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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Fix wrong PlayerbotAI parameter name passed to the constructor (#1672)
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@@ -184,8 +184,8 @@ private:
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static Strategy* grind(PlayerbotAI* botAI) { return new GrindingStrategy(botAI); }
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static Strategy* grind(PlayerbotAI* botAI) { return new GrindingStrategy(botAI); }
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static Strategy* avoid_aoe(PlayerbotAI* botAI) { return new AvoidAoeStrategy(botAI); }
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static Strategy* avoid_aoe(PlayerbotAI* botAI) { return new AvoidAoeStrategy(botAI); }
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static Strategy* tank_face(PlayerbotAI* botAI) { return new TankFaceStrategy(botAI); }
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static Strategy* tank_face(PlayerbotAI* botAI) { return new TankFaceStrategy(botAI); }
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static Strategy* move_random(PlayerbotAI* ai) { return new MoveRandomStrategy(ai); }
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static Strategy* move_random(PlayerbotAI* botAI) { return new MoveRandomStrategy(botAI); }
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static Strategy* combat_formation(PlayerbotAI* ai) { return new CombatFormationStrategy(ai); }
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static Strategy* combat_formation(PlayerbotAI* botAI) { return new CombatFormationStrategy(botAI); }
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static Strategy* move_from_group(PlayerbotAI* botAI) { return new MoveFromGroupStrategy(botAI); }
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static Strategy* move_from_group(PlayerbotAI* botAI) { return new MoveFromGroupStrategy(botAI); }
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static Strategy* world_buff(PlayerbotAI* botAI) { return new WorldBuffStrategy(botAI); }
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static Strategy* world_buff(PlayerbotAI* botAI) { return new WorldBuffStrategy(botAI); }
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};
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};
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@@ -20,7 +20,7 @@ public:
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class AutoShareQuestAction : public ShareQuestAction
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class AutoShareQuestAction : public ShareQuestAction
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{
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{
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public:
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public:
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AutoShareQuestAction(PlayerbotAI* ai) : ShareQuestAction(botAI, "auto share quest") {}
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AutoShareQuestAction(PlayerbotAI* botAI) : ShareQuestAction(botAI, "auto share quest") {}
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bool Execute(Event event) override;
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bool Execute(Event event) override;
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bool isUseful() override;
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bool isUseful() override;
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@@ -24,7 +24,7 @@ public:
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class MoveRandomStrategy : public NonCombatStrategy
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class MoveRandomStrategy : public NonCombatStrategy
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{
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{
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public:
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public:
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MoveRandomStrategy(PlayerbotAI* ai) : NonCombatStrategy(botAI) {}
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MoveRandomStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI) {}
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std::string const getName() override { return "move random"; }
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std::string const getName() override { return "move random"; }
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void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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};
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};
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