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https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-27 07:26:23 +00:00
concentration aura
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@@ -310,7 +310,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
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if (tab == 1)
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if (tab == 1)
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engine->addStrategies("tank", "tank assist", "bthreat", "barmor", "cure", nullptr);
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engine->addStrategies("tank", "tank assist", "bthreat", "barmor", "cure", nullptr);
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else if (tab == 0)
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else if (tab == 0)
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engine->addStrategies("heal", "dps assist", "cure", nullptr);
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engine->addStrategies("heal", "dps assist", "cure", "bcast", nullptr);
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else
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else
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engine->addStrategies("dps", "dps assist", "cure", "baoe", nullptr);
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engine->addStrategies("dps", "dps assist", "cure", "baoe", nullptr);
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@@ -463,7 +463,7 @@ void AiFactory::AddDefaultNonCombatStrategies(Player* player, PlayerbotAI* const
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if (tab == 1)
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if (tab == 1)
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nonCombatEngine->addStrategies("bthreat", "tank assist", "bstats", "barmor", nullptr);
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nonCombatEngine->addStrategies("bthreat", "tank assist", "bstats", "barmor", nullptr);
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else if (tab == 0)
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else if (tab == 0)
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nonCombatEngine->addStrategies("dps assist", "bmana", nullptr);
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nonCombatEngine->addStrategies("dps assist", "bmana", "bcast", nullptr);
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else
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else
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nonCombatEngine->addStrategies("dps assist", "bdps", "baoe",nullptr);
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nonCombatEngine->addStrategies("dps assist", "bdps", "baoe",nullptr);
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@@ -4,6 +4,7 @@
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#include "HealPaladinStrategy.h"
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#include "HealPaladinStrategy.h"
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#include "Playerbots.h"
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#include "Playerbots.h"
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#include "Strategy.h"
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class HealPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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class HealPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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{
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@@ -31,7 +32,7 @@ void HealPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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{
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GenericPaladinStrategy::InitTriggers(triggers);
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GenericPaladinStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("concentration aura", NextAction::array(0, new NextAction("concentration aura", 90.0f), nullptr)));
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// triggers.push_back(new TriggerNode("concentration aura", NextAction::array(0, new NextAction("concentration aura", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of wisdom", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of wisdom", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("divine favor", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("divine favor", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary", ACTION_HIGH + 9), nullptr)));
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// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary", ACTION_HIGH + 9), nullptr)));
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@@ -43,6 +43,7 @@ class PaladinResistanceStrategyFactoryInternal : public NamedObjectContext<Strat
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creators["rfire"] = &PaladinResistanceStrategyFactoryInternal::rfire;
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creators["rfire"] = &PaladinResistanceStrategyFactoryInternal::rfire;
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creators["baoe"] = &PaladinResistanceStrategyFactoryInternal::baoe;
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creators["baoe"] = &PaladinResistanceStrategyFactoryInternal::baoe;
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creators["barmor"] = &PaladinResistanceStrategyFactoryInternal::barmor;
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creators["barmor"] = &PaladinResistanceStrategyFactoryInternal::barmor;
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creators["bcast"] = &PaladinResistanceStrategyFactoryInternal::bcast;
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}
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}
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private:
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private:
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@@ -51,6 +52,7 @@ class PaladinResistanceStrategyFactoryInternal : public NamedObjectContext<Strat
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static Strategy* rfire(PlayerbotAI* botAI) { return new PaladinFireResistanceStrategy(botAI); }
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static Strategy* rfire(PlayerbotAI* botAI) { return new PaladinFireResistanceStrategy(botAI); }
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static Strategy* baoe(PlayerbotAI* botAI) { return new PaladinBuffAoeStrategy(botAI); }
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static Strategy* baoe(PlayerbotAI* botAI) { return new PaladinBuffAoeStrategy(botAI); }
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static Strategy* barmor(PlayerbotAI* botAI) { return new PaladinBuffArmorStrategy(botAI); }
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static Strategy* barmor(PlayerbotAI* botAI) { return new PaladinBuffArmorStrategy(botAI); }
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static Strategy* bcast(PlayerbotAI* botAI) { return new PaladinBuffCastStrategy(botAI); }
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};
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};
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class PaladinBuffStrategyFactoryInternal : public NamedObjectContext<Strategy>
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class PaladinBuffStrategyFactoryInternal : public NamedObjectContext<Strategy>
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@@ -25,27 +25,32 @@ void PaladinBuffDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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void PaladinShadowResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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void PaladinShadowResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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{
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triggers.push_back(new TriggerNode("shadow resistance aura", NextAction::array(0, new NextAction("shadow resistance aura", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("shadow resistance aura", NextAction::array(0, new NextAction("shadow resistance aura", ACTION_NORMAL), nullptr)));
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}
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}
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void PaladinFrostResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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void PaladinFrostResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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{
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triggers.push_back(new TriggerNode("frost resistance aura", NextAction::array(0, new NextAction("frost resistance aura", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("frost resistance aura", NextAction::array(0, new NextAction("frost resistance aura", ACTION_NORMAL), nullptr)));
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}
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}
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void PaladinFireResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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void PaladinFireResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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{
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triggers.push_back(new TriggerNode("fire resistance aura", NextAction::array(0, new NextAction("fire resistance aura", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("fire resistance aura", NextAction::array(0, new NextAction("fire resistance aura", ACTION_NORMAL), nullptr)));
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}
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}
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void PaladinBuffArmorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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void PaladinBuffArmorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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{
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triggers.push_back(new TriggerNode("devotion aura", NextAction::array(0, new NextAction("devotion aura", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("devotion aura", NextAction::array(0, new NextAction("devotion aura", ACTION_NORMAL), nullptr)));
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}
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}
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void PaladinBuffAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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void PaladinBuffAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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{
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triggers.push_back(new TriggerNode("retribution aura", NextAction::array(0, new NextAction("retribution aura", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("retribution aura", NextAction::array(0, new NextAction("retribution aura", ACTION_NORMAL), nullptr)));
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}
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void PaladinBuffCastStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("concentration aura", NextAction::array(0, new NextAction("concentration aura", ACTION_NORMAL), nullptr)));
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}
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}
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void PaladinBuffThreatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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void PaladinBuffThreatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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@@ -54,6 +54,15 @@ class PaladinBuffAoeStrategy : public Strategy
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std::string const getName() override { return "baoe"; }
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std::string const getName() override { return "baoe"; }
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};
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};
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class PaladinBuffCastStrategy : public Strategy
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{
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public:
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PaladinBuffCastStrategy(PlayerbotAI* botAI) : Strategy(botAI) { }
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void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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std::string const getName() override { return "bcast"; }
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};
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class PaladinBuffThreatStrategy : public Strategy
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class PaladinBuffThreatStrategy : public Strategy
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{
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{
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public:
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public:
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