7 +174,7 @@ private: /*C*/ nullptr); } - static ActionNode* garrote(PlayerbotAI* botAI) + static ActionNode* garrote([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("garrote", /*P*/ nullptr, @@ -182,7 +182,7 @@ private: /*C*/ nullptr); } - static ActionNode* sap(PlayerbotAI* botAI) + static ActionNode* sap([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("sap", /*P*/ nullptr, @@ -190,7 +190,7 @@ private: /*C*/ nullptr); } - static ActionNode* sinister_strike(PlayerbotAI* botAI) + static ActionNode* sinister_strike([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("sinister strike", /*P*/ nullptr, diff --git a/src/strategy/rogue/GenericRogueNonCombatStrategy.cpp b/src/strategy/rogue/GenericRogueNonCombatStrategy.cpp index 029b0d7e..ef145fe5 100644 --- a/src/strategy/rogue/GenericRogueNonCombatStrategy.cpp +++ b/src/strategy/rogue/GenericRogueNonCombatStrategy.cpp @@ -16,7 +16,7 @@ public: } private: - static ActionNode* use_deadly_poison_on_off_hand(PlayerbotAI* botAI) + static ActionNode* use_deadly_poison_on_off_hand([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("use deadly poison on off hand", /*P*/ nullptr, diff --git a/src/strategy/shaman/CasterShamanStrategy.cpp b/src/strategy/shaman/CasterShamanStrategy.cpp index 208b9593..903b873f 100644 --- a/src/strategy/shaman/CasterShamanStrategy.cpp +++ b/src/strategy/shaman/CasterShamanStrategy.cpp @@ -24,7 +24,7 @@ private: /*A*/ nullptr, /*C*/ NextAction::array(0, new NextAction("fire nova"), nullptr)); } - static ActionNode* totem_of_wrath(PlayerbotAI* botAI) + static ActionNode* totem_of_wrath([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("totem of wrath", /*P*/ nullptr, diff --git a/src/strategy/warlock/DpsWarlockStrategy.cpp b/src/strategy/warlock/DpsWarlockStrategy.cpp index 18133846..0085bfc6 100644 --- a/src/strategy/warlock/DpsWarlockStrategy.cpp +++ b/src/strategy/warlock/DpsWarlockStrategy.cpp @@ -25,14 +25,14 @@ private: /*A*/ NextAction::array(0, new NextAction("shoot"), nullptr), /*C*/ nullptr); } - static ActionNode* unstable_affliction(PlayerbotAI* ai) + static ActionNode* unstable_affliction([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("unstable affliction", /*P*/ NULL, /*A*/ NextAction::array(0, new NextAction("immolate"), NULL), /*C*/ NULL); } - static ActionNode* unstable_affliction_on_attacker(PlayerbotAI* ai) + static ActionNode* unstable_affliction_on_attacker([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("unstable affliction on attacker", /*P*/ NULL, diff --git a/src/strategy/warlock/GenericWarlockNonCombatStrategy.cpp b/src/strategy/warlock/GenericWarlockNonCombatStrategy.cpp index 4de01421..ccdd2c67 100644 --- a/src/strategy/warlock/GenericWarlockNonCombatStrategy.cpp +++ b/src/strategy/warlock/GenericWarlockNonCombatStrategy.cpp @@ -44,7 +44,7 @@ private: /*A*/ NextAction::array(0, new NextAction("summon imp"), nullptr), /*C*/ nullptr); } - static ActionNode* summon_succubus(PlayerbotAI* botAI) + static ActionNode* summon_succubus([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("summon succubus", /*P*/ nullptr,