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https://github.com/mod-playerbots/mod-playerbots
synced 2025-12-01 21:12:50 +08:00
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@@ -1,5 +1,6 @@
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#include "AssassinationRogueStrategy.h"
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#include "Playerbots.h"
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class AssassinationRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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@@ -10,20 +11,21 @@ public:
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creators["mutilate"] = &mutilate;
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creators["envenom"] = &envenom;
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}
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private:
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private:
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static ActionNode* mutilate(PlayerbotAI* ai)
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{
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return new ActionNode ("mutilate",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("sinister strike"), NULL),
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/*C*/ NULL);
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return new ActionNode("mutilate",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("sinister strike"), NULL),
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/*C*/ NULL);
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}
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static ActionNode* envenom(PlayerbotAI* ai)
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{
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return new ActionNode ("envenom",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("eviscerate"), NULL),
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/*C*/ NULL);
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return new ActionNode("envenom",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("eviscerate"), NULL),
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/*C*/ NULL);
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}
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};
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@@ -34,70 +36,55 @@ AssassinationRogueStrategy::AssassinationRogueStrategy(PlayerbotAI* ai) : MeleeC
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NextAction** AssassinationRogueStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("melee", ACTION_DEFAULT),
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NULL);
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return NextAction::array(0, new NextAction("melee", ACTION_DEFAULT), NULL);
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}
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void AssassinationRogueStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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void AssassinationRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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MeleeCombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode(
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"high energy available",
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NextAction::array(0,
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new NextAction("garrote", ACTION_HIGH + 7),
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new NextAction("ambush", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("high energy available",
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NextAction::array(0, new NextAction("garrote", ACTION_HIGH + 7),
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new NextAction("ambush", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("high energy available",
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NextAction::array(0, new NextAction("mutilate", ACTION_NORMAL + 3), NULL)));
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triggers.push_back(new TriggerNode(
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"high energy available",
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NextAction::array(0, new NextAction("mutilate", ACTION_NORMAL + 3), NULL)));
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"hunger for blood", NextAction::array(0, new NextAction("hunger for blood", ACTION_HIGH + 6), NULL)));
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triggers.push_back(new TriggerNode("slice and dice",
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NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 5), NULL)));
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triggers.push_back(new TriggerNode("combo points 3 available",
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NextAction::array(0, new NextAction("envenom", ACTION_HIGH + 4), NULL)));
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triggers.push_back(
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new TriggerNode("expose armor", NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), NULL)));
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triggers.push_back(
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new TriggerNode("medium threat", NextAction::array(0, new NextAction("vanish", ACTION_HIGH), NULL)));
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triggers.push_back(
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new TriggerNode("low health", NextAction::array(0, new NextAction("evasion", ACTION_EMERGENCY),
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new NextAction("feint", ACTION_EMERGENCY), NULL)));
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triggers.push_back(
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new TriggerNode("kick", NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), NULL)));
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triggers.push_back(
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new TriggerNode("kick on enemy healer",
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NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), NULL)));
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triggers.push_back(
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new TriggerNode("medium aoe", NextAction::array(0, new NextAction("fan of knives", ACTION_NORMAL + 5), NULL)));
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triggers.push_back(new TriggerNode(
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"hunger for blood",
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NextAction::array(0, new NextAction("hunger for blood", ACTION_HIGH + 6), NULL)));
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"tricks of the trade on main tank",
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NextAction::array(0, new NextAction("tricks of the trade on main tank", ACTION_HIGH + 7), NULL)));
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triggers.push_back(new TriggerNode(
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"slice and dice",
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NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 5), NULL)));
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triggers.push_back(new TriggerNode(
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"combo points 3 available",
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NextAction::array(0, new NextAction("envenom", ACTION_HIGH + 4), NULL)));
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triggers.push_back(new TriggerNode(
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"expose armor",
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NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), NULL)));
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triggers.push_back(new TriggerNode(
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"medium threat",
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NextAction::array(0, new NextAction("vanish", ACTION_HIGH), 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("evasion", ACTION_EMERGENCY), new NextAction("feint", ACTION_EMERGENCY), NULL)));
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triggers.push_back(new TriggerNode(
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"kick",
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NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), NULL)));
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triggers.push_back(new TriggerNode(
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"kick on enemy healer",
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NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), NULL)));
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triggers.push_back(new TriggerNode(
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"medium aoe",
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NextAction::array(0, new NextAction("fan of knives", ACTION_NORMAL + 5), NULL)));
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triggers.push_back(new TriggerNode(
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"tricks of the trade on main tank",
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NextAction::array(0, new NextAction("tricks of the trade on main tank", ACTION_HIGH + 7), NULL)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee",
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NextAction::array(0,
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new NextAction("stealth", ACTION_NORMAL + 9),
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new NextAction("sprint", ACTION_NORMAL + 8),
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new NextAction("reach melee", ACTION_NORMAL + 7),
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NULL)));
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"enemy out of melee",
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NextAction::array(0, new NextAction("stealth", ACTION_NORMAL + 9), new NextAction("sprint", ACTION_NORMAL + 8),
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new NextAction("reach melee", ACTION_NORMAL + 7), NULL)));
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}
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