mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-16 18:30:27 +00:00
Modify file structure
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@@ -1,35 +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 "NewRpgStrategy.h"
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#include "Playerbots.h"
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NewRpgStrategy::NewRpgStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
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NextAction** NewRpgStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("new rpg status update", 5.0f), nullptr);
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}
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void NewRpgStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("go grind status", NextAction::array(0, new NextAction("new rpg go grind", 1.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("go innkeeper status", NextAction::array(0, new NextAction("new rpg go innkeeper", 1.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("near random status", NextAction::array(0, new NextAction("new rpg move random", 1.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("near npc status", NextAction::array(0, new NextAction("new rpg move npc", 1.0f), nullptr)));
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}
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void NewRpgStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
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{
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// multipliers.push_back(new RpgActionMultiplier(botAI));
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}
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@@ -1,98 +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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#ifndef _PLAYERBOT_NEWRPGSTRATEGY_H
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#define _PLAYERBOT_NEWRPGSTRATEGY_H
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#include <cstdint>
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#include "Strategy.h"
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#include "TravelMgr.h"
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class PlayerbotAI;
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enum class NewRpgStatus
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{
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// Going to far away place
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GO_GRIND,
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GO_INNKEEPER,
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// Exploring nearby
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NEAR_RANDOM,
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NEAR_NPC,
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// Taking a break
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REST,
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// Initial status
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IDLE
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};
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struct NewRpgInfo
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{
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NewRpgStatus status{NewRpgStatus::IDLE};
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// NewRpgStatus::GO_GRIND
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WorldPosition grindPos{};
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uint32 lastGoGrind{0};
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// NewRpgStatus::GO_INNKEEPER
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WorldPosition innKeeperPos{};
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uint32 lastGoInnKeeper{0};
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// NewRpgStatus::NEAR_NPC
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GuidPosition npcPos{};
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uint32 lastNearNpc{0};
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uint32 lastReachNpc{0};
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// NewRpgStatus::NEAR_RANDOM
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uint32 lastNearRandom{0};
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// NewRpgStatus::REST
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uint32 lastRest{0};
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std::string ToString()
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{
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std::stringstream out;
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out << "Status: ";
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switch (status)
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{
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case NewRpgStatus::GO_GRIND:
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out << "GO_GRIND";
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out << "\nGrindPos: " << grindPos.GetMapId() << " " << grindPos.GetPositionX() << " " << grindPos.GetPositionY() << " " << grindPos.GetPositionZ();
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out << "\nlastGoGrind: " << lastGoGrind;
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break;
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case NewRpgStatus::GO_INNKEEPER:
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out << "GO_INNKEEPER";
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out << "\nInnKeeperPos: " << innKeeperPos.GetMapId() << " " << innKeeperPos.GetPositionX() << " " << innKeeperPos.GetPositionY() << " " << innKeeperPos.GetPositionZ();
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out << "\nlastGoInnKeeper: " << lastGoInnKeeper;
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break;
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case NewRpgStatus::NEAR_NPC:
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out << "NEAR_NPC";
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out << "\nNpcPos: " << npcPos.GetMapId() << " " << npcPos.GetPositionX() << " " << npcPos.GetPositionY() << " " << npcPos.GetPositionZ();
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out << "\nlastNearNpc: " << lastNearNpc;
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out << "\nlastReachNpc: " << lastReachNpc;
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break;
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case NewRpgStatus::NEAR_RANDOM:
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out << "NEAR_RANDOM";
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out << "\nlastNearRandom: " << lastNearRandom;
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break;
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case NewRpgStatus::IDLE:
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out << "IDLE";
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break;
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case NewRpgStatus::REST:
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out << "REST";
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out << "\nlastRest: " << lastRest;
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break;
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default:
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out << "UNKNOWN";
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}
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return out.str();
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}
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};
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class NewRpgStrategy : public Strategy
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{
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public:
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NewRpgStrategy(PlayerbotAI* botAI);
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std::string const getName() override { return "new rpg"; }
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NextAction** getDefaultActions() override;
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void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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void InitMultipliers(std::vector<Multiplier*>& multipliers) override;
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};
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#endif
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