/* * 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_NONCOMBATSTRATEGY_H #define _PLAYERBOT_NONCOMBATSTRATEGY_H #include "PassTroughStrategy.h" class PlayerbotAI; class NonCombatStrategy : public Strategy { public: NonCombatStrategy(PlayerbotAI* botAI) : Strategy(botAI) { } uint32 GetType() const override { return STRATEGY_TYPE_NONCOMBAT; } void InitTriggers(std::vector& triggers) override; }; class CollisionStrategy : public Strategy { public: CollisionStrategy(PlayerbotAI* botAI) : Strategy(botAI) { } uint32 GetType() const override { return STRATEGY_TYPE_NONCOMBAT; } void InitTriggers(std::vector& triggers) override; std::string const getName() override { return "collision"; } }; class MountStrategy : public Strategy { public: MountStrategy(PlayerbotAI* botAI) : Strategy(botAI) { }; uint32 GetType() const override { return STRATEGY_TYPE_NONCOMBAT; } void InitTriggers(std::vector& triggers) override; std::string const getName() override { return "mount"; } }; class AttackTaggedStrategy : public Strategy { public: AttackTaggedStrategy(PlayerbotAI* botAI) : Strategy(botAI) { } uint32 GetType() const override { return STRATEGY_TYPE_NONCOMBAT; } std::string const getName() override { return "attack tagged"; } }; #endif