mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Compile bug fixes.
This commit is contained in:
@@ -33,7 +33,7 @@ class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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}
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private:
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static ActionNode* rune_strike(PlayerbotAI* botAI)
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static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("rune strike",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
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@@ -41,7 +41,7 @@ class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* heart_strike(PlayerbotAI* botAI)
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static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("heart strike",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
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@@ -49,7 +49,7 @@ class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* death_strike(PlayerbotAI* botAI)
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static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("death strike",
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/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
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@@ -30,7 +30,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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}
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private:
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static ActionNode* obliterate(PlayerbotAI* botAI)
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static ActionNode* obliterate([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("obliterate",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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@@ -38,7 +38,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* rune_strike(PlayerbotAI* botAI)
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static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("rune strike",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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@@ -46,7 +46,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* frost_strike(PlayerbotAI* botAI)
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static ActionNode* frost_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("frost strike",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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@@ -54,7 +54,7 @@ class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* howling_blast(PlayerbotAI* botAI)
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static ActionNode* howling_blast([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("howling blast",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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@@ -15,7 +15,7 @@ class GenericDKNonCombatStrategyActionNodeFactory : public NamedObjectFactory<Ac
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}
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private:
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static ActionNode* bone_shield(PlayerbotAI* botAI)
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static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("bone shield",
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/*P*/ nullptr,
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@@ -23,7 +23,7 @@ class GenericDKNonCombatStrategyActionNodeFactory : public NamedObjectFactory<Ac
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/*C*/ nullptr);
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}
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static ActionNode* horn_of_winter(PlayerbotAI* botAI)
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static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("horn of winter",
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/*P*/ nullptr,
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@@ -50,7 +50,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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}
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private:
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static ActionNode* death_coil(PlayerbotAI* botAI)
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static ActionNode* death_coil([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("death coil",
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/*P*/ nullptr,
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@@ -58,7 +58,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* death_grip(PlayerbotAI* botAI)
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static ActionNode* death_grip([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("death grip",
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/*P*/ nullptr,
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@@ -66,7 +66,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* plague_strike(PlayerbotAI* botAI)
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static ActionNode* plague_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("plague strike",
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/*P*/ nullptr,
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@@ -74,7 +74,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* icy_touch(PlayerbotAI* botAI)
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static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("icy touch",
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/*P*/ nullptr,
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@@ -82,7 +82,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* heart_strike(PlayerbotAI* botAI)
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static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("heart strike",
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/*P*/ nullptr,
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@@ -90,7 +90,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* pestilence(PlayerbotAI* botAI)
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static ActionNode* pestilence([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("pestilence",
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/*P*/ nullptr,
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@@ -98,7 +98,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* horn_of_winter(PlayerbotAI* botAI)
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static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("horn of winter",
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/*P*/ nullptr,
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@@ -106,7 +106,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* bone_shield(PlayerbotAI* botAI)
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static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("bone shield",
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/*P*/ nullptr,
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@@ -114,7 +114,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* killing_machine(PlayerbotAI* botAI)
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static ActionNode* killing_machine([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("killing machine",
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/*P*/ nullptr,
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@@ -122,7 +122,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* corpse_explosion(PlayerbotAI* botAI)
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static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("corpse explosion",
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/*P*/ nullptr,
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@@ -130,7 +130,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* anti_magic_zone(PlayerbotAI* botAI)
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static ActionNode* anti_magic_zone([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("anti magic zone",
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/*P*/ nullptr,
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@@ -138,7 +138,7 @@ class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* icebound_fortitude(PlayerbotAI* botAI)
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static ActionNode* icebound_fortitude([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("icebound fortitude",
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/*P*/ nullptr,
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@@ -30,7 +30,7 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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}
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private:
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static ActionNode* death_strike(PlayerbotAI* botAI)
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static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("death strike",
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/*P*/ NextAction::array(0, new NextAction("unholy pressence"), nullptr),
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@@ -38,7 +38,7 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* corpse_explosion(PlayerbotAI* botAI)
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static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("corpse explosion",
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/*P*/ NextAction::array(0, new NextAction("unholy pressence"), nullptr),
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@@ -46,7 +46,7 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*C*/ nullptr);
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}
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static ActionNode* scourge_strike(PlayerbotAI* botAI)
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static ActionNode* scourge_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode("scourge strike",
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/*P*/ NextAction::array(0, new NextAction("unholy pressence"), nullptr),
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@@ -25,7 +25,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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}
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private:
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static ActionNode* melee(PlayerbotAI* botAI)
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static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("melee",
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/*P*/ NextAction::array(0, new NextAction("feral charge - bear"), nullptr),
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@@ -33,7 +33,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* feral_charge_bear(PlayerbotAI* botAI)
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static ActionNode* feral_charge_bear([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("feral charge - bear",
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/*P*/ nullptr,
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@@ -41,7 +41,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* swipe_bear(PlayerbotAI* botAI)
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static ActionNode* swipe_bear([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("swipe (bear)",
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/*P*/ nullptr,
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@@ -49,7 +49,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* faerie_fire_feral(PlayerbotAI* botAI)
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static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("faerie fire (feral)",
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/*P*/ NextAction::array(0, new NextAction("feral charge - bear"), nullptr),
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@@ -57,7 +57,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* bear_form(PlayerbotAI* botAI)
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static ActionNode* bear_form([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("bear form",
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/*P*/ nullptr,
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@@ -65,7 +65,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* dire_bear_form(PlayerbotAI* botAI)
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static ActionNode* dire_bear_form([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("dire bear form",
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/*P*/ nullptr,
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@@ -73,7 +73,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* mangle_bear(PlayerbotAI* botAI)
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static ActionNode* mangle_bear([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("mangle (bear)",
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/*P*/ nullptr,
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@@ -81,7 +81,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* maul(PlayerbotAI* botAI)
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static ActionNode* maul([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("maul",
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/*P*/ nullptr,
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@@ -89,7 +89,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* bash(PlayerbotAI* botAI)
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static ActionNode* bash([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("bash",
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/*P*/ nullptr,
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@@ -97,7 +97,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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/*C*/ nullptr);
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}
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static ActionNode* swipe(PlayerbotAI* botAI)
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static ActionNode* swipe([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("swipe",
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/*P*/ nullptr,
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@@ -105,7 +105,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
|
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/*C*/ nullptr);
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}
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static ActionNode* lacerate(PlayerbotAI* botAI)
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static ActionNode* lacerate([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("lacerate",
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/*P*/ nullptr,
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@@ -113,7 +113,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
|
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/*C*/ nullptr);
|
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}
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static ActionNode* growl(PlayerbotAI* botAI)
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static ActionNode* growl([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
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{
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return new ActionNode ("growl",
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/*P*/ nullptr,
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@@ -121,7 +121,7 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
|
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/*C*/ nullptr);
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}
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static ActionNode* demoralizing_roar(PlayerbotAI* botAI)
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static ActionNode* demoralizing_roar([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
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{
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return new ActionNode ("demoralizing roar",
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/*P*/ nullptr,
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@@ -23,7 +23,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
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}
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private:
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static ActionNode* faerie_fire(PlayerbotAI* botAI)
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static ActionNode* faerie_fire([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
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{
|
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return new ActionNode ("faerie fire",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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@@ -31,7 +31,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
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/*C*/ nullptr);
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}
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static ActionNode* hibernate(PlayerbotAI* botAI)
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static ActionNode* hibernate([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
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{
|
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return new ActionNode ("hibernate",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
|
||||
@@ -39,7 +39,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
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static ActionNode* entangling_roots(PlayerbotAI* botAI)
|
||||
static ActionNode* entangling_roots([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
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{
|
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return new ActionNode ("entangling roots",
|
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/*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(PlayerbotAI* botAI)
|
||||
static ActionNode* entangling_roots_on_cc([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("entangling roots on cc",
|
||||
/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
|
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@@ -55,7 +55,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* wrath(PlayerbotAI* botAI)
|
||||
static ActionNode* wrath([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("wrath",
|
||||
/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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@@ -63,7 +63,7 @@ class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* starfall(PlayerbotAI* botAI)
|
||||
static ActionNode* starfall([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* insect_swarm([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* moonfire([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* starfire([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("starfire",
|
||||
/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
|
||||
|
||||
@@ -24,7 +24,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* faerie_fire_feral(PlayerbotAI* botAI)
|
||||
static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("faerie fire (feral)",
|
||||
/*P*/ nullptr,
|
||||
@@ -32,7 +32,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* melee(PlayerbotAI* botAI)
|
||||
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* feral_charge_cat([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("feral charge - cat",
|
||||
/*P*/ nullptr,
|
||||
@@ -48,7 +48,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* cat_form(PlayerbotAI* botAI)
|
||||
static ActionNode* cat_form([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("cat form",
|
||||
/*P*/ nullptr,
|
||||
@@ -56,7 +56,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* claw(PlayerbotAI* botAI)
|
||||
static ActionNode* claw([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("claw",
|
||||
/*P*/ nullptr,
|
||||
@@ -64,7 +64,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* mangle_cat(PlayerbotAI* botAI)
|
||||
static ActionNode* mangle_cat([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("mangle (cat)",
|
||||
/*P*/ nullptr,
|
||||
@@ -72,7 +72,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* rake(PlayerbotAI* botAI)
|
||||
static ActionNode* rake([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("rake",
|
||||
/*P*/ nullptr,
|
||||
@@ -80,7 +80,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* ferocious_bite(PlayerbotAI* botAI)
|
||||
static ActionNode* ferocious_bite([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("ferocious bite",
|
||||
/*P*/ nullptr,
|
||||
@@ -88,7 +88,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* rip(PlayerbotAI* botAI)
|
||||
static ActionNode* rip([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("rip",
|
||||
/*P*/ nullptr,
|
||||
@@ -96,7 +96,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* pounce(PlayerbotAI* botAI)
|
||||
static ActionNode* pounce([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode("pounce",
|
||||
/*P*/ nullptr,
|
||||
@@ -104,7 +104,7 @@ class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* ravage(PlayerbotAI* botAI)
|
||||
static ActionNode* ravage([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode("ravage",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -21,7 +21,7 @@ class FeralDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* survival_instincts(PlayerbotAI* botAI)
|
||||
static ActionNode* survival_instincts([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("survival instincts",
|
||||
/*P*/ nullptr,
|
||||
@@ -29,7 +29,7 @@ class FeralDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* thorns(PlayerbotAI* botAI)
|
||||
static ActionNode* thorns([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* omen_of_clarity([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* cure_poison([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* cure_poison_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* abolish_poison([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* prowl([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode("prowl",
|
||||
/*P*/ NextAction::array(0, new NextAction("cat form"), nullptr),
|
||||
|
||||
@@ -18,7 +18,7 @@ class GenericDruidNonCombatStrategyActionNodeFactory : public NamedObjectFactory
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* thorns(PlayerbotAI* botAI)
|
||||
static ActionNode* thorns([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* thorns_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* mark_of_the_wild([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* mark_of_the_wild_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* innervate([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("innervate",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -22,7 +22,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* melee(PlayerbotAI* botAI)
|
||||
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("melee",
|
||||
/*P*/ nullptr,
|
||||
@@ -30,7 +30,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* caster_form(PlayerbotAI* botAI)
|
||||
static ActionNode* caster_form([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("caster form",
|
||||
/*P*/ nullptr,
|
||||
@@ -38,7 +38,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* cure_poison(PlayerbotAI* botAI)
|
||||
static ActionNode* cure_poison([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("cure poison",
|
||||
/*P*/ nullptr,
|
||||
@@ -46,7 +46,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* cure_poison_on_party(PlayerbotAI* botAI)
|
||||
static ActionNode* cure_poison_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("cure poison on party",
|
||||
/*P*/ nullptr,
|
||||
@@ -54,7 +54,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* abolish_poison(PlayerbotAI* botAI)
|
||||
static ActionNode* abolish_poison([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("abolish poison",
|
||||
/*P*/ nullptr,
|
||||
@@ -62,7 +62,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* abolish_poison_on_party(PlayerbotAI* botAI)
|
||||
static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("abolish poison on party",
|
||||
/*P*/ nullptr,
|
||||
@@ -70,7 +70,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* rebirth(PlayerbotAI* botAI)
|
||||
static ActionNode* rebirth([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("rebirth",
|
||||
/*P*/ nullptr,
|
||||
@@ -78,7 +78,7 @@ class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* entangling_roots_on_cc(PlayerbotAI* botAI)
|
||||
static ActionNode* entangling_roots_on_cc([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* innervate([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("innervate",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -18,7 +18,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* viper_sting(PlayerbotAI* botAI)
|
||||
static ActionNode* viper_sting([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("viper sting",
|
||||
/*P*/ nullptr,
|
||||
@@ -26,7 +26,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* aimed_shot(PlayerbotAI* botAI)
|
||||
static ActionNode* aimed_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("aimed shot",
|
||||
/*P*/ nullptr,
|
||||
@@ -34,7 +34,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* chimera_shot(PlayerbotAI* botAI)
|
||||
static ActionNode* chimera_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("chimera shot",
|
||||
/*P*/ nullptr,
|
||||
@@ -42,7 +42,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* explosive_shot(PlayerbotAI* botAI)
|
||||
static ActionNode* explosive_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("explosive shot",
|
||||
/*P*/ nullptr,
|
||||
@@ -50,7 +50,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* concussive_shot(PlayerbotAI* botAI)
|
||||
static ActionNode* concussive_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("concussive shot",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -16,7 +16,7 @@ class GenericHunterNonCombatStrategyActionNodeFactory : public NamedObjectFactor
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* rapid_fire(PlayerbotAI* botAI)
|
||||
static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("rapid fire",
|
||||
/*P*/ nullptr,
|
||||
@@ -24,7 +24,7 @@ class GenericHunterNonCombatStrategyActionNodeFactory : public NamedObjectFactor
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* aspect_of_the_pack(PlayerbotAI* botAI)
|
||||
static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("aspect of the pack",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -19,7 +19,7 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* rapid_fire(PlayerbotAI* botAI)
|
||||
static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("rapid fire",
|
||||
/*P*/ nullptr,
|
||||
@@ -27,7 +27,7 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* aspect_of_the_pack(PlayerbotAI* botAI)
|
||||
static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("aspect of the pack",
|
||||
/*P*/ nullptr,
|
||||
@@ -35,7 +35,7 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* feign_death(PlayerbotAI* botAI)
|
||||
static ActionNode* feign_death([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("feign death",
|
||||
/*P*/ nullptr,
|
||||
@@ -43,7 +43,7 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* wing_clip(PlayerbotAI* botAI)
|
||||
static ActionNode* wing_clip([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* raptor_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode("raptor strike",
|
||||
/*P*/ NextAction::array(0, new NextAction("melee"), nullptr),
|
||||
|
||||
@@ -16,7 +16,7 @@ class ArcaneMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* arcane_blast(PlayerbotAI* botAI)
|
||||
static ActionNode* arcane_blast([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("arcane blast",
|
||||
/*P*/ nullptr,
|
||||
@@ -24,7 +24,7 @@ class ArcaneMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* arcane_barrage(PlayerbotAI* botAI)
|
||||
static ActionNode* arcane_barrage([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("arcane barrage",
|
||||
/*P*/ nullptr,
|
||||
@@ -32,7 +32,7 @@ class ArcaneMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* arcane_missiles(PlayerbotAI* botAI)
|
||||
static ActionNode* arcane_missiles([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("arcane missiles",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -16,7 +16,7 @@ class GenericMageNonCombatStrategyActionNodeFactory : public NamedObjectFactory<
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* molten_armor(PlayerbotAI* botAI)
|
||||
static ActionNode* molten_armor([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("molten armor",
|
||||
/*P*/ nullptr,
|
||||
@@ -24,7 +24,7 @@ class GenericMageNonCombatStrategyActionNodeFactory : public NamedObjectFactory<
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* mage_armor(PlayerbotAI* botAI)
|
||||
static ActionNode* mage_armor([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("mage armor",
|
||||
/*P*/ nullptr,
|
||||
@@ -32,7 +32,7 @@ class GenericMageNonCombatStrategyActionNodeFactory : public NamedObjectFactory<
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* ice_armor(PlayerbotAI* botAI)
|
||||
static ActionNode* ice_armor([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("ice armor",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -24,7 +24,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* frostbolt(PlayerbotAI* botAI)
|
||||
static ActionNode* frostbolt([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("frostbolt",
|
||||
/*P*/ nullptr,
|
||||
@@ -32,7 +32,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* fire_blast(PlayerbotAI* botAI)
|
||||
static ActionNode* fire_blast([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("fire blast",
|
||||
/*P*/ nullptr,
|
||||
@@ -40,7 +40,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* scorch(PlayerbotAI* botAI)
|
||||
static ActionNode* scorch([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("scorch",
|
||||
/*P*/ nullptr,
|
||||
@@ -48,7 +48,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* frost_nova(PlayerbotAI* botAI)
|
||||
static ActionNode* frost_nova([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* icy_veins([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("icy veins",
|
||||
/*P*/ nullptr,
|
||||
@@ -64,7 +64,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* combustion(PlayerbotAI* botAI)
|
||||
static ActionNode* combustion([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("combustion",
|
||||
/*P*/ nullptr,
|
||||
@@ -72,7 +72,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* evocation(PlayerbotAI* botAI)
|
||||
static ActionNode* evocation([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("evocation",
|
||||
/*P*/ nullptr,
|
||||
@@ -80,7 +80,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* dragons_breath(PlayerbotAI* botAI)
|
||||
static ActionNode* dragons_breath([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* blast_wave([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* remove_curse([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("remove curse",
|
||||
/*P*/ nullptr,
|
||||
@@ -104,7 +104,7 @@ class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* remove_curse_on_party(PlayerbotAI* botAI)
|
||||
static ActionNode* remove_curse_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("remove curse on party",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -17,7 +17,7 @@ class DpsPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* seal_of_vengeance(PlayerbotAI* botAI)
|
||||
static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("seal of vengeance",
|
||||
/*P*/ nullptr,
|
||||
@@ -25,7 +25,7 @@ class DpsPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* seal_of_command(PlayerbotAI* botAI)
|
||||
static ActionNode* seal_of_command([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("seal of command",
|
||||
/*P*/ nullptr,
|
||||
@@ -33,7 +33,7 @@ class DpsPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* blessing_of_might(PlayerbotAI* botAI)
|
||||
static ActionNode* blessing_of_might([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("blessing of might",
|
||||
/*P*/ nullptr,
|
||||
@@ -41,7 +41,7 @@ class DpsPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* crusader_strike(PlayerbotAI* botAI)
|
||||
static ActionNode* crusader_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("crusader strike",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -15,7 +15,7 @@ class TankPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* seal_of_vengeance(PlayerbotAI* botAI)
|
||||
static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode("seal of vengeance",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -14,7 +14,7 @@ class HolyPriestStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* smite(PlayerbotAI* botAI)
|
||||
static ActionNode* smite([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("smite",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -20,7 +20,7 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* riposte(PlayerbotAI* botAI)
|
||||
static ActionNode* riposte([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("riposte",
|
||||
/*P*/ nullptr,
|
||||
@@ -28,7 +28,7 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* mutilate(PlayerbotAI* botAI)
|
||||
static ActionNode* mutilate([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("mutilate",
|
||||
/*P*/ nullptr,
|
||||
@@ -36,7 +36,7 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* sinister_strike(PlayerbotAI* botAI)
|
||||
static ActionNode* sinister_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("sinister strike",
|
||||
/*P*/ nullptr,
|
||||
@@ -44,7 +44,7 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* kick(PlayerbotAI* botAI)
|
||||
static ActionNode* kick([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("kick",
|
||||
/*P*/ nullptr,
|
||||
@@ -52,7 +52,7 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* kidney_shot(PlayerbotAI* botAI)
|
||||
static ActionNode* kidney_shot([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("kidney shot",
|
||||
/*P*/ nullptr,
|
||||
@@ -60,7 +60,7 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* rupture(PlayerbotAI* botAI)
|
||||
static ActionNode* rupture([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("rupture",
|
||||
/*P*/ nullptr,
|
||||
@@ -68,7 +68,7 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* backstab(PlayerbotAI* botAI)
|
||||
static ActionNode* backstab([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("backstab",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -14,7 +14,7 @@ class CasterShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* magma_totem(PlayerbotAI* botAI)
|
||||
static ActionNode* magma_totem([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("magma totem",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -23,7 +23,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* earth_shock(PlayerbotAI* botAI)
|
||||
static ActionNode* earth_shock([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("earth shock",
|
||||
/*P*/ nullptr,
|
||||
@@ -31,7 +31,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* flametongue_weapon(PlayerbotAI* botAI)
|
||||
static ActionNode* flametongue_weapon([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("flametongue weapon",
|
||||
/*P*/ nullptr,
|
||||
@@ -39,7 +39,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* frostbrand_weapon(PlayerbotAI* botAI)
|
||||
static ActionNode* frostbrand_weapon([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("frostbrand weapon",
|
||||
/*P*/ nullptr,
|
||||
@@ -47,7 +47,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* windfury_weapon(PlayerbotAI* botAI)
|
||||
static ActionNode* windfury_weapon([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("windfury weapon",
|
||||
/*P*/ nullptr,
|
||||
@@ -55,7 +55,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* lesser_healing_wave(PlayerbotAI* botAI)
|
||||
static ActionNode* lesser_healing_wave([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* lesser_healing_wave_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* chain_heal([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("chain heal",
|
||||
/*P*/ nullptr,
|
||||
@@ -79,7 +79,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* riptide(PlayerbotAI* botAI)
|
||||
static ActionNode* riptide([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("riptide",
|
||||
/*P*/ nullptr,
|
||||
@@ -87,7 +87,7 @@ class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionN
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* chain_heal_on_party(PlayerbotAI* botAI)
|
||||
static ActionNode* chain_heal_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
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(PlayerbotAI* botAI)
|
||||
static ActionNode* riptide_on_party([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("riptide on party",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -15,7 +15,7 @@ class HealShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* earthliving_weapon(PlayerbotAI* botAI)
|
||||
static ActionNode* earthliving_weapon([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("earthliving weapon",
|
||||
/*P*/ nullptr,
|
||||
@@ -23,7 +23,7 @@ class HealShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* mana_tide_totem(PlayerbotAI* botAI)
|
||||
static ActionNode* mana_tide_totem([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("mana tide totem",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -16,7 +16,7 @@ class MeleeShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* stormstrike(PlayerbotAI* botAI)
|
||||
static ActionNode* stormstrike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("stormstrike",
|
||||
/*P*/ nullptr,
|
||||
@@ -24,7 +24,7 @@ class MeleeShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* lava_lash(PlayerbotAI* botAI)
|
||||
static ActionNode* lava_lash([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("lava lash",
|
||||
/*P*/ nullptr,
|
||||
@@ -32,7 +32,7 @@ class MeleeShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* magma_totem(PlayerbotAI* botAI)
|
||||
static ActionNode* magma_totem([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("magma totem",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -14,7 +14,7 @@ class DpsWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* shadow_bolt(PlayerbotAI* botAI)
|
||||
static ActionNode* shadow_bolt([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("shadow bolt",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -18,7 +18,7 @@ class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFacto
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* fel_armor(PlayerbotAI* botAI)
|
||||
static ActionNode* fel_armor([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("fel armor",
|
||||
/*P*/ nullptr,
|
||||
@@ -26,7 +26,7 @@ class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFacto
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* demon_armor(PlayerbotAI* botAI)
|
||||
static ActionNode* demon_armor([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("demon armor",
|
||||
/*P*/ nullptr,
|
||||
@@ -34,7 +34,7 @@ class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFacto
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* summon_voidwalker(PlayerbotAI* botAI)
|
||||
static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode("summon voidwalker",
|
||||
/*P*/ nullptr,
|
||||
@@ -42,7 +42,7 @@ class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFacto
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* summon_felguard(PlayerbotAI* botAI)
|
||||
static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode("summon felguard",
|
||||
/*P*/ nullptr,
|
||||
@@ -50,7 +50,7 @@ class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFacto
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* summon_succubus(PlayerbotAI* botAI)
|
||||
static ActionNode* summon_succubus(PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode("summon succubus",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -15,14 +15,14 @@ class GenericWarlockStrategyActionNodeFactory : public NamedObjectFactory<Action
|
||||
}
|
||||
|
||||
private:
|
||||
//static ActionNode* summon_voidwalker(PlayerbotAI* botAI)
|
||||
//static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
//{
|
||||
//return new ActionNode ("summon voidwalker",
|
||||
/*P*/ //nullptr,
|
||||
/*A*/ //NextAction::array(0, new NextAction("drain soul"), nullptr),
|
||||
/*C*/ //nullptr);
|
||||
//}
|
||||
static ActionNode* banish(PlayerbotAI* botAI)
|
||||
static ActionNode* banish([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("banish",
|
||||
/*P*/ nullptr,
|
||||
|
||||
@@ -16,7 +16,7 @@ class GenericWarlockStrategyActionNodeFactory : public NamedObjectFactory<Action
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* summon_voidwalker(PlayerbotAI* botAI)
|
||||
static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("summon voidwalker",
|
||||
/*P*/ nullptr,
|
||||
@@ -24,7 +24,7 @@ class GenericWarlockStrategyActionNodeFactory : public NamedObjectFactory<Action
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* summon_felguard(PlayerbotAI* botAI)
|
||||
static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode ("summon felguard",
|
||||
/*P*/ nullptr,
|
||||
@@ -32,7 +32,7 @@ class GenericWarlockStrategyActionNodeFactory : public NamedObjectFactory<Action
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* summon_succubus(PlayerbotAI* botAI)
|
||||
static ActionNode* summon_succubus([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill
|
||||
{
|
||||
return new ActionNode("summon succubus",
|
||||
/*P*/ nullptr,
|
||||
|
||||
Reference in New Issue
Block a user