Resolve most warnings - PlayerbotAI (#1025)

Resolve most warnings - PlayerbotAI

---------

Co-authored-by: blinkysc <37940565+blinkysc@users.noreply.github.com>
This commit is contained in:
SaW
2025-03-01 14:19:07 +01:00
committed by GitHub
parent fbfcbbcddc
commit 9fbf60d812
6 changed files with 74 additions and 105 deletions

View File

@@ -48,49 +48,49 @@ public:
}
private:
static ActionNode* blessing_of_sanctuary(PlayerbotAI* ai)
static ActionNode* blessing_of_sanctuary(PlayerbotAI* /* ai */)
{
return new ActionNode("blessing of sanctuary",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* blessing_of_kings(PlayerbotAI* ai)
static ActionNode* blessing_of_kings(PlayerbotAI* /* ai */)
{
return new ActionNode("blessing of kings",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* blessing_of_wisdom(PlayerbotAI* ai)
static ActionNode* blessing_of_wisdom(PlayerbotAI* /* ai */)
{
return new ActionNode("blessing of wisdom",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* blessing_of_kings_on_party(PlayerbotAI* ai)
static ActionNode* blessing_of_kings_on_party(PlayerbotAI* /* ai */)
{
return new ActionNode("blessing of kings on party",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* blessing_of_wisdom_on_party(PlayerbotAI* ai)
static ActionNode* blessing_of_wisdom_on_party(PlayerbotAI* /* ai */)
{
return new ActionNode("blessing of wisdom on party",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* retribution_aura(PlayerbotAI* ai)
static ActionNode* retribution_aura(PlayerbotAI* /* ai */)
{
return new ActionNode("retribution aura",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("devotion aura"), nullptr),
/*C*/ nullptr);
}
static ActionNode* lay_on_hands(PlayerbotAI* ai)
static ActionNode* lay_on_hands(PlayerbotAI* /* ai */)
{
return new ActionNode("lay on hands",
/*P*/ nullptr,
@@ -98,7 +98,7 @@ private:
// NextAction("flash of light"), NULL),
/*C*/ nullptr);
}
static ActionNode* lay_on_hands_on_party(PlayerbotAI* ai)
static ActionNode* lay_on_hands_on_party(PlayerbotAI* /* ai */)
{
return new ActionNode("lay on hands on party",
/*P*/ nullptr,
@@ -112,133 +112,133 @@ private:
// /*A*/ NextAction::array(0, new NextAction("seal of justice"), NULL),
// /*C*/ NULL);
// }
static ActionNode* cleanse_poison(PlayerbotAI* ai)
static ActionNode* cleanse_poison(PlayerbotAI* /* ai */)
{
return new ActionNode("cleanse poison",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("purify poison"), nullptr),
/*C*/ nullptr);
}
static ActionNode* cleanse_magic(PlayerbotAI* ai)
static ActionNode* cleanse_magic(PlayerbotAI* /* ai */)
{
return new ActionNode("cleanse magic",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* cleanse_disease(PlayerbotAI* ai)
static ActionNode* cleanse_disease(PlayerbotAI* /* ai */)
{
return new ActionNode("cleanse disease",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("purify disease"), nullptr),
/*C*/ nullptr);
}
static ActionNode* cleanse_poison_on_party(PlayerbotAI* ai)
static ActionNode* cleanse_poison_on_party(PlayerbotAI* /* ai */)
{
return new ActionNode("cleanse poison on party",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("purify poison on party"), nullptr),
/*C*/ nullptr);
}
static ActionNode* cleanse_disease_on_party(PlayerbotAI* ai)
static ActionNode* cleanse_disease_on_party(PlayerbotAI* /* ai */)
{
return new ActionNode("cleanse disease on party",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("purify disease on party"), nullptr),
/*C*/ nullptr);
}
static ActionNode* seal_of_wisdom(PlayerbotAI* ai)
static ActionNode* seal_of_wisdom(PlayerbotAI* /* ai */)
{
return new ActionNode ("seal of wisdom",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), NULL),
/*C*/ NULL);
}
static ActionNode* seal_of_justice(PlayerbotAI* ai)
static ActionNode* seal_of_justice(PlayerbotAI* /* ai */)
{
return new ActionNode("seal of justice",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), nullptr),
/*C*/ nullptr);
}
static ActionNode* hand_of_reckoning(PlayerbotAI* ai)
static ActionNode* hand_of_reckoning(PlayerbotAI* /* ai */)
{
return new ActionNode("hand of reckoning",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("righteous defense"), nullptr),
/*C*/ nullptr);
}
static ActionNode* righteous_defense(PlayerbotAI* ai)
static ActionNode* righteous_defense(PlayerbotAI* /* ai */)
{
return new ActionNode("righteous defense",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("avenger's shield"), nullptr),
/*C*/ nullptr);
}
static ActionNode* avengers_shield(PlayerbotAI* ai)
static ActionNode* avengers_shield(PlayerbotAI* /* ai */)
{
return new ActionNode("avenger's shield",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("judgement of wisdom"), nullptr),
/*C*/ nullptr);
}
static ActionNode* divine_sacrifice(PlayerbotAI* ai)
static ActionNode* divine_sacrifice(PlayerbotAI* /* ai */)
{
return new ActionNode("divine sacrifice",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ NextAction::array(0, new NextAction("cancel divine sacrifice"), nullptr));
}
static ActionNode* judgement_of_wisdom(PlayerbotAI* ai)
static ActionNode* judgement_of_wisdom(PlayerbotAI* /* ai */)
{
return new ActionNode("judgement of wisdom",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("judgement of light"), nullptr),
/*C*/ nullptr);
}
static ActionNode* judgement(PlayerbotAI* ai)
static ActionNode* judgement(PlayerbotAI* /* ai */)
{
return new ActionNode("judgement",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* divine_shield(PlayerbotAI* ai)
static ActionNode* divine_shield(PlayerbotAI* /* ai */)
{
return new ActionNode("divine shield",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("divine protection"), nullptr),
/*C*/ nullptr);
}
static ActionNode* flash_of_light(PlayerbotAI* ai)
static ActionNode* flash_of_light(PlayerbotAI* /* ai */)
{
return new ActionNode("flash of light",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("holy light"), nullptr),
/*C*/ nullptr);
}
static ActionNode* flash_of_light_on_party(PlayerbotAI* ai)
static ActionNode* flash_of_light_on_party(PlayerbotAI* /* ai */)
{
return new ActionNode("flash of light on party",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("holy light on party"), nullptr),
/*C*/ nullptr);
}
static ActionNode* holy_wrath(PlayerbotAI* ai)
static ActionNode* holy_wrath(PlayerbotAI* /* ai */)
{
return new ActionNode("holy wrath",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* hammer_of_wrath(PlayerbotAI* ai)
static ActionNode* hammer_of_wrath(PlayerbotAI* /* ai */)
{
return new ActionNode("hammer of wrath",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* seal_of_command(PlayerbotAI* ai)
static ActionNode* seal_of_command(PlayerbotAI* /* ai */)
{
return new ActionNode("seal of command",
/*P*/ nullptr,