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https://github.com/mod-playerbots/mod-playerbots.git
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Big update.
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48
src/strategy/paladin/GenericPaladinStrategy.cpp
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48
src/strategy/paladin/GenericPaladinStrategy.cpp
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "GenericPaladinStrategy.h"
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#include "GenericPaladinStrategyActionNodeFactory.h"
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#include "Playerbots.h"
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GenericPaladinStrategy::GenericPaladinStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericPaladinStrategyActionNodeFactory());
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}
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void GenericPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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CombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("divine protection", ACTION_CRITICAL_HEAL + 2), new NextAction("holy light", ACTION_CRITICAL_HEAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("party member low health", NextAction::array(0, new NextAction("holy light on party", ACTION_CRITICAL_HEAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("hammer of justice interrupt", NextAction::array(0, new NextAction("hammer of justice", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("hammer of justice on enemy healer", NextAction::array(0, new NextAction("hammer of justice on enemy healer", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("hammer of justice on snare target", NextAction::array(0, new NextAction("hammer of justice on snare target", ACTION_MOVE + 1), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("lay on hands", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("lay on hands on party", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("hammer of wrath", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply stone", 1.0f), nullptr)));
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triggers.push_back(new TriggerNode("protect party member", NextAction::array(0, new NextAction("blessing of protection on party", ACTION_EMERGENCY + 2), nullptr)));
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}
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void PaladinCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("cleanse cure disease", NextAction::array(0, new NextAction("cleanse disease", ACTION_DISPEL + 2), nullptr)));
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triggers.push_back(new TriggerNode("cleanse party member cure disease", NextAction::array(0, new NextAction("cleanse disease on party", ACTION_DISPEL + 1), nullptr)));
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triggers.push_back(new TriggerNode("cleanse cure poison", NextAction::array(0, new NextAction("cleanse poison", ACTION_DISPEL + 2), nullptr)));
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triggers.push_back(new TriggerNode("cleanse party member cure poison", NextAction::array(0, new NextAction("cleanse poison on party", ACTION_DISPEL + 1), nullptr)));
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triggers.push_back(new TriggerNode("cleanse cure magic", NextAction::array(0, new NextAction("cleanse magic", ACTION_DISPEL + 2), nullptr)));
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triggers.push_back(new TriggerNode("cleanse party member cure magic", NextAction::array(0, new NextAction("cleanse magic on party", ACTION_DISPEL + 1), nullptr)));
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}
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void PaladinBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("divine favor", NextAction::array(0, new NextAction("divine favor", ACTION_HIGH + 1), nullptr)));
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}
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void PaladinCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("turn undead", NextAction::array(0, new NextAction("turn undead", ACTION_HIGH + 1), nullptr)));
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}
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