mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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[FIX] Finalized structure! (do not start fixing PR merge structure conflict till this is merged) (#2025)
Finalized
This commit is contained in:
145
src/Bot/Engine/Strategy/Strategy.cpp
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145
src/Bot/Engine/Strategy/Strategy.cpp
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "Strategy.h"
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#include "Playerbots.h"
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class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
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{
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public:
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ActionNodeFactoryInternal()
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{
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creators["melee"] = &melee;
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creators["healthstone"] = &healthstone;
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creators["be near"] = &follow_master_random;
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creators["attack anything"] = &attack_anything;
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creators["move random"] = &move_random;
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creators["move to loot"] = &move_to_loot;
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creators["food"] = &food;
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creators["drink"] = &drink;
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creators["mana potion"] = &mana_potion;
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creators["healing potion"] = &healing_potion;
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creators["flee"] = &flee;
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}
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private:
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static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"melee",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* healthstone([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"healthstone",
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/*P*/ {},
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/*A*/ { NextAction("healing potion") },
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/*C*/ {}
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);
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}
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static ActionNode* follow_master_random([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"be near",
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/*P*/ {},
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/*A*/ { NextAction("follow") },
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/*C*/ {}
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);
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}
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static ActionNode* attack_anything([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"attack anything",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* move_random([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"move random",
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/*P*/ {},
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/*A*/ { NextAction("stay line") },
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/*C*/ {}
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);
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}
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static ActionNode* move_to_loot([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"move to loot",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* food([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"food",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* drink([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"drink",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* mana_potion([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"mana potion",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* healing_potion([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"healing potion",
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/*P*/ {},
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/*A*/ { NextAction("food") },
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/*C*/ {}
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);
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}
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static ActionNode* flee([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"flee",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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};
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Strategy::Strategy(PlayerbotAI* botAI) : PlayerbotAIAware(botAI)
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{
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actionNodeFactories.Add(new ActionNodeFactoryInternal());
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}
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ActionNode* Strategy::GetAction(std::string const name) { return actionNodeFactories.GetContextObject(name, botAI); }
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