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https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +00:00
test: ms_time
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@@ -343,7 +343,7 @@ class RandomTrigger : public Trigger
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protected:
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int32 probability;
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time_t lastCheck;
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uint32 lastCheck;
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};
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class AndTrigger : public Trigger
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@@ -415,7 +415,7 @@ END_TRIGGER()
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class NoPetTrigger : public Trigger
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{
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public:
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NoPetTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no pet", 5) { }
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NoPetTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no pet", 5 * 1000) { }
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virtual bool IsActive() override;
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};
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@@ -423,7 +423,7 @@ class NoPetTrigger : public Trigger
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class HasPetTrigger : public Trigger
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{
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public:
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HasPetTrigger(PlayerbotAI* ai) : Trigger(ai, "has pet", 5) {}
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HasPetTrigger(PlayerbotAI* ai) : Trigger(ai, "has pet", 5 * 1000) {}
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virtual bool IsActive() override;
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};
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@@ -431,7 +431,7 @@ public:
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class ItemCountTrigger : public Trigger
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{
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public:
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ItemCountTrigger(PlayerbotAI* botAI, std::string const item, int32 count, int32 interval = 30) : Trigger(botAI, item, interval), item(item), count(count) { }
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ItemCountTrigger(PlayerbotAI* botAI, std::string const item, int32 count, int32 interval = 30 * 1000) : Trigger(botAI, item, interval), item(item), count(count) { }
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bool IsActive() override;
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std::string const getName() override { return "item count"; }
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@@ -444,7 +444,7 @@ class ItemCountTrigger : public Trigger
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class AmmoCountTrigger : public ItemCountTrigger
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{
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public:
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AmmoCountTrigger(PlayerbotAI* botAI, std::string const item, uint32 count = 1, int32 interval = 30) : ItemCountTrigger(botAI, item, count, interval) { }
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AmmoCountTrigger(PlayerbotAI* botAI, std::string const item, uint32 count = 1, int32 interval = 30 * 1000) : ItemCountTrigger(botAI, item, count, interval) { }
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};
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class HasAuraTrigger : public Trigger
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@@ -612,7 +612,7 @@ class InterruptEnemyHealerTrigger : public SpellTrigger
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class RandomBotUpdateTrigger : public RandomTrigger
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{
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public:
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RandomBotUpdateTrigger(PlayerbotAI* botAI) : RandomTrigger(botAI, "random bot update", 30) { }
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RandomBotUpdateTrigger(PlayerbotAI* botAI) : RandomTrigger(botAI, "random bot update", 30 * 1000) { }
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bool IsActive() override;
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};
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@@ -620,7 +620,7 @@ class RandomBotUpdateTrigger : public RandomTrigger
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class NoNonBotPlayersAroundTrigger : public Trigger
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{
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public:
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NoNonBotPlayersAroundTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no non bot players around", 10) { }
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NoNonBotPlayersAroundTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no non bot players around", 10 * 1000) { }
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bool IsActive() override;
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};
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@@ -628,7 +628,7 @@ class NoNonBotPlayersAroundTrigger : public Trigger
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class NewPlayerNearbyTrigger : public Trigger
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{
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public:
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NewPlayerNearbyTrigger(PlayerbotAI* botAI) : Trigger(botAI, "new player nearby", 10) { }
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NewPlayerNearbyTrigger(PlayerbotAI* botAI) : Trigger(botAI, "new player nearby", 10 * 1000) { }
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bool IsActive() override;
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};
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@@ -644,7 +644,7 @@ class CollisionTrigger : public Trigger
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class StayTimeTrigger : public Trigger
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{
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public:
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StayTimeTrigger(PlayerbotAI* botAI, uint32 delay, std::string const name) : Trigger(botAI, name, 5), delay(delay) { }
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StayTimeTrigger(PlayerbotAI* botAI, uint32 delay, std::string const name) : Trigger(botAI, name, 5 * 1000), delay(delay) { }
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bool IsActive() override;
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@@ -667,7 +667,7 @@ class ReturnTrigger : public StayTimeTrigger
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class GiveItemTrigger : public Trigger
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{
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public:
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GiveItemTrigger(PlayerbotAI* botAI, std::string const name, std::string const item) : Trigger(botAI, name, 2), item(item) { }
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GiveItemTrigger(PlayerbotAI* botAI, std::string const name, std::string const item) : Trigger(botAI, name, 2 * 1000), item(item) { }
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bool IsActive() override;
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@@ -702,7 +702,7 @@ class IsMountedTrigger : public Trigger
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class CorpseNearTrigger : public Trigger
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{
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public:
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CorpseNearTrigger(PlayerbotAI* botAI) : Trigger(botAI, "corpse near", 10) { }
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CorpseNearTrigger(PlayerbotAI* botAI) : Trigger(botAI, "corpse near", 10 * 1000) { }
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bool IsActive() override;
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};
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@@ -710,7 +710,7 @@ class CorpseNearTrigger : public Trigger
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class IsFallingTrigger : public Trigger
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{
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public:
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IsFallingTrigger(PlayerbotAI* botAI) : Trigger(botAI, "falling", 10) { }
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IsFallingTrigger(PlayerbotAI* botAI) : Trigger(botAI, "falling", 10 * 1000) { }
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bool IsActive() override;
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};
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@@ -718,7 +718,7 @@ class IsFallingTrigger : public Trigger
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class IsFallingFarTrigger : public Trigger
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{
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public:
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IsFallingFarTrigger(PlayerbotAI* botAI) : Trigger(botAI, "falling far", 10) { }
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IsFallingFarTrigger(PlayerbotAI* botAI) : Trigger(botAI, "falling far", 10 * 1000) { }
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bool IsActive() override;
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};
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