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https://github.com/mod-playerbots/mod-playerbots.git
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Modify file structure
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@@ -1,117 +0,0 @@
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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
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* 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 "FeralDruidStrategy.h"
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#include "Playerbots.h"
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class FeralDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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FeralDruidStrategyActionNodeFactory()
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{
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creators["survival instincts"] = &survival_instincts;
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creators["thorns"] = þs;
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creators["omen of clarity"] = &omen_of_clarity;
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creators["cure poison"] = &cure_poison;
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creators["cure poison on party"] = &cure_poison_on_party;
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creators["abolish poison"] = &abolish_poison;
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creators["abolish poison on party"] = &abolish_poison_on_party;
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creators["prowl"] = &prowl;
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}
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private:
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static ActionNode* survival_instincts([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("survival instincts",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("barkskin"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* thorns([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("thorns",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* omen_of_clarity([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("omen of clarity",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* cure_poison([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("cure poison",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* cure_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("cure poison on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* abolish_poison([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("abolish poison",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("abolish poison on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* prowl([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("prowl",
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/*P*/ NextAction::array(0, new NextAction("cat form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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};
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FeralDruidStrategy::FeralDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
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{
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actionNodeFactories.Add(new FeralDruidStrategyActionNodeFactory());
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actionNodeFactories.Add(new ShapeshiftDruidStrategyActionNodeFactory());
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}
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void FeralDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericDruidStrategy::InitTriggers(triggers);
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// triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing",
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// ACTION_NORMAL + 7), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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// triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of
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// enemy contact", ACTION_NORMAL + 8), nullptr)));
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triggers.push_back(new TriggerNode(
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"critical health", NextAction::array(0, new NextAction("survival instincts", ACTION_EMERGENCY + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"omen of clarity", NextAction::array(0, new NextAction("omen of clarity", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode("player has flag",
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NextAction::array(0, new NextAction("dash", ACTION_EMERGENCY + 2), nullptr)));
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triggers.push_back(new TriggerNode("enemy flagcarrier near",
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NextAction::array(0, new NextAction("dash", ACTION_EMERGENCY + 2), nullptr)));
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triggers.push_back(
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new TriggerNode("berserk", NextAction::array(0, new NextAction("berserk", ACTION_HIGH + 6), nullptr)));
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}
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