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https://github.com/mod-playerbots/mod-playerbots
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@@ -1,8 +1,10 @@
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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 "GenericPriestStrategy.h"
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#include "GenericPriestStrategyActionNodeFactory.h"
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#include "HealPriestStrategy.h"
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#include "Playerbots.h"
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@@ -16,35 +18,37 @@ void GenericPriestStrategy::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("medium health", NextAction::array(0, new NextAction("greater heal", 25.0f), nullptr)));
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// triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("power word: shield", 61.0f), new NextAction("greater heal", 60.0f), nullptr)));
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// triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("remove shadowform", 72.0f), new NextAction("power word: shield", 71.0f), new NextAction("flash heal", 70.0f), nullptr)));
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// triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("remove shadowform", 62.0f), new NextAction("power word: shield on party", 61.0f), new NextAction("flash heal on party", 60.0f), nullptr)));
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// triggers.push_back(new TriggerNode("medium health", NextAction::array(0, new NextAction("greater heal", 25.0f),
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// nullptr))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("power word:
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// shield", 61.0f), new NextAction("greater heal", 60.0f), nullptr))); triggers.push_back(new TriggerNode("critical
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// health", NextAction::array(0, new NextAction("remove shadowform", 72.0f), new NextAction("power word:
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// shield", 71.0f), new NextAction("flash heal", 70.0f), nullptr))); triggers.push_back(new TriggerNode("party
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// member critical health", NextAction::array(0, new NextAction("remove shadowform", 62.0f), new NextAction("power
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// word: shield on party", 61.0f), new NextAction("flash heal on party", 60.0f), nullptr)));
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triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("fade", 55.0f), nullptr)));
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// triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("psychic scream", 50.0f), nullptr)));
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// triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("inner focus", 42.0f), nullptr)));
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// triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("symbol of hope", ACTION_EMERGENCY), nullptr)));
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// triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("consume magic", 10.0f), nullptr)));
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// triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("desperate prayer", ACTION_EMERGENCY), nullptr)));
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// triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("elune's grace", ACTION_EMERGENCY), nullptr)));
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// triggers.push_back(new TriggerNode("chastise", NextAction::array(0, new NextAction("chastise", ACTION_INTERRUPT), nullptr)));
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// triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("psychic
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// scream", 50.0f), nullptr))); triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new
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// NextAction("inner focus", 42.0f), nullptr))); triggers.push_back(new TriggerNode("medium mana",
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// NextAction::array(0, new NextAction("symbol of hope", ACTION_EMERGENCY), nullptr))); triggers.push_back(new
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// TriggerNode("low mana", NextAction::array(0, new NextAction("consume magic", 10.0f), nullptr)));
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// triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("desperate prayer",
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// ACTION_EMERGENCY), nullptr))); triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new
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// NextAction("elune's grace", ACTION_EMERGENCY), nullptr))); triggers.push_back(new TriggerNode("chastise",
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// NextAction::array(0, new NextAction("chastise", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode(
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"critical health",
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NextAction::array(0, new NextAction("power word: shield", ACTION_NORMAL), NULL)));
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"critical health", NextAction::array(0, new NextAction("power word: shield", ACTION_NORMAL), NULL)));
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triggers.push_back(new TriggerNode(
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"low health",
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NextAction::array(0, new NextAction("power word: shield", ACTION_HIGH), NULL)));
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triggers.push_back(
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new TriggerNode("low health", NextAction::array(0, new NextAction("power word: shield", ACTION_HIGH), NULL)));
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triggers.push_back(new TriggerNode(
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"medium mana",
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NextAction::array(0, new NextAction("shadowfiend", ACTION_HIGH + 1), NULL)));
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triggers.push_back(
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new TriggerNode("medium mana", NextAction::array(0, new NextAction("shadowfiend", ACTION_HIGH + 1), NULL)));
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triggers.push_back(new TriggerNode(
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"low mana",
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NextAction::array(0, new NextAction("hymn of hope", ACTION_HIGH), NULL)));
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triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
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triggers.push_back(
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new TriggerNode("low mana", NextAction::array(0, new NextAction("hymn of hope", ACTION_HIGH), NULL)));
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triggers.push_back(new TriggerNode("enemy too close for spell",
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NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
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}
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@@ -55,20 +59,27 @@ PriestCureStrategy::PriestCureStrategy(PlayerbotAI* botAI) : Strategy(botAI)
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void PriestCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("dispel magic", NextAction::array(0, new NextAction("dispel magic", 41.0f), nullptr)));
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triggers.push_back(new TriggerNode("dispel magic on party", NextAction::array(0, new NextAction("dispel magic on party", 40.0f), nullptr)));
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triggers.push_back(new TriggerNode("cure disease", NextAction::array(0, new NextAction("abolish disease", 31.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member cure disease", NextAction::array(0, new NextAction("abolish disease on party", 30.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("dispel magic", NextAction::array(0, new NextAction("dispel magic", 41.0f), nullptr)));
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triggers.push_back(new TriggerNode("dispel magic on party",
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NextAction::array(0, new NextAction("dispel magic on party", 40.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("cure disease", NextAction::array(0, new NextAction("abolish disease", 31.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member cure disease", NextAction::array(0, new NextAction("abolish disease on party", 30.0f), nullptr)));
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}
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void PriestBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("inner focus", NextAction::array(0, new NextAction("inner focus", 42.0f), nullptr)));
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triggers.push_back(new TriggerNode("power infusion", NextAction::array(0, new NextAction("power infusion", 41.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("inner focus", NextAction::array(0, new NextAction("inner focus", 42.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("power infusion", NextAction::array(0, new NextAction("power infusion", 41.0f), nullptr)));
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triggers.push_back(new TriggerNode("boost", NextAction::array(0, new NextAction("shadowfiend", 20.0f), nullptr)));
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}
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void PriestCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("shackle undead", NextAction::array(0, new NextAction("shackle undead", 31.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("shackle undead", NextAction::array(0, new NextAction("shackle undead", 31.0f), nullptr)));
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}
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