Indentation and misc cleanup

This commit is contained in:
Bobblybook
2024-10-01 18:27:06 +10:00
parent 94ebe5874a
commit b59c87871f
4 changed files with 28 additions and 28 deletions

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@@ -6,7 +6,7 @@
float PrinceKelesethMultiplier::GetValue(Action* action) float PrinceKelesethMultiplier::GetValue(Action* action)
{ {
Unit* boss = AI_VALUE2(Unit*, "find target", "prince keleseth"); Unit* boss = AI_VALUE2(Unit*, "find target", "prince keleseth");
if (!boss) if (!boss)
{ {
return 1.0f; return 1.0f;
@@ -15,7 +15,7 @@ float PrinceKelesethMultiplier::GetValue(Action* action)
{ {
return 0.0f; return 0.0f;
} }
return 1.0f; return 1.0f;
} }
float SkarvaldAndDalronnMultiplier::GetValue(Action* action) float SkarvaldAndDalronnMultiplier::GetValue(Action* action)
{ {

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@@ -1,5 +1,5 @@
#ifndef _PLAYERRBOT_WOTLKDUNGEONUKMULTIPLIERS_H_ #ifndef _PLAYERRBOT_WOTLKDUNGEONUKMULTIPLIERS_H
#define _PLAYERRBOT_WOTLKDUNGEONUKMULTIPLIERS_H_ #define _PLAYERRBOT_WOTLKDUNGEONUKMULTIPLIERS_H
#include "Multiplier.h" #include "Multiplier.h"

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@@ -4,40 +4,40 @@
void WotlkDungeonUKStrategy::InitTriggers(std::vector<TriggerNode*> &triggers) void WotlkDungeonUKStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
{ {
// Prince Keleseth // Prince Keleseth
triggers.push_back(new TriggerNode("keleseth frost tomb", triggers.push_back(new TriggerNode("keleseth frost tomb",
NextAction::array(0, new NextAction("attack frost tomb", ACTION_RAID + 1), nullptr))); NextAction::array(0, new NextAction("attack frost tomb", ACTION_RAID + 1), nullptr)));
// Skarvald the Constructor & Dalronn the Controller // Skarvald the Constructor & Dalronn the Controller
triggers.push_back(new TriggerNode("dalronn priority", triggers.push_back(new TriggerNode("dalronn priority",
NextAction::array(0, new NextAction("attack dalronn", ACTION_RAID + 1), nullptr))); NextAction::array(0, new NextAction("attack dalronn", ACTION_RAID + 1), nullptr)));
// Ingvar the Plunderer // Ingvar the Plunderer
// Doesn't work yet, this action doesn't get processed until the existing cast finishes // Doesn't work yet, this action doesn't get processed until the existing cast finishes
// triggers.push_back(new TriggerNode("ingvar staggering roar", // triggers.push_back(new TriggerNode("ingvar staggering roar",
// NextAction::array(0, new NextAction("ingvar stop casting", ACTION_RAID + 1), nullptr))); // NextAction::array(0, new NextAction("ingvar stop casting", ACTION_RAID + 1), nullptr)));
// No easy way to check LoS here, the pillars do not seem to count as gameobjects. // No easy way to check LoS here, the pillars do not seem to count as gameobjects.
// Not implemented for now, unsure if this is needed as a good group can probably burst through the boss // Not implemented for now, unsure if this is needed as a good group can probably burst through the boss
// and just eat the debuff. // and just eat the debuff.
// triggers.push_back(new TriggerNode("ingvar dreadful roar", // triggers.push_back(new TriggerNode("ingvar dreadful roar",
// NextAction::array(0, new NextAction("ingvar hide los", ACTION_RAID + 1), nullptr))); // NextAction::array(0, new NextAction("ingvar hide los", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode("ingvar smash tank", triggers.push_back(new TriggerNode("ingvar smash tank",
NextAction::array(0, new NextAction("ingvar dodge smash", ACTION_MOVE + 5), nullptr))); NextAction::array(0, new NextAction("ingvar dodge smash", ACTION_MOVE + 5), nullptr)));
triggers.push_back(new TriggerNode("ingvar smash tank return", triggers.push_back(new TriggerNode("ingvar smash tank return",
NextAction::array(0, new NextAction("ingvar smash return", ACTION_MOVE + 5), nullptr))); NextAction::array(0, new NextAction("ingvar smash return", ACTION_MOVE + 5), nullptr)));
// Buggy... if not behind target, ai can get stuck running towards and away from target. // Buggy... if not behind target, ai can get stuck running towards and away from target.
// I think for ranged chars, a custom action should be added that doesn't attempt to run into melee. // I think for ranged chars, a custom action should be added that doesn't attempt to run into melee.
// This is a bandaid for now, needs to be improved. // This is a bandaid for now, needs to be improved.
triggers.push_back(new TriggerNode("not behind ingvar", triggers.push_back(new TriggerNode("not behind ingvar",
NextAction::array(0, new NextAction("set behind", ACTION_MOVE + 1), nullptr))); NextAction::array(0, new NextAction("set behind", ACTION_MOVE + 1), nullptr)));
} }
void WotlkDungeonUKStrategy::InitMultipliers(std::vector<Multiplier*> &multipliers) void WotlkDungeonUKStrategy::InitMultipliers(std::vector<Multiplier*> &multipliers)
{ {
multipliers.push_back(new PrinceKelesethMultiplier(botAI)); multipliers.push_back(new PrinceKelesethMultiplier(botAI));
multipliers.push_back(new SkarvaldAndDalronnMultiplier(botAI)); multipliers.push_back(new SkarvaldAndDalronnMultiplier(botAI));
multipliers.push_back(new IngvarThePlundererMultiplier(botAI)); multipliers.push_back(new IngvarThePlundererMultiplier(botAI));
} }

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@@ -1,5 +1,5 @@
#ifndef _PLAYERBOT_WOTLKDUNGEONUKSTRATEGY_H #ifndef _PLAYERBOT_WOTLKDUNGEONUKSTRATEGY_H_
#define _PLAYERBOT_WOTLKDUNGEONUKSTRATEGY_H #define _PLAYERBOT_WOTLKDUNGEONUKSTRATEGY_H_
#include "Multiplier.h" #include "Multiplier.h"
#include "AiObjectContext.h" #include "AiObjectContext.h"