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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
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@@ -1,10 +1,12 @@
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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 "PriestNonCombatStrategy.h"
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#include "PriestNonCombatStrategyActionNodeFactory.h"
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#include "Playerbots.h"
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#include "PriestNonCombatStrategyActionNodeFactory.h"
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PriestNonCombatStrategy::PriestNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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{
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@@ -15,69 +17,77 @@ void PriestNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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// triggers.push_back(new TriggerNode("power word: fortitude", NextAction::array(0, new NextAction("power word: fortitude", 12.0f), nullptr)));
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// triggers.push_back(new TriggerNode("divine spirit", NextAction::array(0, new NextAction("divine spirit", 14.0f), nullptr)));
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triggers.push_back(new TriggerNode("inner fire", NextAction::array(0, new NextAction("inner fire", 10.0f), nullptr)));
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// triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("greater heal", 70.0f), nullptr)));
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// triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("greater heal on party", 60.0f), nullptr)));
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// triggers.push_back(new TriggerNode("medium health", NextAction::array(0, new NextAction("renew", 41.0f), nullptr)));
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// triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0, new NextAction("renew on party", 40.0f), nullptr)));
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// triggers.push_back(new TriggerNode("medium aoe heal", NextAction::array(0, new NextAction("lightwell", 42.f), nullptr)));
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triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("remove shadowform", ACTION_CRITICAL_HEAL + 11), new NextAction("resurrection", ACTION_CRITICAL_HEAL + 10), nullptr)));
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//triggers.push_back(new TriggerNode("swimming", NextAction::array(0, new NextAction("levitate", 1.0f), nullptr)));
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// triggers.push_back(new TriggerNode("power word: fortitude", NextAction::array(0, new NextAction("power word:
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// fortitude", 12.0f), nullptr))); triggers.push_back(new TriggerNode("divine spirit", NextAction::array(0, new
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// NextAction("divine spirit", 14.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("inner fire", NextAction::array(0, new NextAction("inner fire", 10.0f), nullptr)));
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// triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("greater heal", 70.0f),
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// nullptr))); triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new
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// NextAction("greater heal on party", 60.0f), nullptr))); triggers.push_back(new TriggerNode("medium health",
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// NextAction::array(0, new NextAction("renew", 41.0f), nullptr))); triggers.push_back(new TriggerNode("party member
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// medium health", NextAction::array(0, new NextAction("renew on party", 40.0f), nullptr))); triggers.push_back(new
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// TriggerNode("medium aoe heal", NextAction::array(0, new NextAction("lightwell", 42.f), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member dead", NextAction::array(0, new NextAction("remove shadowform", ACTION_CRITICAL_HEAL + 11),
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new NextAction("resurrection", ACTION_CRITICAL_HEAL + 10), nullptr)));
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// triggers.push_back(new TriggerNode("swimming", NextAction::array(0, new NextAction("levitate", 1.0f), 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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triggers.push_back(new TriggerNode(
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"party member critical health",
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NextAction::array(0,
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new NextAction("renew on party", ACTION_CRITICAL_HEAL + 3),
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new NextAction("penance on party", ACTION_CRITICAL_HEAL + 2),
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new NextAction("greater heal on party", ACTION_CRITICAL_HEAL + 1),
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NULL)));
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triggers.push_back(
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new TriggerNode("party member critical health",
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NextAction::array(0, new NextAction("renew on party", ACTION_CRITICAL_HEAL + 3),
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new NextAction("penance on party", ACTION_CRITICAL_HEAL + 2),
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new NextAction("greater heal on party", ACTION_CRITICAL_HEAL + 1), NULL)));
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triggers.push_back(new TriggerNode(
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"party member low health",
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NextAction::array(0,
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new NextAction("renew on party", ACTION_MEDIUM_HEAL + 3),
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new NextAction("penance on party", ACTION_MEDIUM_HEAL + 2),
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new NextAction("greater heal on party", ACTION_MEDIUM_HEAL + 1),
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NULL)));
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triggers.push_back(
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new TriggerNode("party member low health",
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NextAction::array(0, new NextAction("renew on party", ACTION_MEDIUM_HEAL + 3),
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new NextAction("penance on party", ACTION_MEDIUM_HEAL + 2),
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new NextAction("greater heal on party", ACTION_MEDIUM_HEAL + 1), NULL)));
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triggers.push_back(new TriggerNode(
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"party member medium health",
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NextAction::array(0,
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new NextAction("renew on party", ACTION_LIGHT_HEAL + 9),
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new NextAction("penance on party", ACTION_LIGHT_HEAL + 8),
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NULL)));
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triggers.push_back(new TriggerNode(
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"party member almost full health",
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NextAction::array(0,
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new NextAction("renew on party", ACTION_LIGHT_HEAL + 3),
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NULL)));
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triggers.push_back(
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new TriggerNode("party member medium health",
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NextAction::array(0, new NextAction("renew on party", ACTION_LIGHT_HEAL + 9),
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new NextAction("penance on party", ACTION_LIGHT_HEAL + 8), NULL)));
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triggers.push_back(new TriggerNode(
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"medium aoe heal",
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NextAction::array(0, new NextAction("circle of healing", 27.0f), NULL)));
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triggers.push_back(
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new TriggerNode("party member almost full health",
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NextAction::array(0, new NextAction("renew on party", ACTION_LIGHT_HEAL + 3), NULL)));
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triggers.push_back(
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new TriggerNode("medium aoe heal", NextAction::array(0, new NextAction("circle of healing", 27.0f), NULL)));
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}
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void PriestBuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("prayer of fortitude on party", NextAction::array(0, new NextAction("prayer of fortitude on party", 12.0f), nullptr)));
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triggers.push_back(new TriggerNode("prayer of spirit on party", NextAction::array(0, new NextAction("prayer of spirit on party", 14.0f), nullptr)));
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triggers.push_back(new TriggerNode("power word: fortitude on party", NextAction::array(0, new NextAction("power word: fortitude on party", 11.0f), nullptr)));
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triggers.push_back(new TriggerNode("divine spirit on party", NextAction::array(0, new NextAction("divine spirit on party", 13.0f), nullptr)));
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// triggers.push_back(new TriggerNode("fear ward", NextAction::array(0, new NextAction("fear ward", 10.0f), nullptr)));
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// triggers.push_back(new TriggerNode("touch of weakness", NextAction::array(0, new NextAction("touch of weakness", 10.0f), nullptr)));
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// triggers.push_back(new TriggerNode("shadowguard", NextAction::array(0, new NextAction("shadowguard", 10.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("prayer of fortitude on party",
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NextAction::array(0, new NextAction("prayer of fortitude on party", 12.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("prayer of spirit on party",
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NextAction::array(0, new NextAction("prayer of spirit on party", 14.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("power word: fortitude on party",
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NextAction::array(0, new NextAction("power word: fortitude on party", 11.0f), nullptr)));
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triggers.push_back(new TriggerNode("divine spirit on party",
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NextAction::array(0, new NextAction("divine spirit on party", 13.0f), nullptr)));
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// triggers.push_back(new TriggerNode("fear ward", NextAction::array(0, new NextAction("fear ward", 10.0f),
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// nullptr))); triggers.push_back(new TriggerNode("touch of weakness", NextAction::array(0, new NextAction("touch of
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// weakness", 10.0f), nullptr))); triggers.push_back(new TriggerNode("shadowguard", NextAction::array(0, new
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// NextAction("shadowguard", 10.0f), nullptr)));
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}
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void PriestShadowResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("shadow protection", NextAction::array(0, new NextAction("shadow protection", 12.0f), nullptr)));
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triggers.push_back(new TriggerNode("shadow protection on party", NextAction::array(0, new NextAction("shadow protection on party", 11.0f), nullptr)));
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// triggers.push_back(new TriggerNode("shadow protection on party", NextAction::array(0, new NextAction("shadow protection on party", 10.0f), nullptr)));
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triggers.push_back(new TriggerNode("shadow protection",
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NextAction::array(0, new NextAction("shadow protection", 12.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("shadow protection on party",
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NextAction::array(0, new NextAction("shadow protection on party", 11.0f), nullptr)));
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// triggers.push_back(new TriggerNode("shadow protection on party", NextAction::array(0, new NextAction("shadow
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// protection on party", 10.0f), nullptr)));
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}
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