/* * 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 "CheckValuesAction.h" #include "Event.h" #include "Playerbots.h" #include "ServerFacade.h" CheckValuesAction::CheckValuesAction(PlayerbotAI* botAI) : Action(botAI, "check values") {} bool CheckValuesAction::Execute(Event event) { if (botAI->HasStrategy("debug move", BOT_STATE_NON_COMBAT)) { botAI->Ping(bot->GetPositionX(), bot->GetPositionY()); } if (botAI->HasStrategy("map", BOT_STATE_NON_COMBAT) || botAI->HasStrategy("map full", BOT_STATE_NON_COMBAT)) { sTravelNodeMap->manageNodes(bot, botAI->HasStrategy("map full", BOT_STATE_NON_COMBAT)); } GuidVector possible_targets = *context->GetValue("possible targets"); GuidVector all_targets = *context->GetValue("all targets"); GuidVector npcs = *context->GetValue("nearest npcs"); GuidVector corpses = *context->GetValue("nearest corpses"); GuidVector gos = *context->GetValue("nearest game objects"); GuidVector nfp = *context->GetValue("nearest friendly players"); return true; }