Run clang-format

This commit is contained in:
Yunfan Li
2024-08-04 10:23:36 +08:00
parent 44da167492
commit 53611c9040
835 changed files with 35085 additions and 31861 deletions

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@@ -1,73 +1,75 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, 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.
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, 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 "GenericHunterStrategy.h"
#include "Playerbots.h"
class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
GenericHunterStrategyActionNodeFactory()
{
creators["rapid fire"] = &rapid_fire;
creators["boost"] = &rapid_fire;
creators["aspect of the pack"] = &aspect_of_the_pack;
creators["feign death"] = &feign_death;
creators["wing clip"] = &wing_clip;
creators["mongoose bite"] = &mongoose_bite;
creators["raptor strike"] = &raptor_strike;
}
public:
GenericHunterStrategyActionNodeFactory()
{
creators["rapid fire"] = &rapid_fire;
creators["boost"] = &rapid_fire;
creators["aspect of the pack"] = &aspect_of_the_pack;
creators["feign death"] = &feign_death;
creators["wing clip"] = &wing_clip;
creators["mongoose bite"] = &mongoose_bite;
creators["raptor strike"] = &raptor_strike;
}
private:
static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("rapid fire",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("readiness"), nullptr),
/*C*/ nullptr);
}
private:
static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("rapid fire",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("readiness"), nullptr),
/*C*/ nullptr);
}
static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("aspect of the pack",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("aspect of the cheetah"), nullptr),
/*C*/ nullptr);
}
static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("aspect of the pack",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("aspect of the cheetah"), nullptr),
/*C*/ nullptr);
}
static ActionNode* feign_death([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("feign death",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* feign_death([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("feign death",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* wing_clip([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("wing clip",
/*P*/ nullptr,
// /*A*/ NextAction::array(0, new NextAction("mongoose bite"), nullptr),
nullptr,
/*C*/ nullptr);
}
static ActionNode* wing_clip([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("wing clip",
/*P*/ nullptr,
// /*A*/ NextAction::array(0, new NextAction("mongoose bite"), nullptr),
nullptr,
/*C*/ nullptr);
}
static ActionNode* mongoose_bite([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("mongoose bite",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("raptor strike"), nullptr),
/*C*/ nullptr);
}
static ActionNode* mongoose_bite([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("mongoose bite",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("raptor strike"), nullptr),
/*C*/ nullptr);
}
static ActionNode* raptor_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("raptor strike",
/*P*/ NextAction::array(0, new NextAction("melee"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* raptor_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("raptor strike",
/*P*/ NextAction::array(0, new NextAction("melee"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
};
GenericHunterStrategy::GenericHunterStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
@@ -79,19 +81,24 @@ void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
CombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("enemy within melee",
NextAction::array(0,
new NextAction("wing clip", ACTION_HIGH + 1),
new NextAction("mongoose bite", ACTION_HIGH),
nullptr)));
triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("feign death", 35.0f), nullptr)));
triggers.push_back(new TriggerNode("hunters pet medium health", NextAction::array(0, new NextAction("mend pet", ACTION_HIGH + 2), nullptr)));
// triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("switch to melee", ACTION_HIGH + 1), new NextAction("say::no ammo", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("aspect of the viper", NextAction::array(0, new NextAction("aspect of the viper", ACTION_HIGH), NULL)));
triggers.push_back(new TriggerNode("enemy too close for auto shot", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
triggers.push_back(new TriggerNode("misdirection on main tank", NextAction::array(0, new NextAction("misdirection on main tank", ACTION_HIGH + 7), NULL)));
triggers.push_back(new TriggerNode("tranquilizing shot", NextAction::array(0, new NextAction("tranquilizing shot", 61.0f), NULL)));
triggers.push_back(new TriggerNode("enemy within melee",
NextAction::array(0, new NextAction("wing clip", ACTION_HIGH + 1),
new NextAction("mongoose bite", ACTION_HIGH), nullptr)));
triggers.push_back(
new TriggerNode("medium threat", NextAction::array(0, new NextAction("feign death", 35.0f), nullptr)));
triggers.push_back(new TriggerNode("hunters pet medium health",
NextAction::array(0, new NextAction("mend pet", ACTION_HIGH + 2), nullptr)));
// triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("switch to melee", ACTION_HIGH
// + 1), new NextAction("say::no ammo", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("aspect of the viper",
NextAction::array(0, new NextAction("aspect of the viper", ACTION_HIGH), NULL)));
triggers.push_back(new TriggerNode("enemy too close for auto shot",
NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
triggers.push_back(
new TriggerNode("misdirection on main tank",
NextAction::array(0, new NextAction("misdirection on main tank", ACTION_HIGH + 7), NULL)));
triggers.push_back(
new TriggerNode("tranquilizing shot", NextAction::array(0, new NextAction("tranquilizing shot", 61.0f), NULL)));
}
NextAction** HunterBoostStrategy::getDefaultActions()
@@ -101,11 +108,14 @@ NextAction** HunterBoostStrategy::getDefaultActions()
void HunterBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("rapid fire", NextAction::array(0, new NextAction("rapid fire", 16.0f), nullptr)));
triggers.push_back(
new TriggerNode("rapid fire", NextAction::array(0, new NextAction("rapid fire", 16.0f), nullptr)));
}
void HunterCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("scare beast", NextAction::array(0, new NextAction("scare beast on cc", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode("freezing trap", NextAction::array(0, new NextAction("freezing trap on cc", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode(
"scare beast", NextAction::array(0, new NextAction("scare beast on cc", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode(
"freezing trap", NextAction::array(0, new NextAction("freezing trap on cc", ACTION_HIGH + 3), nullptr)));
}