/* * Copyright (C) 2016+ AzerothCore , released under GNU AGPL v3 license, you may redistribute it * and/or modify it under version 3 of the License, or (at your option), any later version. */ #ifndef _PLAYERBOT_BOSSAURAACTION_H #define _PLAYERBOT_BOSSAURAACTION_H #include #include "Action.h" class PlayerbotAI; class BossFireResistanceAction : public Action { public: BossFireResistanceAction(PlayerbotAI* botAI, std::string const bossName) : Action(botAI, bossName + " fire resistance action"), bossName(bossName) { } bool Execute(Event event) override; bool isUseful() override; private: std::string bossName; }; class BossFrostResistanceAction : public Action { public: BossFrostResistanceAction(PlayerbotAI* botAI, std::string const bossName) : Action(botAI, bossName + " frost resistance action"), bossName(bossName) { } bool Execute(Event event) override; bool isUseful() override; private: std::string bossName; }; class BossNatureResistanceAction : public Action { public: BossNatureResistanceAction(PlayerbotAI* botAI, std::string const bossName) : Action(botAI, bossName + " nature resistance action"), bossName(bossName) { } bool Execute(Event event) override; bool isUseful() override; private: std::string bossName; }; class BossShadowResistanceAction : public Action { public: BossShadowResistanceAction(PlayerbotAI* botAI, std::string const bossName) : Action(botAI, bossName + " shadow resistance action"), bossName(bossName) { } bool Execute(Event event) override; bool isUseful() override; private: std::string bossName; }; #endif