Compile bug fixes.

This commit is contained in:
whipowill
2022-05-20 12:41:13 -05:00
parent 9a6709f5c1
commit 92ce54a3cd
42 changed files with 182 additions and 182 deletions

View File

@@ -253,7 +253,7 @@ void PlayerbotAI::UpdateAI(uint32 elapsed, bool minimal)
YieldThread(min);
}
void PlayerbotAI::UpdateAIInternal([[maybe_unused]] uint32 elapsed, bool minimal) // unused param - whipowill
void PlayerbotAI::UpdateAIInternal([[maybe_unused]] uint32 elapsed, bool minimal)
{
if (bot->IsBeingTeleported() || !bot->IsInWorld())
return;

View File

@@ -35,7 +35,7 @@ class PlayerbotHolder : public PlayerbotAIBase
PlayerBotMap::const_iterator GetPlayerBotsBegin() const { return playerBots.begin(); }
PlayerBotMap::const_iterator GetPlayerBotsEnd() const { return playerBots.end(); }
void UpdateAIInternal([[maybe_unused]] uint32 elapsed, [[maybe_unused]] bool minimal = false) override { }; // unused params - whipowill
void UpdateAIInternal([[maybe_unused]] uint32 elapsed, [[maybe_unused]] bool minimal = false) override { };
void UpdateSessions();
void HandleBotPackets(WorldSession* session);

View File

@@ -346,7 +346,7 @@ inline ByteBuffer& operator<<(ByteBuffer& b, WorldPosition& guidP)
return b;
}
inline ByteBuffer& operator>>(ByteBuffer& b, [[maybe_unused]] WorldPosition& g) // unused param - whipowill
inline ByteBuffer& operator>>(ByteBuffer& b, [[maybe_unused]] WorldPosition& g)
{
uint32 mapid;
float coord_x;
@@ -557,7 +557,7 @@ class TravelDestination
}
virtual Quest const* GetQuestTemplate() { return nullptr; }
virtual bool isActive([[maybe_unused]] Player* bot) { return false; } // unused param - whipowill
virtual bool isActive([[maybe_unused]] Player* bot) { return false; }
bool isFull(bool ignoreFull = false);
@@ -600,13 +600,13 @@ class NullTravelDestination : public TravelDestination
Quest const* GetQuestTemplate() override { return nullptr; }
bool isActive([[maybe_unused]] Player* bot) override { return false; } // unused param - whipowill
bool isActive([[maybe_unused]] Player* bot) override { return false; }
std::string const getName() override { return "NullTravelDestination"; }
std::string const getTitle() override { return "no destination"; }
bool isIn([[maybe_unused]] WorldPosition* pos, [[maybe_unused]] float radius = 0.f) override { return true; } // unused params - whipowill
bool isOut([[maybe_unused]] WorldPosition* pos, [[maybe_unused]] float radius = 0.f) override { return false; } // unused params - whipowill
bool isIn([[maybe_unused]] WorldPosition* pos, [[maybe_unused]] float radius = 0.f) override { return true; }
bool isOut([[maybe_unused]] WorldPosition* pos, [[maybe_unused]] float radius = 0.f) override { return false; }
};
//A travel target specifically related to a quest.

View File

@@ -579,7 +579,7 @@ bool TravelNode::isEqual(TravelNode* compareNode)
return true;
}
void TravelNode::print([[maybe_unused]] bool printFailed) // unused param - whipowill
void TravelNode::print([[maybe_unused]] bool printFailed)
{
WorldPosition* startPosition = getPosition();
@@ -901,7 +901,7 @@ float TravelNodeRoute::getTotalDistance()
return totalLength;
}
TravelPath TravelNodeRoute::buildPath(std::vector<WorldPosition> pathToStart, std::vector<WorldPosition> pathToEnd, [[maybe_unused]] Unit* bot) // unused param - whipowill
TravelPath TravelNodeRoute::buildPath(std::vector<WorldPosition> pathToStart, std::vector<WorldPosition> pathToEnd, [[maybe_unused]] Unit* bot)
{
TravelPath travelPath;
@@ -1036,7 +1036,7 @@ TravelNodeMap::TravelNodeMap(TravelNodeMap* baseMap)
baseMap->m_nMapMtx.unlock_shared();
}
TravelNode* TravelNodeMap::addNode(WorldPosition pos, std::string const preferedName, bool isImportant, bool checkDuplicate, [[maybe_unused]] bool transport, [[maybe_unused]] uint32 transportId) // unused params - whipowill
TravelNode* TravelNodeMap::addNode(WorldPosition pos, std::string const preferedName, bool isImportant, bool checkDuplicate, [[maybe_unused]] bool transport, [[maybe_unused]] uint32 transportId)
{
TravelNode* newNode;
@@ -1124,7 +1124,7 @@ std::vector<TravelNode*> TravelNodeMap::getNodes(WorldPosition pos, float range)
return std::move(retVec);
}
TravelNode* TravelNodeMap::getNode(WorldPosition pos, [[maybe_unused]] std::vector<WorldPosition>& ppath, Unit* bot, float range) // unused param - whipowill
TravelNode* TravelNodeMap::getNode(WorldPosition pos, [[maybe_unused]] std::vector<WorldPosition>& ppath, Unit* bot, float range)
{
float x = pos.getX();
float y = pos.getY();

View File

@@ -46,7 +46,7 @@ class Action : public AiNamedObject
Action(PlayerbotAI* botAI, std::string const name = "action") : AiNamedObject(botAI, name), verbose(false) { } // verbose after ainamedobject - whipowill
virtual ~Action(void) { }
virtual bool Execute([[maybe_unused]] Event event) { return true; } // unused param - whipowill
virtual bool Execute([[maybe_unused]] Event event) { return true; }
virtual bool isPossible() { return true; }
virtual bool isUseful() { return true; }
virtual NextAction** getPrerequisites() { return nullptr; }

View File

@@ -181,7 +181,7 @@ class QueryNamedItemCountVisitor : public QueryItemCountVisitor
class FindNamedItemVisitor : public FindItemVisitor
{
public:
FindNamedItemVisitor([[maybe_unused]] Player* bot, std::string const name) : FindItemVisitor(), name(name) { } // unused param - whipowill
FindNamedItemVisitor([[maybe_unused]] Player* bot, std::string const name) : FindItemVisitor(), name(name) { }
bool Accept(ItemTemplate const* proto) override
{

View File

@@ -16,7 +16,7 @@ class Multiplier : public AiNamedObject
Multiplier(PlayerbotAI* botAI, std::string const name) : AiNamedObject(botAI, name) {}
virtual ~Multiplier() { }
virtual float GetValue([[maybe_unused]] Action* action) { return 1.0f; } // unused param - whipowill
virtual float GetValue([[maybe_unused]] Action* action) { return 1.0f; }
};
#endif

View File

@@ -24,7 +24,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
}
private:
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("melee",
/*P*/ nullptr,
@@ -32,7 +32,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* healthstone([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* healthstone([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("healthstone",
/*P*/ nullptr,
@@ -40,7 +40,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* follow_master_random([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* follow_master_random([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("be near",
/*P*/ nullptr,
@@ -48,7 +48,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* attack_anything([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* attack_anything([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("attack anything",
/*P*/ nullptr,
@@ -56,7 +56,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* move_random([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* move_random([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("move random",
/*P*/ nullptr,
@@ -64,7 +64,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* move_to_loot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* move_to_loot([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("move to loot",
/*P*/ nullptr,
@@ -72,7 +72,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* food([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* food([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("food",
/*P*/ nullptr,
@@ -80,7 +80,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* drink([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* drink([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("drink",
/*P*/ nullptr,
@@ -88,7 +88,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* mana_potion([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* mana_potion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("mana potion",
/*P*/ nullptr,
@@ -96,7 +96,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* healing_potion([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* healing_potion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("healing potion",
/*P*/ nullptr,
@@ -104,7 +104,7 @@ class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* flee([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* flee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("flee",
/*P*/ nullptr,

View File

@@ -44,8 +44,8 @@ class Strategy : public PlayerbotAIAware
virtual ~Strategy() { }
virtual NextAction** getDefaultActions() { return nullptr; }
virtual void InitTriggers([[maybe_unused]] std::vector<TriggerNode*> &triggers) { } // unused params - whipowill
virtual void InitMultipliers([[maybe_unused]] std::vector<Multiplier*> &multipliers) { } // unused params - whipowill
virtual void InitTriggers([[maybe_unused]] std::vector<TriggerNode*> &triggers) { }
virtual void InitMultipliers([[maybe_unused]] std::vector<Multiplier*> &multipliers) { }
virtual std::string const getName() = 0;
virtual uint32 GetType() const { return STRATEGY_TYPE_GENERIC; }
virtual ActionNode* GetAction(std::string const name);

View File

@@ -19,8 +19,8 @@ class Trigger : public AiNamedObject
virtual ~Trigger() { }
virtual Event Check();
virtual void ExternalEvent([[maybe_unused]] std::string const param, [[maybe_unused]] Player* owner = nullptr) { } // unused params - whipowill
virtual void ExternalEvent([[maybe_unused]] WorldPacket& packet, [[maybe_unused]] Player* owner = nullptr) { } // unused params - whipowill
virtual void ExternalEvent([[maybe_unused]] std::string const param, [[maybe_unused]] Player* owner = nullptr) { }
virtual void ExternalEvent([[maybe_unused]] WorldPacket& packet, [[maybe_unused]] Player* owner = nullptr) { }
virtual bool IsActive() { return false; }
virtual NextAction** getHandlers() { return nullptr; }
void Update() { }

View File

@@ -24,7 +24,7 @@ class UntypedValue : public AiNamedObject
virtual void Reset() { }
virtual std::string const Format() { return "?"; }
virtual std::string const Save() { return "?"; }
virtual bool Load([[maybe_unused]] std::string const value) { return false; } // unused param - whipowill
virtual bool Load([[maybe_unused]] std::string const value) { return false; }
};
template<class T>
@@ -135,7 +135,7 @@ class MemoryCalculatedValue : public CalculatedValue<T>
return true;
}
void Set([[maybe_unused]] T value) override // unused param - whipowill
void Set([[maybe_unused]] T value) override
{
CalculatedValue<T>::Set(this->value);
UpdateChange();

View File

@@ -15,9 +15,9 @@ struct Mail;
class MailProcessor
{
public:
virtual bool Before([[maybe_unused]] PlayerbotAI* botAI) { return true; } // unused param - whipowill
virtual bool Before([[maybe_unused]] PlayerbotAI* botAI) { return true; }
virtual bool Process(uint32 index, Mail* mail, PlayerbotAI* botAI) = 0;
virtual bool After([[maybe_unused]] PlayerbotAI* botAI) { return true; } // unused param - whipowill
virtual bool After([[maybe_unused]] PlayerbotAI* botAI) { return true; }
static ObjectGuid FindMailbox(PlayerbotAI* botAI);

View File

@@ -1048,7 +1048,7 @@ bool MovementAction::Flee(Unit *target)
}
}
HostileReference* ref = target->getThreatMgr().getCurrentVictim();
HostileReference* ref = target->GetThreatMgr().getCurrentVictim();
if (ref && ref->getTarget() == bot) // bot is target - try to flee to tank or master
{
if (Group* group = bot->GetGroup())

View File

@@ -33,7 +33,7 @@ class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
}
private:
static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("rune strike",
/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
@@ -41,7 +41,7 @@ class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("heart strike",
/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
@@ -49,7 +49,7 @@ class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("death strike",
/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),

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@@ -30,7 +30,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
}
private:
static ActionNode* obliterate([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* obliterate([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("obliterate",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
@@ -38,7 +38,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("rune strike",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
@@ -46,7 +46,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* frost_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* frost_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("frost strike",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
@@ -54,7 +54,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* howling_blast([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* howling_blast([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("howling blast",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),

View File

@@ -15,7 +15,7 @@ class GenericDKNonCombatStrategyActionNodeFactory : public NamedObjectFactory<Ac
}
private:
static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("bone shield",
/*P*/ nullptr,
@@ -23,7 +23,7 @@ class GenericDKNonCombatStrategyActionNodeFactory : public NamedObjectFactory<Ac
/*C*/ nullptr);
}
static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("horn of winter",
/*P*/ nullptr,

View File

@@ -50,7 +50,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
}
private:
static ActionNode* death_coil([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* death_coil([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("death coil",
/*P*/ nullptr,
@@ -58,7 +58,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* death_grip([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* death_grip([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("death grip",
/*P*/ nullptr,
@@ -66,7 +66,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* plague_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* plague_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("plague strike",
/*P*/ nullptr,
@@ -74,7 +74,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("icy touch",
/*P*/ nullptr,
@@ -82,7 +82,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("heart strike",
/*P*/ nullptr,
@@ -90,7 +90,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* pestilence([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* pestilence([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("pestilence",
/*P*/ nullptr,
@@ -98,7 +98,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("horn of winter",
/*P*/ nullptr,
@@ -106,7 +106,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("bone shield",
/*P*/ nullptr,
@@ -114,7 +114,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* killing_machine([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* killing_machine([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("killing machine",
/*P*/ nullptr,
@@ -122,7 +122,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("corpse explosion",
/*P*/ nullptr,
@@ -130,7 +130,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* anti_magic_zone([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* anti_magic_zone([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("anti magic zone",
/*P*/ nullptr,
@@ -138,7 +138,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* icebound_fortitude([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* icebound_fortitude([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("icebound fortitude",
/*P*/ nullptr,

View File

@@ -30,7 +30,7 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
}
private:
static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("death strike",
/*P*/ NextAction::array(0, new NextAction("unholy pressence"), nullptr),
@@ -38,7 +38,7 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("corpse explosion",
/*P*/ NextAction::array(0, new NextAction("unholy pressence"), nullptr),
@@ -46,7 +46,7 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* scourge_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* scourge_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("scourge strike",
/*P*/ NextAction::array(0, new NextAction("unholy pressence"), nullptr),

View File

@@ -25,7 +25,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
}
private:
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("melee",
/*P*/ NextAction::array(0, new NextAction("feral charge - bear"), nullptr),
@@ -33,7 +33,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* feral_charge_bear([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* feral_charge_bear([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("feral charge - bear",
/*P*/ nullptr,
@@ -41,7 +41,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* swipe_bear([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* swipe_bear([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("swipe (bear)",
/*P*/ nullptr,
@@ -49,7 +49,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("faerie fire (feral)",
/*P*/ NextAction::array(0, new NextAction("feral charge - bear"), nullptr),
@@ -57,7 +57,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* bear_form([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* bear_form([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("bear form",
/*P*/ nullptr,
@@ -65,7 +65,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* dire_bear_form([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* dire_bear_form([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("dire bear form",
/*P*/ nullptr,
@@ -73,7 +73,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* mangle_bear([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* mangle_bear([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("mangle (bear)",
/*P*/ nullptr,
@@ -81,7 +81,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* maul([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* maul([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("maul",
/*P*/ nullptr,
@@ -89,7 +89,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* bash([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* bash([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("bash",
/*P*/ nullptr,
@@ -97,7 +97,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* swipe([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* swipe([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("swipe",
/*P*/ nullptr,
@@ -105,7 +105,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* lacerate([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* lacerate([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("lacerate",
/*P*/ nullptr,
@@ -113,7 +113,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* growl([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* growl([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("growl",
/*P*/ nullptr,
@@ -121,7 +121,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* demoralizing_roar([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* demoralizing_roar([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("demoralizing roar",
/*P*/ nullptr,

View File

@@ -23,7 +23,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
}
private:
static ActionNode* faerie_fire([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* faerie_fire([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("faerie fire",
/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
@@ -31,7 +31,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* hibernate([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* hibernate([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("hibernate",
/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
@@ -39,7 +39,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* entangling_roots([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* entangling_roots([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("entangling roots",
/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
@@ -47,7 +47,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* entangling_roots_on_cc([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* entangling_roots_on_cc([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("entangling roots on cc",
/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
@@ -55,7 +55,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* wrath([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* wrath([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("wrath",
/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
@@ -63,7 +63,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* starfall([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* starfall([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("starfall",
/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
@@ -71,7 +71,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* insect_swarm([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* insect_swarm([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("insect swarm",
/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
@@ -79,7 +79,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* moonfire([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* moonfire([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("moonfire",
/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
@@ -87,7 +87,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* starfire([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* starfire([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("starfire",
/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),

View File

@@ -24,7 +24,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
}
private:
static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("faerie fire (feral)",
/*P*/ nullptr,
@@ -32,7 +32,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("melee",
/*P*/ NextAction::array(0, new NextAction("feral charge - cat"), nullptr),
@@ -40,7 +40,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* feral_charge_cat([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* feral_charge_cat([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("feral charge - cat",
/*P*/ nullptr,
@@ -48,7 +48,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* cat_form([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* cat_form([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("cat form",
/*P*/ nullptr,
@@ -56,7 +56,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* claw([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* claw([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("claw",
/*P*/ nullptr,
@@ -64,7 +64,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* mangle_cat([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* mangle_cat([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("mangle (cat)",
/*P*/ nullptr,
@@ -72,7 +72,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* rake([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* rake([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("rake",
/*P*/ nullptr,
@@ -80,7 +80,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* ferocious_bite([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* ferocious_bite([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("ferocious bite",
/*P*/ nullptr,
@@ -88,7 +88,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* rip([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* rip([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("rip",
/*P*/ nullptr,
@@ -96,7 +96,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* pounce([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* pounce([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("pounce",
/*P*/ nullptr,
@@ -104,7 +104,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* ravage([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* ravage([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("ravage",
/*P*/ nullptr,

View File

@@ -21,7 +21,7 @@ class FeralDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
}
private:
static ActionNode* survival_instincts([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* survival_instincts([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("survival instincts",
/*P*/ nullptr,
@@ -29,7 +29,7 @@ class FeralDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
/*C*/ nullptr);
}
static ActionNode* thorns([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* thorns([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("thorns",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
@@ -37,7 +37,7 @@ class FeralDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
/*C*/ nullptr);
}
static ActionNode* omen_of_clarity([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* omen_of_clarity([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("omen of clarity",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
@@ -45,7 +45,7 @@ class FeralDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
/*C*/ nullptr);
}
static ActionNode* cure_poison([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* cure_poison([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("cure poison",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
@@ -53,7 +53,7 @@ class FeralDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
/*C*/ nullptr);
}
static ActionNode* cure_poison_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* cure_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("cure poison on party",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
@@ -61,7 +61,7 @@ class FeralDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
/*C*/ nullptr);
}
static ActionNode* abolish_poison([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* abolish_poison([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("abolish poison",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
@@ -69,7 +69,7 @@ class FeralDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
/*C*/ nullptr);
}
static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("abolish poison on party",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
@@ -77,7 +77,7 @@ class FeralDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
/*C*/ nullptr);
}
static ActionNode* prowl([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* prowl([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("prowl",
/*P*/ NextAction::array(0, new NextAction("cat form"), nullptr),

View File

@@ -18,7 +18,7 @@ class GenericDruidNonCombatStrategyActionNodeFactory : public NamedObjectFactory
}
private:
static ActionNode* thorns([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* thorns([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("thorns",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
@@ -26,7 +26,7 @@ class GenericDruidNonCombatStrategyActionNodeFactory : public NamedObjectFactory
/*C*/ nullptr);
}
static ActionNode* thorns_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* thorns_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("thorns on party",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
@@ -34,7 +34,7 @@ class GenericDruidNonCombatStrategyActionNodeFactory : public NamedObjectFactory
/*C*/ nullptr);
}
static ActionNode* mark_of_the_wild([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* mark_of_the_wild([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("mark of the wild",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
@@ -42,7 +42,7 @@ class GenericDruidNonCombatStrategyActionNodeFactory : public NamedObjectFactory
/*C*/ nullptr);
}
static ActionNode* mark_of_the_wild_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* mark_of_the_wild_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("mark of the wild on party",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
@@ -50,7 +50,7 @@ class GenericDruidNonCombatStrategyActionNodeFactory : public NamedObjectFactory
/*C*/ nullptr);
}
static ActionNode* innervate([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* innervate([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("innervate",
/*P*/ nullptr,

View File

@@ -22,7 +22,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
}
private:
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("melee",
/*P*/ nullptr,
@@ -30,7 +30,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
/*C*/ nullptr);
}
static ActionNode* caster_form([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* caster_form([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("caster form",
/*P*/ nullptr,
@@ -38,7 +38,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
/*C*/ nullptr);
}
static ActionNode* cure_poison([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* cure_poison([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("cure poison",
/*P*/ nullptr,
@@ -46,7 +46,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
/*C*/ nullptr);
}
static ActionNode* cure_poison_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* cure_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("cure poison on party",
/*P*/ nullptr,
@@ -54,7 +54,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
/*C*/ nullptr);
}
static ActionNode* abolish_poison([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* abolish_poison([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("abolish poison",
/*P*/ nullptr,
@@ -62,7 +62,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
/*C*/ nullptr);
}
static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("abolish poison on party",
/*P*/ nullptr,
@@ -70,7 +70,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
/*C*/ nullptr);
}
static ActionNode* rebirth([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* rebirth([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("rebirth",
/*P*/ nullptr,
@@ -78,7 +78,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
/*C*/ nullptr);
}
static ActionNode* entangling_roots_on_cc([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* entangling_roots_on_cc([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("entangling roots on cc",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
@@ -86,7 +86,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
/*C*/ nullptr);
}
static ActionNode* innervate([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* innervate([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("innervate",
/*P*/ nullptr,

View File

@@ -18,7 +18,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
}
private:
static ActionNode* viper_sting([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* viper_sting([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("viper sting",
/*P*/ nullptr,
@@ -26,7 +26,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* aimed_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* aimed_shot([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("aimed shot",
/*P*/ nullptr,
@@ -34,7 +34,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* chimera_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* chimera_shot([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("chimera shot",
/*P*/ nullptr,
@@ -42,7 +42,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* explosive_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* explosive_shot([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("explosive shot",
/*P*/ nullptr,
@@ -50,7 +50,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* concussive_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* concussive_shot([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("concussive shot",
/*P*/ nullptr,

View File

@@ -16,7 +16,7 @@ class GenericHunterNonCombatStrategyActionNodeFactory : public NamedObjectFactor
}
private:
static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("rapid fire",
/*P*/ nullptr,
@@ -24,7 +24,7 @@ class GenericHunterNonCombatStrategyActionNodeFactory : public NamedObjectFactor
/*C*/ nullptr);
}
static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("aspect of the pack",
/*P*/ nullptr,

View File

@@ -19,7 +19,7 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
}
private:
static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("rapid fire",
/*P*/ nullptr,
@@ -27,7 +27,7 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("aspect of the pack",
/*P*/ nullptr,
@@ -35,7 +35,7 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* feign_death([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* feign_death([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("feign death",
/*P*/ nullptr,
@@ -43,7 +43,7 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* wing_clip([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* wing_clip([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("wing clip",
/*P*/ nullptr,
@@ -51,7 +51,7 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ NextAction::array(0, new NextAction("flee"), nullptr));
}
static ActionNode* raptor_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* raptor_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("raptor strike",
/*P*/ NextAction::array(0, new NextAction("melee"), nullptr),

View File

@@ -16,7 +16,7 @@ class ArcaneMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
}
private:
static ActionNode* arcane_blast([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* arcane_blast([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("arcane blast",
/*P*/ nullptr,
@@ -24,7 +24,7 @@ class ArcaneMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
/*C*/ nullptr);
}
static ActionNode* arcane_barrage([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* arcane_barrage([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("arcane barrage",
/*P*/ nullptr,
@@ -32,7 +32,7 @@ class ArcaneMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
/*C*/ nullptr);
}
static ActionNode* arcane_missiles([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* arcane_missiles([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("arcane missiles",
/*P*/ nullptr,

View File

@@ -16,7 +16,7 @@ class GenericMageNonCombatStrategyActionNodeFactory : public NamedObjectFactory<
}
private:
static ActionNode* molten_armor([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* molten_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("molten armor",
/*P*/ nullptr,
@@ -24,7 +24,7 @@ class GenericMageNonCombatStrategyActionNodeFactory : public NamedObjectFactory<
/*C*/ nullptr);
}
static ActionNode* mage_armor([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* mage_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("mage armor",
/*P*/ nullptr,
@@ -32,7 +32,7 @@ class GenericMageNonCombatStrategyActionNodeFactory : public NamedObjectFactory<
/*C*/ nullptr);
}
static ActionNode* ice_armor([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* ice_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("ice armor",
/*P*/ nullptr,

View File

@@ -24,7 +24,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
}
private:
static ActionNode* frostbolt([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* frostbolt([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("frostbolt",
/*P*/ nullptr,
@@ -32,7 +32,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* fire_blast([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* fire_blast([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("fire blast",
/*P*/ nullptr,
@@ -40,7 +40,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* scorch([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* scorch([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("scorch",
/*P*/ nullptr,
@@ -48,7 +48,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* frost_nova([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* frost_nova([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("frost nova",
/*P*/ nullptr,
@@ -56,7 +56,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ NextAction::array(0, new NextAction("flee"), nullptr));
}
static ActionNode* icy_veins([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* icy_veins([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("icy veins",
/*P*/ nullptr,
@@ -64,7 +64,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* combustion([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* combustion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("combustion",
/*P*/ nullptr,
@@ -72,7 +72,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* evocation([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* evocation([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("evocation",
/*P*/ nullptr,
@@ -80,7 +80,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* dragons_breath([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* dragons_breath([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("dragon's breath",
/*P*/ nullptr,
@@ -88,7 +88,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ NextAction::array(0, new NextAction("flamestrike", 71.0f), nullptr));
}
static ActionNode* blast_wave([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* blast_wave([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("blast wave",
/*P*/ nullptr,
@@ -96,7 +96,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ NextAction::array(0, new NextAction("flamestrike", 71.0f), nullptr));
}
static ActionNode* remove_curse([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* remove_curse([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("remove curse",
/*P*/ nullptr,
@@ -104,7 +104,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* remove_curse_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* remove_curse_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("remove curse on party",
/*P*/ nullptr,

View File

@@ -17,7 +17,7 @@ class DpsPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
}
private:
static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("seal of vengeance",
/*P*/ nullptr,
@@ -25,7 +25,7 @@ class DpsPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
/*C*/ nullptr);
}
static ActionNode* seal_of_command([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* seal_of_command([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("seal of command",
/*P*/ nullptr,
@@ -33,7 +33,7 @@ class DpsPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
/*C*/ nullptr);
}
static ActionNode* blessing_of_might([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* blessing_of_might([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("blessing of might",
/*P*/ nullptr,
@@ -41,7 +41,7 @@ class DpsPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
/*C*/ nullptr);
}
static ActionNode* crusader_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* crusader_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("crusader strike",
/*P*/ nullptr,

View File

@@ -15,7 +15,7 @@ class TankPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
}
private:
static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("seal of vengeance",
/*P*/ nullptr,

View File

@@ -14,7 +14,7 @@ class HolyPriestStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
}
private:
static ActionNode* smite([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* smite([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("smite",
/*P*/ nullptr,

View File

@@ -20,7 +20,7 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
}
private:
static ActionNode* riposte([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* riposte([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("riposte",
/*P*/ nullptr,
@@ -28,7 +28,7 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* mutilate([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* mutilate([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("mutilate",
/*P*/ nullptr,
@@ -36,7 +36,7 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* sinister_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* sinister_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("sinister strike",
/*P*/ nullptr,
@@ -44,7 +44,7 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* kick([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* kick([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("kick",
/*P*/ nullptr,
@@ -52,7 +52,7 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* kidney_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* kidney_shot([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("kidney shot",
/*P*/ nullptr,
@@ -60,7 +60,7 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* rupture([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* rupture([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("rupture",
/*P*/ nullptr,
@@ -68,7 +68,7 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ nullptr);
}
static ActionNode* backstab([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* backstab([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("backstab",
/*P*/ nullptr,

View File

@@ -14,7 +14,7 @@ class CasterShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
}
private:
static ActionNode* magma_totem([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* magma_totem([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("magma totem",
/*P*/ nullptr,

View File

@@ -23,7 +23,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
}
private:
static ActionNode* earth_shock([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* earth_shock([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("earth shock",
/*P*/ nullptr,
@@ -31,7 +31,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* flametongue_weapon([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* flametongue_weapon([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("flametongue weapon",
/*P*/ nullptr,
@@ -39,7 +39,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* frostbrand_weapon([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* frostbrand_weapon([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("frostbrand weapon",
/*P*/ nullptr,
@@ -47,7 +47,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* windfury_weapon([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* windfury_weapon([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("windfury weapon",
/*P*/ nullptr,
@@ -55,7 +55,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* lesser_healing_wave([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* lesser_healing_wave([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("lesser healing wave",
/*P*/ nullptr,
@@ -63,7 +63,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* lesser_healing_wave_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* lesser_healing_wave_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("lesser healing wave on party",
/*P*/ nullptr,
@@ -71,7 +71,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* chain_heal([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* chain_heal([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("chain heal",
/*P*/ nullptr,
@@ -79,7 +79,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* riptide([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* riptide([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("riptide",
/*P*/ nullptr,
@@ -87,7 +87,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* chain_heal_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* chain_heal_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("chain heal on party",
/*P*/ nullptr,
@@ -95,7 +95,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
/*C*/ nullptr);
}
static ActionNode* riptide_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* riptide_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("riptide on party",
/*P*/ nullptr,

View File

@@ -15,7 +15,7 @@ class HealShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
}
private:
static ActionNode* earthliving_weapon([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* earthliving_weapon([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("earthliving weapon",
/*P*/ nullptr,
@@ -23,7 +23,7 @@ class HealShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
/*C*/ nullptr);
}
static ActionNode* mana_tide_totem([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* mana_tide_totem([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("mana tide totem",
/*P*/ nullptr,

View File

@@ -16,7 +16,7 @@ class MeleeShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
}
private:
static ActionNode* stormstrike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* stormstrike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("stormstrike",
/*P*/ nullptr,
@@ -24,7 +24,7 @@ class MeleeShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* lava_lash([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* lava_lash([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("lava lash",
/*P*/ nullptr,
@@ -32,7 +32,7 @@ class MeleeShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
/*C*/ nullptr);
}
static ActionNode* magma_totem([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* magma_totem([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("magma totem",
/*P*/ nullptr,

View File

@@ -14,7 +14,7 @@ class DpsWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
}
private:
static ActionNode* shadow_bolt([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* shadow_bolt([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("shadow bolt",
/*P*/ nullptr,

View File

@@ -18,7 +18,7 @@ class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFacto
}
private:
static ActionNode* fel_armor([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* fel_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("fel armor",
/*P*/ nullptr,
@@ -26,7 +26,7 @@ class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFacto
/*C*/ nullptr);
}
static ActionNode* demon_armor([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* demon_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("demon armor",
/*P*/ nullptr,
@@ -34,7 +34,7 @@ class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFacto
/*C*/ nullptr);
}
static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("summon voidwalker",
/*P*/ nullptr,
@@ -42,7 +42,7 @@ class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFacto
/*C*/ nullptr);
}
static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("summon felguard",
/*P*/ nullptr,
@@ -50,7 +50,7 @@ class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFacto
/*C*/ nullptr);
}
static ActionNode* summon_succubus(PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* summon_succubus(PlayerbotAI* botAI)
{
return new ActionNode("summon succubus",
/*P*/ nullptr,

View File

@@ -15,14 +15,14 @@ class GenericWarlockStrategyActionNodeFactory : public NamedObjectFactory<Action
}
private:
//static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
//static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI)
//{
//return new ActionNode ("summon voidwalker",
/*P*/ //nullptr,
/*A*/ //NextAction::array(0, new NextAction("drain soul"), nullptr),
/*C*/ //nullptr);
//}
static ActionNode* banish([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* banish([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("banish",
/*P*/ nullptr,

View File

@@ -16,7 +16,7 @@ class GenericWarlockStrategyActionNodeFactory : public NamedObjectFactory<Action
}
private:
static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("summon voidwalker",
/*P*/ nullptr,
@@ -24,7 +24,7 @@ class GenericWarlockStrategyActionNodeFactory : public NamedObjectFactory<Action
/*C*/ nullptr);
}
static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("summon felguard",
/*P*/ nullptr,
@@ -32,7 +32,7 @@ class GenericWarlockStrategyActionNodeFactory : public NamedObjectFactory<Action
/*C*/ nullptr);
}
static ActionNode* summon_succubus([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
static ActionNode* summon_succubus([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("summon succubus",
/*P*/ nullptr,