/* * Copyright (C) 2016+ AzerothCore , 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. */ #include "DeadStrategy.h" #include "Playerbots.h" void DeadStrategy::InitTriggers(std::vector& triggers) { PassTroughStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("auto release", relevance), nullptr))); triggers.push_back(new TriggerNode("bg active", NextAction::array(0, new NextAction("auto release", relevance), nullptr))); triggers.push_back(new TriggerNode("dead", NextAction::array(0, new NextAction("find corpse", relevance), nullptr))); triggers.push_back(new TriggerNode("corpse near", NextAction::array(0, new NextAction("revive from corpse", relevance - 1.0f), nullptr))); triggers.push_back(new TriggerNode("resurrect request", NextAction::array(0, new NextAction("accept resurrect", relevance), nullptr))); triggers.push_back(new TriggerNode("falling far", NextAction::array(0, new NextAction("repop", relevance + 1.f), nullptr))); triggers.push_back(new TriggerNode("location stuck", NextAction::array(0, new NextAction("repop", relevance + 1), nullptr))); } DeadStrategy::DeadStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI) { }