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https://github.com/mod-playerbots/mod-playerbots
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@@ -1,73 +1,75 @@
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/*
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* 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.
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "GenericHunterStrategy.h"
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#include "Playerbots.h"
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class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericHunterStrategyActionNodeFactory()
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{
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creators["rapid fire"] = &rapid_fire;
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creators["boost"] = &rapid_fire;
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creators["aspect of the pack"] = &aspect_of_the_pack;
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creators["feign death"] = &feign_death;
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creators["wing clip"] = &wing_clip;
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creators["mongoose bite"] = &mongoose_bite;
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creators["raptor strike"] = &raptor_strike;
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}
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public:
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GenericHunterStrategyActionNodeFactory()
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{
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creators["rapid fire"] = &rapid_fire;
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creators["boost"] = &rapid_fire;
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creators["aspect of the pack"] = &aspect_of_the_pack;
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creators["feign death"] = &feign_death;
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creators["wing clip"] = &wing_clip;
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creators["mongoose bite"] = &mongoose_bite;
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creators["raptor strike"] = &raptor_strike;
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}
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private:
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static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("rapid fire",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("readiness"), nullptr),
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/*C*/ nullptr);
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}
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private:
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static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rapid fire",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("readiness"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("aspect of the pack",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("aspect of the cheetah"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("aspect of the pack",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("aspect of the cheetah"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* feign_death([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("feign death",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* feign_death([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("feign death",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* wing_clip([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("wing clip",
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/*P*/ nullptr,
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// /*A*/ NextAction::array(0, new NextAction("mongoose bite"), nullptr),
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nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* wing_clip([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("wing clip",
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/*P*/ nullptr,
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// /*A*/ NextAction::array(0, new NextAction("mongoose bite"), nullptr),
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nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* mongoose_bite([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("mongoose bite",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("raptor strike"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* mongoose_bite([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("mongoose bite",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("raptor strike"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* raptor_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("raptor strike",
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/*P*/ NextAction::array(0, new NextAction("melee"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* raptor_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("raptor strike",
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/*P*/ NextAction::array(0, new NextAction("melee"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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};
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GenericHunterStrategy::GenericHunterStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
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@@ -79,19 +81,24 @@ void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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CombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("enemy within melee",
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NextAction::array(0,
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new NextAction("wing clip", ACTION_HIGH + 1),
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new NextAction("mongoose bite", ACTION_HIGH),
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nullptr)));
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triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("feign death", 35.0f), nullptr)));
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triggers.push_back(new TriggerNode("hunters pet medium health", NextAction::array(0, new NextAction("mend pet", ACTION_HIGH + 2), nullptr)));
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// 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)));
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triggers.push_back(new TriggerNode("aspect of the viper", NextAction::array(0, new NextAction("aspect of the viper", ACTION_HIGH), NULL)));
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triggers.push_back(new TriggerNode("enemy too close for auto shot", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
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triggers.push_back(new TriggerNode("misdirection on main tank", NextAction::array(0, new NextAction("misdirection on main tank", ACTION_HIGH + 7), NULL)));
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triggers.push_back(new TriggerNode("tranquilizing shot", NextAction::array(0, new NextAction("tranquilizing shot", 61.0f), NULL)));
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triggers.push_back(new TriggerNode("enemy within melee",
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NextAction::array(0, new NextAction("wing clip", ACTION_HIGH + 1),
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new NextAction("mongoose bite", ACTION_HIGH), nullptr)));
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triggers.push_back(
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new TriggerNode("medium threat", NextAction::array(0, new NextAction("feign death", 35.0f), nullptr)));
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triggers.push_back(new TriggerNode("hunters pet medium health",
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NextAction::array(0, new NextAction("mend pet", ACTION_HIGH + 2), nullptr)));
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// triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("switch to melee", ACTION_HIGH
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// + 1), new NextAction("say::no ammo", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("aspect of the viper",
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NextAction::array(0, new NextAction("aspect of the viper", ACTION_HIGH), NULL)));
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triggers.push_back(new TriggerNode("enemy too close for auto shot",
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NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
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triggers.push_back(
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new TriggerNode("misdirection on main tank",
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NextAction::array(0, new NextAction("misdirection on main tank", ACTION_HIGH + 7), NULL)));
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triggers.push_back(
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new TriggerNode("tranquilizing shot", NextAction::array(0, new NextAction("tranquilizing shot", 61.0f), NULL)));
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}
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NextAction** HunterBoostStrategy::getDefaultActions()
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@@ -101,11 +108,14 @@ NextAction** HunterBoostStrategy::getDefaultActions()
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void HunterBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("rapid fire", NextAction::array(0, new NextAction("rapid fire", 16.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("rapid fire", NextAction::array(0, new NextAction("rapid fire", 16.0f), nullptr)));
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}
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void HunterCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("scare beast", NextAction::array(0, new NextAction("scare beast on cc", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("freezing trap", NextAction::array(0, new NextAction("freezing trap on cc", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"scare beast", NextAction::array(0, new NextAction("scare beast on cc", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"freezing trap", NextAction::array(0, new NextAction("freezing trap on cc", ACTION_HIGH + 3), nullptr)));
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}
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