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https://github.com/mod-playerbots/mod-playerbots
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Directory reorganization
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357
src/strategy/classes/deathknight/DKActions.h
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357
src/strategy/classes/deathknight/DKActions.h
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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
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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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#ifndef _PLAYERBOT_DKACTIONS_H
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#define _PLAYERBOT_DKACTIONS_H
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#include "Event.h"
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#include "GenericSpellActions.h"
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class PlayerbotAI;
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class CastBloodPresenceAction : public CastBuffSpellAction
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{
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public:
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CastBloodPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "blood presence") {}
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};
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class CastFrostPresenceAction : public CastBuffSpellAction
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{
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public:
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CastFrostPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "frost presence") {}
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};
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class CastUnholyPresenceAction : public CastBuffSpellAction
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{
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public:
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CastUnholyPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unholy presence") {}
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};
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class CastDeathchillAction : public CastBuffSpellAction
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{
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public:
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CastDeathchillAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "deathchill") {}
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NextAction** getPrerequisites() override;
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};
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class CastDarkCommandAction : public CastSpellAction
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{
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public:
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CastDarkCommandAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "dark command") {}
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};
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BEGIN_RANGED_SPELL_ACTION(CastDeathGripAction, "death grip")
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END_SPELL_ACTION()
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// Unholy presence
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class CastUnholyMeleeSpellAction : public CastMeleeSpellAction
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{
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public:
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CastUnholyMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) {}
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NextAction** getPrerequisites() override;
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};
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// Frost presence
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class CastFrostMeleeSpellAction : public CastMeleeSpellAction
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{
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public:
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CastFrostMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) {}
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NextAction** getPrerequisites() override;
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};
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// Blood presence
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class CastBloodMeleeSpellAction : public CastMeleeSpellAction
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{
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public:
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CastBloodMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) {}
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NextAction** getPrerequisites() override;
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};
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class CastRuneStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastRuneStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "rune strike") {}
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};
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// debuff
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// BEGIN_DEBUFF_ACTION(CastPestilenceAction, "pestilence")
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// END_SPELL_ACTION()
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class CastPestilenceAction : public CastSpellAction
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{
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public:
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CastPestilenceAction(PlayerbotAI* ai) : CastSpellAction(ai, "pestilence") {}
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ActionThreatType getThreatType() override { return ActionThreatType::None; }
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};
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// debuff
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// BEGIN_DEBUFF_ACTION(CastHowlingBlastAction, "howling blast")
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// END_SPELL_ACTION()
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class CastHowlingBlastAction : public CastSpellAction
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{
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public:
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CastHowlingBlastAction(PlayerbotAI* ai) : CastSpellAction(ai, "howling blast") {}
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};
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// debuff it
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// BEGIN_DEBUFF_ACTION(CastIcyTouchAction, "icy touch")
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// END_SPELL_ACTION()
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class CastIcyTouchAction : public CastSpellAction
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{
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public:
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CastIcyTouchAction(PlayerbotAI* ai) : CastSpellAction(ai, "icy touch") {}
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};
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class CastIcyTouchOnAttackerAction : public CastDebuffSpellOnAttackerAction
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{
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public:
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CastIcyTouchOnAttackerAction(PlayerbotAI* botAI)
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: CastDebuffSpellOnAttackerAction(botAI, "icy touch", true, .0f)
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{
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}
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};
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// debuff ps
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class CastPlagueStrikeAction : public CastSpellAction
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{
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public:
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CastPlagueStrikeAction(PlayerbotAI* ai) : CastSpellAction(ai, "plague strike") {}
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};
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// BEGIN_DEBUFF_ACTION(CastPlagueStrikeAction, "plague strike")
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// END_SPELL_ACTION()
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class CastPlagueStrikeOnAttackerAction : public CastDebuffSpellOnMeleeAttackerAction
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{
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public:
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CastPlagueStrikeOnAttackerAction(PlayerbotAI* botAI)
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: CastDebuffSpellOnMeleeAttackerAction(botAI, "plague strike", true, .0f)
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{
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}
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};
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// debuff
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BEGIN_DEBUFF_ACTION(CastMarkOfBloodAction, "mark of blood")
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END_SPELL_ACTION()
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class CastMarkOfBloodOnAttackerAction : public CastDebuffSpellOnAttackerAction
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{
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public:
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CastMarkOfBloodOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "mark of blood", true)
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{
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}
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};
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class CastUnholyBlightAction : public CastBuffSpellAction
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{
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public:
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CastUnholyBlightAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unholy blight") {}
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};
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class CastSummonGargoyleAction : public CastSpellAction
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{
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public:
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CastSummonGargoyleAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "summon gargoyle") {}
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};
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class CastGhoulFrenzyAction : public CastBuffSpellAction
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{
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public:
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CastGhoulFrenzyAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "ghoul frenzy", false, 5000) {}
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std::string const GetTargetName() override { return "pet target"; }
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};
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BEGIN_MELEE_SPELL_ACTION(CastCorpseExplosionAction, "corpse explosion")
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END_SPELL_ACTION()
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BEGIN_MELEE_SPELL_ACTION(CastAntiMagicShellAction, "anti magic shell")
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END_SPELL_ACTION()
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BEGIN_MELEE_SPELL_ACTION(CastAntiMagicZoneAction, "anti magic zone")
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END_SPELL_ACTION()
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class CastChainsOfIceAction : public CastSpellAction
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{
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public:
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CastChainsOfIceAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "chains of ice") {}
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};
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class CastHungeringColdAction : public CastMeleeSpellAction
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{
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public:
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CastHungeringColdAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "hungering cold") {}
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};
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class CastHeartStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastHeartStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "heart strike") {}
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};
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class CastBloodStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastBloodStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "blood strike") {}
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};
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class CastFrostStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastFrostStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "frost strike") {}
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};
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class CastObliterateAction : public CastMeleeSpellAction
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{
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public:
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CastObliterateAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "obliterate") {}
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};
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class CastDeathStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastDeathStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "death strike") {}
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};
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class CastScourgeStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastScourgeStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "scourge strike") {}
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};
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class CastDeathCoilAction : public CastSpellAction
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{
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public:
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CastDeathCoilAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death coil") {}
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};
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class CastBloodBoilAction : public CastMeleeSpellAction
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{
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public:
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CastBloodBoilAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "blood boil") {}
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};
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class CastDeathAndDecayAction : public CastSpellAction
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{
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public:
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CastDeathAndDecayAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death and decay") {}
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// ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
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};
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class CastHornOfWinterAction : public CastSpellAction
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{
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public:
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CastHornOfWinterAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "horn of winter") {}
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};
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class CastImprovedIcyTalonsAction : public CastBuffSpellAction
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{
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public:
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CastImprovedIcyTalonsAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "improved icy talons") {}
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};
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class CastBoneShieldAction : public CastBuffSpellAction
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{
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public:
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CastBoneShieldAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "bone shield") {}
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};
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class CastDeathPactAction : public CastBuffSpellAction
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{
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public:
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CastDeathPactAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "death pact") {}
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};
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class CastDeathRuneMasteryAction : public CastBuffSpellAction
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{
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public:
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CastDeathRuneMasteryAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "death rune mastery") {}
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};
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class CastDancingRuneWeaponAction : public CastSpellAction
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{
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public:
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CastDancingRuneWeaponAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "dancing rune weapon") {}
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};
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class CastEmpowerRuneWeaponAction : public CastBuffSpellAction
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{
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public:
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CastEmpowerRuneWeaponAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "empower rune weapon") {}
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};
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class CastArmyOfTheDeadAction : public CastBuffSpellAction
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{
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public:
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CastArmyOfTheDeadAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "army of the dead") {}
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};
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class CastRaiseDeadAction : public CastBuffSpellAction
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{
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public:
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CastRaiseDeadAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "raise dead") {}
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virtual bool Execute(Event event) override;
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};
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class CastKillingMachineAction : public CastBuffSpellAction
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{
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public:
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CastKillingMachineAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "killing machine") {}
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};
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class CastIceboundFortitudeAction : public CastBuffSpellAction
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{
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public:
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CastIceboundFortitudeAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "icebound fortitude") {}
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};
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class CastUnbreakableArmorAction : public CastBuffSpellAction
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{
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public:
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CastUnbreakableArmorAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unbreakable armor") {}
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};
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class CastVampiricBloodAction : public CastBuffSpellAction
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{
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public:
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CastVampiricBloodAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "vampiric blood") {}
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};
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class CastMindFreezeAction : public CastMeleeSpellAction
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{
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public:
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CastMindFreezeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "mind freeze") {}
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};
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class CastStrangulateAction : public CastMeleeSpellAction
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{
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public:
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CastStrangulateAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "strangulate") {}
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};
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class CastMindFreezeOnEnemyHealerAction : public CastSpellOnEnemyHealerAction
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{
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public:
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CastMindFreezeOnEnemyHealerAction(PlayerbotAI* botAI) : CastSpellOnEnemyHealerAction(botAI, "mind freeze") {}
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};
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class CastRuneTapAction : public CastMeleeSpellAction
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{
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public:
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CastRuneTapAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "rune tap") {}
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};
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class CastBloodTapAction : public CastMeleeSpellAction
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{
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public:
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CastBloodTapAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "blood tap") {}
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};
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#endif
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