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

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@@ -1,5 +1,6 @@
/*
* 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.
* 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.
*/
#ifndef _PLAYERBOT_SHAMANTRIGGERS_H
@@ -26,272 +27,294 @@ class ShamanWeaponTrigger : public BuffTrigger
class MainHandWeaponNoImbueTrigger : public BuffTrigger
{
public:
MainHandWeaponNoImbueTrigger(PlayerbotAI* ai) : BuffTrigger(ai, "main hand", 1) {}
virtual bool IsActive();
public:
MainHandWeaponNoImbueTrigger(PlayerbotAI* ai) : BuffTrigger(ai, "main hand", 1) {}
virtual bool IsActive();
};
class OffHandWeaponNoImbueTrigger : public BuffTrigger
{
public:
OffHandWeaponNoImbueTrigger(PlayerbotAI* ai) : BuffTrigger(ai, "off hand", 1) {}
virtual bool IsActive();
public:
OffHandWeaponNoImbueTrigger(PlayerbotAI* ai) : BuffTrigger(ai, "off hand", 1) {}
virtual bool IsActive();
};
class TotemTrigger : public Trigger
{
public:
TotemTrigger(PlayerbotAI* botAI, std::string const spell, uint32 attackerCount = 0) : Trigger(botAI, spell), attackerCount(attackerCount) { }
public:
TotemTrigger(PlayerbotAI* botAI, std::string const spell, uint32 attackerCount = 0)
: Trigger(botAI, spell), attackerCount(attackerCount)
{
}
bool IsActive() override;
bool IsActive() override;
protected:
uint32 attackerCount;
protected:
uint32 attackerCount;
};
class WindfuryTotemTrigger : public TotemTrigger
{
public:
WindfuryTotemTrigger(PlayerbotAI* botAI) : TotemTrigger(botAI, "windfury totem") { }
public:
WindfuryTotemTrigger(PlayerbotAI* botAI) : TotemTrigger(botAI, "windfury totem") {}
};
class GraceOfAirTotemTrigger : public TotemTrigger
{
public:
GraceOfAirTotemTrigger(PlayerbotAI* botAI) : TotemTrigger(botAI, "grace of air totem") { }
public:
GraceOfAirTotemTrigger(PlayerbotAI* botAI) : TotemTrigger(botAI, "grace of air totem") {}
};
class ManaSpringTotemTrigger : public TotemTrigger
{
public:
ManaSpringTotemTrigger(PlayerbotAI* botAI) : TotemTrigger(botAI, "mana spring totem") { }
public:
ManaSpringTotemTrigger(PlayerbotAI* botAI) : TotemTrigger(botAI, "mana spring totem") {}
bool IsActive() override;
bool IsActive() override;
};
class FlametongueTotemTrigger : public TotemTrigger
{
public:
FlametongueTotemTrigger(PlayerbotAI* botAI) : TotemTrigger(botAI, "flametongue totem") { }
public:
FlametongueTotemTrigger(PlayerbotAI* botAI) : TotemTrigger(botAI, "flametongue totem") {}
};
class StrengthOfEarthTotemTrigger : public TotemTrigger
{
public:
StrengthOfEarthTotemTrigger(PlayerbotAI* botAI) : TotemTrigger(botAI, "strength of earth totem") { }
public:
StrengthOfEarthTotemTrigger(PlayerbotAI* botAI) : TotemTrigger(botAI, "strength of earth totem") {}
};
class FireElementalTotemTrigger : public BoostTrigger
{
public:
FireElementalTotemTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "fire elemental totem") { }
public:
FireElementalTotemTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "fire elemental totem") {}
};
class MagmaTotemTrigger : public TotemTrigger
{
public:
MagmaTotemTrigger(PlayerbotAI* botAI) : TotemTrigger(botAI, "magma totem", 3) { }
public:
MagmaTotemTrigger(PlayerbotAI* botAI) : TotemTrigger(botAI, "magma totem", 3) {}
};
class SearingTotemTrigger : public TotemTrigger
{
public:
SearingTotemTrigger(PlayerbotAI* botAI) : TotemTrigger(botAI, "searing totem", 1) { }
public:
SearingTotemTrigger(PlayerbotAI* botAI) : TotemTrigger(botAI, "searing totem", 1) {}
};
class WindShearInterruptSpellTrigger : public InterruptSpellTrigger
{
public:
WindShearInterruptSpellTrigger(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, "wind shear") { }
public:
WindShearInterruptSpellTrigger(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, "wind shear") {}
};
class WaterShieldTrigger : public BuffTrigger
{
public:
WaterShieldTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "water shield") { }
public:
WaterShieldTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "water shield") {}
};
class LightningShieldTrigger : public BuffTrigger
{
public:
LightningShieldTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "lightning shield") { }
public:
LightningShieldTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "lightning shield") {}
};
class PurgeTrigger : public TargetAuraDispelTrigger
{
public:
PurgeTrigger(PlayerbotAI* botAI) : TargetAuraDispelTrigger(botAI, "purge", DISPEL_MAGIC) { }
public:
PurgeTrigger(PlayerbotAI* botAI) : TargetAuraDispelTrigger(botAI, "purge", DISPEL_MAGIC) {}
};
class WaterWalkingTrigger : public BuffTrigger
{
public:
WaterWalkingTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "water walking", 7) { }
public:
WaterWalkingTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "water walking", 7) {}
bool IsActive() override;
bool IsActive() override;
};
class WaterBreathingTrigger : public BuffTrigger
{
public:
WaterBreathingTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "water breathing", 5 * 2000) { }
public:
WaterBreathingTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "water breathing", 5 * 2000) {}
bool IsActive() override;
bool IsActive() override;
};
class WaterWalkingOnPartyTrigger : public BuffOnPartyTrigger
{
public:
WaterWalkingOnPartyTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "water walking on party", 2 * 2000) { }
public:
WaterWalkingOnPartyTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "water walking on party", 2 * 2000) {}
bool IsActive() override;
bool IsActive() override;
};
class WaterBreathingOnPartyTrigger : public BuffOnPartyTrigger
{
public:
WaterBreathingOnPartyTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "water breathing on party", 2 * 2000) { }
public:
WaterBreathingOnPartyTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "water breathing on party", 2 * 2000)
{
}
bool IsActive() override;
bool IsActive() override;
};
class CleanseSpiritPoisonTrigger : public NeedCureTrigger
{
public:
CleanseSpiritPoisonTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cleanse spirit", DISPEL_POISON) { }
public:
CleanseSpiritPoisonTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cleanse spirit", DISPEL_POISON) {}
};
class PartyMemberCleanseSpiritPoisonTrigger : public PartyMemberNeedCureTrigger
{
public:
PartyMemberCleanseSpiritPoisonTrigger(PlayerbotAI* botAI) : PartyMemberNeedCureTrigger(botAI, "cleanse spirit", DISPEL_POISON) { }
public:
PartyMemberCleanseSpiritPoisonTrigger(PlayerbotAI* botAI)
: PartyMemberNeedCureTrigger(botAI, "cleanse spirit", DISPEL_POISON)
{
}
};
class CleanseSpiritCurseTrigger : public NeedCureTrigger
{
public:
CleanseSpiritCurseTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cleanse spirit", DISPEL_CURSE) { }
public:
CleanseSpiritCurseTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cleanse spirit", DISPEL_CURSE) {}
};
class PartyMemberCleanseSpiritCurseTrigger : public PartyMemberNeedCureTrigger
{
public:
PartyMemberCleanseSpiritCurseTrigger(PlayerbotAI* botAI) : PartyMemberNeedCureTrigger(botAI, "cleanse spirit", DISPEL_CURSE) { }
public:
PartyMemberCleanseSpiritCurseTrigger(PlayerbotAI* botAI)
: PartyMemberNeedCureTrigger(botAI, "cleanse spirit", DISPEL_CURSE)
{
}
};
class CleanseSpiritDiseaseTrigger : public NeedCureTrigger
{
public:
CleanseSpiritDiseaseTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cleanse spirit", DISPEL_DISEASE) { }
public:
CleanseSpiritDiseaseTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cleanse spirit", DISPEL_DISEASE) {}
};
class PartyMemberCleanseSpiritDiseaseTrigger : public PartyMemberNeedCureTrigger
{
public:
PartyMemberCleanseSpiritDiseaseTrigger(PlayerbotAI* botAI) : PartyMemberNeedCureTrigger(botAI, "cleanse spirit", DISPEL_DISEASE) { }
public:
PartyMemberCleanseSpiritDiseaseTrigger(PlayerbotAI* botAI)
: PartyMemberNeedCureTrigger(botAI, "cleanse spirit", DISPEL_DISEASE)
{
}
};
class ShockTrigger : public DebuffTrigger
{
public:
ShockTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "earth shock", 1, true) { }
public:
ShockTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "earth shock", 1, true) {}
bool IsActive() override;
bool IsActive() override;
};
class FrostShockSnareTrigger : public SnareTargetTrigger
{
public:
FrostShockSnareTrigger(PlayerbotAI* botAI) : SnareTargetTrigger(botAI, "frost shock") { }
public:
FrostShockSnareTrigger(PlayerbotAI* botAI) : SnareTargetTrigger(botAI, "frost shock") {}
};
class HeroismTrigger : public BoostTrigger
{
public:
HeroismTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "heroism") { }
public:
HeroismTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "heroism") {}
};
class BloodlustTrigger : public BoostTrigger
{
public:
BloodlustTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "bloodlust") { }
public:
BloodlustTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "bloodlust") {}
};
class ElementalMasteryTrigger : public BoostTrigger
{
public:
ElementalMasteryTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "elemental mastery") { }
public:
ElementalMasteryTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "elemental mastery") {}
};
class MaelstromWeaponTrigger : public HasAuraStackTrigger
{
public:
MaelstromWeaponTrigger(PlayerbotAI* botAI) : HasAuraStackTrigger(botAI, "maelstrom weapon", 5) { }
public:
MaelstromWeaponTrigger(PlayerbotAI* botAI) : HasAuraStackTrigger(botAI, "maelstrom weapon", 5) {}
};
class WindShearInterruptEnemyHealerSpellTrigger : public InterruptEnemyHealerTrigger
{
public:
WindShearInterruptEnemyHealerSpellTrigger(PlayerbotAI* botAI) : InterruptEnemyHealerTrigger(botAI, "wind shear") { }
public:
WindShearInterruptEnemyHealerSpellTrigger(PlayerbotAI* botAI) : InterruptEnemyHealerTrigger(botAI, "wind shear") {}
};
class CurePoisonTrigger : public NeedCureTrigger
{
public:
CurePoisonTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cure poison", DISPEL_POISON) { }
public:
CurePoisonTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cure poison", DISPEL_POISON) {}
};
class PartyMemberCurePoisonTrigger : public PartyMemberNeedCureTrigger
{
public:
PartyMemberCurePoisonTrigger(PlayerbotAI* botAI) : PartyMemberNeedCureTrigger(botAI, "cure poison", DISPEL_POISON) { }
public:
PartyMemberCurePoisonTrigger(PlayerbotAI* botAI) : PartyMemberNeedCureTrigger(botAI, "cure poison", DISPEL_POISON)
{
}
};
class CureDiseaseTrigger : public NeedCureTrigger
{
public:
CureDiseaseTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cure disease", DISPEL_DISEASE) { }
public:
CureDiseaseTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cure disease", DISPEL_DISEASE) {}
};
class PartyMemberCureDiseaseTrigger : public PartyMemberNeedCureTrigger
{
public:
PartyMemberCureDiseaseTrigger(PlayerbotAI* botAI) : PartyMemberNeedCureTrigger(botAI, "cure disease", DISPEL_DISEASE) { }
public:
PartyMemberCureDiseaseTrigger(PlayerbotAI* botAI)
: PartyMemberNeedCureTrigger(botAI, "cure disease", DISPEL_DISEASE)
{
}
};
class NoFireTotemTrigger : public Trigger {
public:
NoFireTotemTrigger(PlayerbotAI* ai) : Trigger(ai, "no fire totem") {}
bool IsActive() override;
class NoFireTotemTrigger : public Trigger
{
public:
NoFireTotemTrigger(PlayerbotAI* ai) : Trigger(ai, "no fire totem") {}
bool IsActive() override;
};
class NoWaterTotemTrigger : public Trigger {
public:
NoWaterTotemTrigger(PlayerbotAI* ai) : Trigger(ai, "no water totem") {}
bool IsActive() override;
class NoWaterTotemTrigger : public Trigger
{
public:
NoWaterTotemTrigger(PlayerbotAI* ai) : Trigger(ai, "no water totem") {}
bool IsActive() override;
};
class EarthShieldOnMainTankTrigger : public BuffOnMainTankTrigger
{
public:
EarthShieldOnMainTankTrigger(PlayerbotAI* botAI) : BuffOnMainTankTrigger(botAI, "earth shield", false) {}
public:
EarthShieldOnMainTankTrigger(PlayerbotAI* botAI) : BuffOnMainTankTrigger(botAI, "earth shield", false) {}
};
class FlameShockTrigger : public DebuffTrigger {
public:
FlameShockTrigger(PlayerbotAI* ai) : DebuffTrigger(ai, "flame shock", 1, true) {}
class FlameShockTrigger : public DebuffTrigger
{
public:
FlameShockTrigger(PlayerbotAI* ai) : DebuffTrigger(ai, "flame shock", 1, true) {}
};
class WrathOfAirTotemTrigger : public TotemTrigger
{
public:
WrathOfAirTotemTrigger(PlayerbotAI* ai) : TotemTrigger(ai, "wrath of air totem") {}
public:
WrathOfAirTotemTrigger(PlayerbotAI* ai) : TotemTrigger(ai, "wrath of air totem") {}
};
class NoAirTotemTrigger : public TotemTrigger
{
public:
NoAirTotemTrigger(PlayerbotAI* ai) : TotemTrigger(ai, "no air totem") {}
bool IsActive() override;
public:
NoAirTotemTrigger(PlayerbotAI* ai) : TotemTrigger(ai, "no air totem") {}
bool IsActive() override;
};
#endif