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

View File

@@ -1,5 +1,6 @@
#include "AssassinationRogueStrategy.h"
#include "Playerbots.h"
class AssassinationRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
@@ -10,20 +11,21 @@ public:
creators["mutilate"] = &mutilate;
creators["envenom"] = &envenom;
}
private:
private:
static ActionNode* mutilate(PlayerbotAI* ai)
{
return new ActionNode ("mutilate",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("sinister strike"), NULL),
/*C*/ NULL);
return new ActionNode("mutilate",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("sinister strike"), NULL),
/*C*/ NULL);
}
static ActionNode* envenom(PlayerbotAI* ai)
{
return new ActionNode ("envenom",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("eviscerate"), NULL),
/*C*/ NULL);
return new ActionNode("envenom",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("eviscerate"), NULL),
/*C*/ NULL);
}
};
@@ -34,70 +36,55 @@ AssassinationRogueStrategy::AssassinationRogueStrategy(PlayerbotAI* ai) : MeleeC
NextAction** AssassinationRogueStrategy::getDefaultActions()
{
return NextAction::array(0,
new NextAction("melee", ACTION_DEFAULT),
NULL);
return NextAction::array(0, new NextAction("melee", ACTION_DEFAULT), NULL);
}
void AssassinationRogueStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
void AssassinationRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
MeleeCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode(
"high energy available",
NextAction::array(0,
new NextAction("garrote", ACTION_HIGH + 7),
new NextAction("ambush", ACTION_HIGH + 6), nullptr)));
triggers.push_back(new TriggerNode("high energy available",
NextAction::array(0, new NextAction("garrote", ACTION_HIGH + 7),
new NextAction("ambush", ACTION_HIGH + 6), nullptr)));
triggers.push_back(new TriggerNode("high energy available",
NextAction::array(0, new NextAction("mutilate", ACTION_NORMAL + 3), NULL)));
triggers.push_back(new TriggerNode(
"high energy available",
NextAction::array(0, new NextAction("mutilate", ACTION_NORMAL + 3), NULL)));
"hunger for blood", NextAction::array(0, new NextAction("hunger for blood", ACTION_HIGH + 6), NULL)));
triggers.push_back(new TriggerNode("slice and dice",
NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 5), NULL)));
triggers.push_back(new TriggerNode("combo points 3 available",
NextAction::array(0, new NextAction("envenom", ACTION_HIGH + 4), NULL)));
triggers.push_back(
new TriggerNode("expose armor", NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), NULL)));
triggers.push_back(
new TriggerNode("medium threat", NextAction::array(0, new NextAction("vanish", ACTION_HIGH), NULL)));
triggers.push_back(
new TriggerNode("low health", NextAction::array(0, new NextAction("evasion", ACTION_EMERGENCY),
new NextAction("feint", ACTION_EMERGENCY), NULL)));
triggers.push_back(
new TriggerNode("kick", NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), NULL)));
triggers.push_back(
new TriggerNode("kick on enemy healer",
NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), NULL)));
triggers.push_back(
new TriggerNode("medium aoe", NextAction::array(0, new NextAction("fan of knives", ACTION_NORMAL + 5), NULL)));
triggers.push_back(new TriggerNode(
"hunger for blood",
NextAction::array(0, new NextAction("hunger for blood", ACTION_HIGH + 6), NULL)));
"tricks of the trade on main tank",
NextAction::array(0, new NextAction("tricks of the trade on main tank", ACTION_HIGH + 7), NULL)));
triggers.push_back(new TriggerNode(
"slice and dice",
NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 5), NULL)));
triggers.push_back(new TriggerNode(
"combo points 3 available",
NextAction::array(0, new NextAction("envenom", ACTION_HIGH + 4), NULL)));
triggers.push_back(new TriggerNode(
"expose armor",
NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), NULL)));
triggers.push_back(new TriggerNode(
"medium threat",
NextAction::array(0, new NextAction("vanish", ACTION_HIGH), NULL)));
triggers.push_back(new TriggerNode(
"low health",
NextAction::array(0, new NextAction("evasion", ACTION_EMERGENCY), new NextAction("feint", ACTION_EMERGENCY), NULL)));
triggers.push_back(new TriggerNode(
"kick",
NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), NULL)));
triggers.push_back(new TriggerNode(
"kick on enemy healer",
NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), NULL)));
triggers.push_back(new TriggerNode(
"medium aoe",
NextAction::array(0, new NextAction("fan of knives", ACTION_NORMAL + 5), NULL)));
triggers.push_back(new TriggerNode(
"tricks of the trade on main tank",
NextAction::array(0, new NextAction("tricks of the trade on main tank", ACTION_HIGH + 7), NULL)));
triggers.push_back(new TriggerNode(
"enemy out of melee",
NextAction::array(0,
new NextAction("stealth", ACTION_NORMAL + 9),
new NextAction("sprint", ACTION_NORMAL + 8),
new NextAction("reach melee", ACTION_NORMAL + 7),
NULL)));
"enemy out of melee",
NextAction::array(0, new NextAction("stealth", ACTION_NORMAL + 9), new NextAction("sprint", ACTION_NORMAL + 8),
new NextAction("reach melee", ACTION_NORMAL + 7), NULL)));
}