mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-15 09:50:27 +00:00
test: ms_time
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@@ -16,7 +16,7 @@ class Unit;
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class AttackersValue : public ObjectGuidListCalculatedValue
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{
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public:
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AttackersValue(PlayerbotAI* botAI) : ObjectGuidListCalculatedValue(botAI, "attackers", 2) { }
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AttackersValue(PlayerbotAI* botAI) : ObjectGuidListCalculatedValue(botAI, "attackers", 2 * 1000) { }
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GuidVector Calculate();
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static bool IsPossibleTarget(Unit* attacker, Player* bot, float range = sPlayerbotAIConfig->sightDistance);
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@@ -24,7 +24,7 @@ class NearestEnemyPlayersValue : public PossibleTargetsValue
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class EnemyPlayerValue : public UnitCalculatedValue
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{
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public:
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EnemyPlayerValue(PlayerbotAI* botAI, std::string const name = "enemy player") : UnitCalculatedValue(botAI, name, 2) { }
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EnemyPlayerValue(PlayerbotAI* botAI, std::string const name = "enemy player") : UnitCalculatedValue(botAI, name, 2 * 1000) { }
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Unit* Calculate() override;
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@@ -10,7 +10,7 @@ class PlayerbotAI;
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class GroupMembersValue : public ObjectGuidListCalculatedValue
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{
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public:
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GroupMembersValue(PlayerbotAI* botAI) : ObjectGuidListCalculatedValue(botAI, "group members", 2) { }
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GroupMembersValue(PlayerbotAI* botAI) : ObjectGuidListCalculatedValue(botAI, "group members", 2 * 1000) { }
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GuidVector Calculate() override;
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};
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@@ -66,7 +66,7 @@ class GroupBoolORValue : public BoolCalculatedValue, public Qualified
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class GroupReadyValue : public BoolCalculatedValue, public Qualified
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{
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public:
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GroupReadyValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "group ready", 2) { }
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GroupReadyValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "group ready", 2 * 2000) { }
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bool Calculate()override;
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};
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@@ -15,7 +15,7 @@ class SpellInfo;
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class ItemForSpellValue : public CalculatedValue<Item*>, public Qualified
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{
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public:
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ItemForSpellValue(PlayerbotAI* botAI, std::string const name = "item for spell") : CalculatedValue<Item*>(botAI, name) { }
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ItemForSpellValue(PlayerbotAI* botAI, std::string const name = "item for spell") : CalculatedValue<Item*>(botAI, name, 20 * 1000) { }
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Item* Calculate() override;
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@@ -59,7 +59,7 @@ typedef std::unordered_map<ItemUsage, std::vector<uint32>> itemUsageMap;
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class EntryLootUsageValue : public CalculatedValue<itemUsageMap>, public Qualified
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{
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public:
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EntryLootUsageValue(PlayerbotAI* botAI) : CalculatedValue(botAI, "entry loot usage", 2) { }
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EntryLootUsageValue(PlayerbotAI* botAI) : CalculatedValue(botAI, "entry loot usage", 2 * 1000) { }
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itemUsageMap Calculate() override;
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};
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@@ -67,7 +67,7 @@ class EntryLootUsageValue : public CalculatedValue<itemUsageMap>, public Qualifi
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class HasUpgradeValue : public BoolCalculatedValue, public Qualified
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{
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public:
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HasUpgradeValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "has upgrade", 2) { }
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HasUpgradeValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "has upgrade", 2 * 1000) { }
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bool Calculate() override;
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};
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@@ -12,7 +12,7 @@ class PlayerbotAI;
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class CanMoveAroundValue : public BoolCalculatedValue
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{
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public:
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CanMoveAroundValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can move around", 2) { }
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CanMoveAroundValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can move around", 2 * 2000) { }
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bool Calculate() override;
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};
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@@ -20,7 +20,7 @@ class CanMoveAroundValue : public BoolCalculatedValue
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class ShouldHomeBindValue : public BoolCalculatedValue
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{
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public:
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ShouldHomeBindValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "should home bind", 2) { }
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ShouldHomeBindValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "should home bind", 2 * 2000) { }
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bool Calculate() override;
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};
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@@ -28,7 +28,7 @@ class ShouldHomeBindValue : public BoolCalculatedValue
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class ShouldRepairValue : public BoolCalculatedValue
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{
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public:
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ShouldRepairValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI,"should repair",2) { }
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ShouldRepairValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI,"should repair",2 * 2000) { }
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bool Calculate() override;
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};
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@@ -36,7 +36,7 @@ class ShouldRepairValue : public BoolCalculatedValue
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class CanRepairValue : public BoolCalculatedValue
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{
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public:
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CanRepairValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can repair",2) { }
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CanRepairValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can repair",2 * 2000) { }
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bool Calculate() override;
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};
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@@ -44,7 +44,7 @@ class CanRepairValue : public BoolCalculatedValue
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class ShouldSellValue : public BoolCalculatedValue
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{
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public:
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ShouldSellValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "should sell",2) { }
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ShouldSellValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "should sell",2 * 2000) { }
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bool Calculate() override;
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};
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@@ -52,7 +52,7 @@ class ShouldSellValue : public BoolCalculatedValue
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class CanSellValue : public BoolCalculatedValue
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{
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public:
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CanSellValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can sell",2) { }
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CanSellValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can sell",2 * 2000) { }
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bool Calculate() override;
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};
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@@ -60,7 +60,7 @@ class CanSellValue : public BoolCalculatedValue
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class CanFightEqualValue: public BoolCalculatedValue
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{
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public:
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CanFightEqualValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can fight equal",2) { }
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CanFightEqualValue(PlayerbotAI* botAI) : BoolCalculatedValue(botAI, "can fight equal",2 * 2000) { }
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bool Calculate() override;
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};
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@@ -14,7 +14,7 @@ class NearestGameObjects : public ObjectGuidListCalculatedValue
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{
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public:
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NearestGameObjects(PlayerbotAI* botAI, float range = sPlayerbotAIConfig->sightDistance, bool ignoreLos = false, std::string const name = "nearest game objects") :
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ObjectGuidListCalculatedValue(botAI, name), range(range) , ignoreLos(ignoreLos) { }
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ObjectGuidListCalculatedValue(botAI, name, 2 * 1000), range(range) , ignoreLos(ignoreLos) { }
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protected:
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GuidVector Calculate() override;
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@@ -15,7 +15,7 @@ class NearestUnitsValue : public ObjectGuidListCalculatedValue
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{
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public:
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NearestUnitsValue(PlayerbotAI* botAI, std::string const name = "nearest units", float range = sPlayerbotAIConfig->sightDistance, bool ignoreLos = false) :
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ObjectGuidListCalculatedValue(botAI, name, 2), range(range), ignoreLos(ignoreLos) { }
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ObjectGuidListCalculatedValue(botAI, name, 2 * 1000), range(range), ignoreLos(ignoreLos) { }
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GuidVector Calculate() override;
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@@ -14,7 +14,7 @@ class Unit;
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class PartyMemberToDispel : public PartyMemberValue, public Qualified
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{
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public:
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PartyMemberToDispel(PlayerbotAI* botAI, std::string const name = "party member to dispel") : PartyMemberValue(botAI, name, 2), Qualified() { }
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PartyMemberToDispel(PlayerbotAI* botAI, std::string const name = "party member to dispel") : PartyMemberValue(botAI, name, 2 * 1000), Qualified() { }
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protected:
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Unit* Calculate() override;
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@@ -38,7 +38,7 @@ class PartyMemberValue : public UnitCalculatedValue
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class PartyMemberMainTankValue : public PartyMemberValue
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{
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public:
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PartyMemberMainTankValue(PlayerbotAI* botAI) : PartyMemberValue(botAI, "main tank member", 2) {}
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PartyMemberMainTankValue(PlayerbotAI* botAI) : PartyMemberValue(botAI, "main tank member", 2 * 1000) {}
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virtual Unit* Calculate();
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};
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@@ -7,7 +7,7 @@
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#include "Playerbots.h"
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#include "Vehicle.h"
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SpellIdValue::SpellIdValue(PlayerbotAI* botAI) : CalculatedValue<uint32>(botAI, "spell id")
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SpellIdValue::SpellIdValue(PlayerbotAI* botAI) : CalculatedValue<uint32>(botAI, "spell id", 20 * 1000)
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{
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}
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@@ -64,7 +64,7 @@ class TravelTargetValue : public ManualSetValue<TravelTarget*>
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class LastLongMoveValue : public CalculatedValue<WorldPosition>
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{
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public:
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LastLongMoveValue(PlayerbotAI* botAI) : CalculatedValue<WorldPosition>(botAI, "last long move", 30) { }
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LastLongMoveValue(PlayerbotAI* botAI) : CalculatedValue<WorldPosition>(botAI, "last long move", 30 * 1000) { }
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WorldPosition Calculate() override;
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};
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@@ -72,7 +72,7 @@ class LastLongMoveValue : public CalculatedValue<WorldPosition>
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class HomeBindValue : public CalculatedValue<WorldPosition>
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{
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public:
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HomeBindValue(PlayerbotAI* botAI) : CalculatedValue<WorldPosition>(botAI, "home bind", 30) { }
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HomeBindValue(PlayerbotAI* botAI) : CalculatedValue<WorldPosition>(botAI, "home bind", 30 * 1000) { }
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WorldPosition Calculate() override;
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};
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@@ -101,7 +101,7 @@ class PullTargetValue : public ManualSetValue<ObjectGuid>
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class FindTargetValue : public UnitCalculatedValue, public Qualified
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{
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public:
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FindTargetValue(PlayerbotAI* ai) : UnitCalculatedValue(ai, "find target", 2) {}
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FindTargetValue(PlayerbotAI* ai) : UnitCalculatedValue(ai, "find target", 2 * 1000) {}
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public:
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Unit* Calculate();
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@@ -117,7 +117,7 @@ class FindBossTargetStrategy : public FindTargetStrategy
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class BossTargetValue : public TargetValue, public Qualified
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{
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public:
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BossTargetValue(PlayerbotAI* ai) : TargetValue(ai, "boss target", 1) {}
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BossTargetValue(PlayerbotAI* ai) : TargetValue(ai, "boss target", 2 * 1000) {}
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public:
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Unit* Calculate();
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