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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
remove meaningless flee
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@@ -43,13 +43,13 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* wing_clip([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("wing clip",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("raptor strike"), nullptr),
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/*C*/ NextAction::array(0, new NextAction("flee"), nullptr));
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}
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// static ActionNode* wing_clip([[maybe_unused]] PlayerbotAI* botAI)
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// {
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// return new ActionNode("wing clip",
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// /*P*/ nullptr,
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// /*A*/ NextAction::array(0, new NextAction("raptor strike"), nullptr),
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// /*C*/ NextAction::array(0, new NextAction("flee"), nullptr));
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// }
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static ActionNode* raptor_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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@@ -172,13 +172,13 @@ class GenericPriestStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*A*/ NextAction::array(0, new NextAction("fade"), NULL),
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/*C*/ NULL);
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}
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static ActionNode* fade(PlayerbotAI* ai)
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{
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return new ActionNode ("fade",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("flee"), NULL),
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/*C*/ NULL);
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}
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// static ActionNode* fade(PlayerbotAI* ai)
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// {
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// return new ActionNode ("fade",
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// /*P*/ NULL,
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// /*A*/ NextAction::array(0, new NextAction("flee"), NULL),
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// /*C*/ NULL);
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// }
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static ActionNode* shadowfiend(PlayerbotAI* ai)
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{
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return new ActionNode ("shadowfiend",
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