/* * 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. */ #include "DeadStrategy.h" #include "Playerbots.h" void DeadStrategy::InitTriggers(std::vector& triggers) { PassTroughStrategy::InitTriggers(triggers); triggers.push_back( new TriggerNode("often", { NextAction("auto release", relevance) })); triggers.push_back( new TriggerNode("bg active", { NextAction("auto release", relevance) })); triggers.push_back( new TriggerNode("dead", { NextAction("find corpse", relevance) })); triggers.push_back(new TriggerNode( "corpse near", { NextAction("revive from corpse", relevance - 1.0f) })); triggers.push_back(new TriggerNode("resurrect request", { NextAction("accept resurrect", relevance) })); triggers.push_back( new TriggerNode("falling far", { NextAction("repop", relevance + 1.f) })); triggers.push_back( new TriggerNode("location stuck", { NextAction("repop", relevance + 1) })); triggers.push_back(new TriggerNode( "can self resurrect", { NextAction("self resurrect", relevance + 2.0f) })); } DeadStrategy::DeadStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI) {}