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:
159
src/Scenario/ClassAi/Hunter/Strategy/SurvivalHunterStrategy.cpp
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159
src/Scenario/ClassAi/Hunter/Strategy/SurvivalHunterStrategy.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 "SurvivalHunterStrategy.h"
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#include "Playerbots.h"
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// ===== Action Node Factory =====
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class SurvivalHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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SurvivalHunterStrategyActionNodeFactory()
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{
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creators["auto shot"] = &auto_shot;
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creators["kill command"] = &kill_command;
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creators["kill shot"] = &kill_shot;
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creators["explosive shot"] = &explosive_shot;
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creators["black arrow"] = &black_arrow;
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creators["viper sting"] = &viper_sting;
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creators["serpent sting"] = serpent_sting;
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creators["aimed shot"] = &aimed_shot;
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creators["arcane shot"] = &arcane_shot;
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creators["steady shot"] = &steady_shot;
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creators["multi-shot"] = &multi_shot;
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creators["volley"] = &volley;
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}
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private:
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static ActionNode* auto_shot(PlayerbotAI*) { return new ActionNode("auto shot", {}, {}, {}); }
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static ActionNode* kill_command(PlayerbotAI*) { return new ActionNode("kill command", {}, {}, {}); }
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static ActionNode* kill_shot(PlayerbotAI*) { return new ActionNode("kill shot", {}, {}, {}); }
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static ActionNode* explosive_shot(PlayerbotAI*) { return new ActionNode("explosive shot", {}, {}, {}); }
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static ActionNode* black_arrow(PlayerbotAI*) { return new ActionNode("black arrow", {}, {}, {}); }
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static ActionNode* viper_sting(PlayerbotAI*) { return new ActionNode("viper sting", {}, {}, {}); }
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static ActionNode* serpent_sting(PlayerbotAI*) { return new ActionNode("serpent sting", {}, {}, {}); }
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static ActionNode* aimed_shot(PlayerbotAI*) { return new ActionNode("aimed shot", {}, {}, {}); }
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static ActionNode* arcane_shot(PlayerbotAI*) { return new ActionNode("arcane shot", {}, {}, {}); }
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static ActionNode* steady_shot(PlayerbotAI*) { return new ActionNode("steady shot", {}, {}, {}); }
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static ActionNode* multi_shot(PlayerbotAI*) { return new ActionNode("multi shot", {}, {}, {}); }
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static ActionNode* volley(PlayerbotAI*) { return new ActionNode("volley", {}, {}, {}); }
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};
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// ===== Single Target Strategy =====
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SurvivalHunterStrategy::SurvivalHunterStrategy(PlayerbotAI* botAI) : GenericHunterStrategy(botAI)
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{
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actionNodeFactories.Add(new SurvivalHunterStrategyActionNodeFactory());
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}
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// ===== Default Actions =====
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std::vector<NextAction> SurvivalHunterStrategy::getDefaultActions()
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{
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return {
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NextAction("kill command", 5.9f),
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NextAction("kill shot", 5.8f),
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NextAction("explosive shot", 5.7f),
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NextAction("black arrow", 5.6f),
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NextAction("serpent sting", 5.5f),
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NextAction("aimed shot", 5.4f),
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NextAction("arcane shot", 5.3f),
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NextAction("steady shot", 5.2f),
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NextAction("auto shot", 5.1f)
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};
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}
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// ===== Trigger Initialization ===
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void SurvivalHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericHunterStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode(
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"lock and load",
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{
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NextAction("explosive shot rank 4", 28.0f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"lock and load",
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{
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NextAction("explosive shot rank 3", 27.5f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"lock and load",
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{
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NextAction("explosive shot rank 2", 27.0f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"lock and load",
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{
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NextAction("explosive shot rank 1", 26.5f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"kill command",
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{
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NextAction("kill command", 18.5f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"target critical health",
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{
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NextAction("kill shot", 18.0f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"explosive shot",
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{
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NextAction("explosive shot", 17.5f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"black arrow",
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{
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NextAction("black arrow", 16.5f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"low mana",
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{
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NextAction("viper sting", 16.0f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"no stings",
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{
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NextAction("serpent sting", 15.5f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"serpent sting on attacker",
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{
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NextAction("serpent sting on attacker", 15.0f)
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}
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)
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);
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}
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