/* * 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. */ #ifndef _PLAYERBOT_STATSVALUE_H #define _PLAYERBOT_STATSVALUE_H #include "NamedObjectContext.h" #include "Value.h" class PlayerbotAI; class Unit; class HealthValue : public Uint8CalculatedValue, public Qualified { public: HealthValue(PlayerbotAI* botAI, std::string const name = "health") : Uint8CalculatedValue(botAI, name) { } Unit* GetTarget(); uint8 Calculate() override; }; class IsDeadValue : public BoolCalculatedValue, public Qualified { public: IsDeadValue(PlayerbotAI* botAI, std::string const name = "dead") : BoolCalculatedValue(botAI, name) { } Unit* GetTarget(); bool Calculate() override; }; class PetIsDeadValue : public BoolCalculatedValue { public: PetIsDeadValue(PlayerbotAI* botAI, std::string const name = "pet dead") : BoolCalculatedValue(botAI, name) { } bool Calculate() override; }; class PetIsHappyValue : public BoolCalculatedValue { public: PetIsHappyValue(PlayerbotAI* botAI, std::string const name = "pet happy") : BoolCalculatedValue(botAI, name) { } bool Calculate() override; }; class RageValue : public Uint8CalculatedValue, public Qualified { public: RageValue(PlayerbotAI* botAI, std::string const name = "rage") : Uint8CalculatedValue(botAI, name) { } Unit* GetTarget(); uint8 Calculate() override; }; class EnergyValue : public Uint8CalculatedValue, public Qualified { public: EnergyValue(PlayerbotAI* botAI, std::string const name = "energy") : Uint8CalculatedValue(botAI, name) { } Unit* GetTarget(); uint8 Calculate() override; }; class ManaValue : public Uint8CalculatedValue, public Qualified { public: ManaValue(PlayerbotAI* botAI, std::string const name = "mana") : Uint8CalculatedValue(botAI, name) { } Unit* GetTarget(); uint8 Calculate() override; }; class HasManaValue : public BoolCalculatedValue, public Qualified { public: HasManaValue(PlayerbotAI* botAI, std::string const name = "has mana") : BoolCalculatedValue(botAI, name) { } Unit* GetTarget(); bool Calculate() override; }; class ComboPointsValue : public Uint8CalculatedValue, public Qualified { public: ComboPointsValue(PlayerbotAI* botAI, std::string const name = "combo points") : Uint8CalculatedValue(botAI, name) { } Unit* GetTarget(); uint8 Calculate() override; }; class IsMountedValue : public BoolCalculatedValue, public Qualified { public: IsMountedValue(PlayerbotAI* botAI, std::string const name = "mounted") : BoolCalculatedValue(botAI, name) { } Unit* GetTarget(); bool Calculate() override; }; class IsInCombatValue : public MemoryCalculatedValue, public Qualified { public: IsInCombatValue(PlayerbotAI* botAI, std::string const name = "combat") : MemoryCalculatedValue(botAI, name) { } Unit* GetTarget(); bool Calculate() override; bool EqualToLast(bool value) override; }; class BagSpaceValue : public Uint8CalculatedValue { public: BagSpaceValue(PlayerbotAI* botAI, std::string const name = "bag space") : Uint8CalculatedValue(botAI, name) { } uint8 Calculate() override; }; class DurabilityValue : public Uint8CalculatedValue { public: DurabilityValue(PlayerbotAI* botAI, std::string const name = "durability") : Uint8CalculatedValue(botAI, name) { } uint8 Calculate() override; }; class SpeedValue : public Uint8CalculatedValue, public Qualified { public: SpeedValue(PlayerbotAI* botAI, std::string const name = "speed") : Uint8CalculatedValue(botAI, name) { } Unit* GetTarget(); uint8 Calculate() override; }; class IsInGroupValue : public BoolCalculatedValue { public: IsInGroupValue(PlayerbotAI* botAI, std::string const name = "in group") : BoolCalculatedValue(botAI, name) { } bool Calculate() override; }; class DeathCountValue : public ManualSetValue { public: DeathCountValue(PlayerbotAI* botAI, std::string const name = "death count") : ManualSetValue(botAI, 0, name) { } }; class ExperienceValue : public MemoryCalculatedValue { public: ExperienceValue(PlayerbotAI* botAI, std::string const name = "experience", uint32 checkInterval = 60) : MemoryCalculatedValue(botAI, name, checkInterval) { } bool EqualToLast(uint32 value) override; uint32 Calculate() override; }; #endif