/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version. */ #ifndef _PLAYERBOT_TRIGGERCONTEXT_H #define _PLAYERBOT_TRIGGERCONTEXT_H #include "GenericTriggers.h" #include "CureTriggers.h" #include "GuildTriggers.h" #include "LootTriggers.h" #include "LfgTriggers.h" #include "PvpTriggers.h" #include "RpgTriggers.h" #include "RtiTriggers.h" #include "StuckTriggers.h" #include "TravelTriggers.h" #include "NamedObjectContext.h" #include "RaidNaxxTriggers.h" class PlayerbotAI; class TriggerContext : public NamedObjectContext { public: TriggerContext() { creators["return"] = &TriggerContext::_return; creators["sit"] = &TriggerContext::sit; creators["collision"] = &TriggerContext::collision; creators["timer"] = &TriggerContext::Timer; creators["random"] = &TriggerContext::Random; creators["seldom"] = &TriggerContext::seldom; creators["often"] = &TriggerContext::often; creators["target critical health"] = &TriggerContext::TargetCriticalHealth; creators["critical health"] = &TriggerContext::CriticalHealth; creators["low health"] = &TriggerContext::LowHealth; creators["medium health"] = &TriggerContext::MediumHealth; creators["almost full health"] = &TriggerContext::AlmostFullHealth; creators["low mana"] = &TriggerContext::LowMana; creators["medium mana"] = &TriggerContext::MediumMana; creators["high mana"] = &TriggerContext::HighMana; creators["almost full mana"] = &TriggerContext::AlmostFullMana; creators["party member critical health"] = &TriggerContext::PartyMemberCriticalHealth; creators["party member low health"] = &TriggerContext::PartyMemberLowHealth; creators["party member medium health"] = &TriggerContext::PartyMemberMediumHealth; creators["party member almost full health"] = &TriggerContext::PartyMemberAlmostFullHealth; creators["protect party member"] = &TriggerContext::protect_party_member; creators["light rage available"] = &TriggerContext::LightRageAvailable; creators["medium rage available"] = &TriggerContext::MediumRageAvailable; creators["high rage available"] = &TriggerContext::HighRageAvailable; creators["light energy available"] = &TriggerContext::LightEnergyAvailable; creators["medium energy available"] = &TriggerContext::MediumEnergyAvailable; creators["high energy available"] = &TriggerContext::HighEnergyAvailable; creators["loot available"] = &TriggerContext::LootAvailable; creators["no attackers"] = &TriggerContext::NoAttackers; creators["no target"] = &TriggerContext::NoTarget; creators["target in sight"] = &TriggerContext::TargetInSight; creators["not dps target active"] = &TriggerContext::not_dps_target_active; creators["not dps aoe target active"] = &TriggerContext::not_dps_aoe_target_active; creators["has nearest adds"] = &TriggerContext::has_nearest_adds; creators["enemy player near"] = &TriggerContext::enemy_player_near; creators["tank assist"] = &TriggerContext::TankAssist; creators["lose aggro"] = &TriggerContext::LoseAggro; creators["has aggro"] = &TriggerContext::HasAggro; creators["light aoe"] = &TriggerContext::LightAoe; creators["medium aoe"] = &TriggerContext::MediumAoe; creators["high aoe"] = &TriggerContext::HighAoe; creators["has area debuff"] = &TriggerContext::HasAreaDebuff; creators["enemy out of melee"] = &TriggerContext::EnemyOutOfMelee; creators["enemy out of spell"] = &TriggerContext::EnemyOutOfSpell; creators["enemy too close for spell"] = &TriggerContext::enemy_too_close_for_spell; creators["enemy too close for shoot"] = &TriggerContext::enemy_too_close_for_shoot; creators["enemy too close for auto shot"] = &TriggerContext::enemy_too_close_for_auto_shot; creators["enemy too close for melee"] = &TriggerContext::enemy_too_close_for_melee; creators["enemy is close"] = &TriggerContext::enemy_is_close; creators["party member to heal out of spell range"] = &TriggerContext::party_member_to_heal_out_of_spell_range; creators["combo points available"] = &TriggerContext::ComboPointsAvailable; creators["combo points 3 available"] = &TriggerContext::ComboPoints3Available; creators["medium threat"] = &TriggerContext::MediumThreat; creators["dead"] = &TriggerContext::Dead; creators["corpse near"] = &TriggerContext::corpse_near; creators["party member dead"] = &TriggerContext::PartyMemberDead; creators["combat party member dead"] = &TriggerContext::CombatPartyMemberDead; creators["no pet"] = &TriggerContext::no_pet; creators["has pet"] = &TriggerContext::has_pet; creators["pet attack"] = &TriggerContext::pet_attack; creators["has attackers"] = &TriggerContext::has_attackers; creators["no possible targets"] = &TriggerContext::no_possible_targets; creators["possible adds"] = &TriggerContext::possible_adds; creators["no drink"] = &TriggerContext::no_drink; creators["no food"] = &TriggerContext::no_food; creators["panic"] = &TriggerContext::panic; creators["outnumbered"] = &TriggerContext::outnumbered; creators["behind target"] = &TriggerContext::behind_target; creators["not behind target"] = &TriggerContext::not_behind_target; creators["not facing target"] = &TriggerContext::not_facing_target; creators["far from master"] = &TriggerContext::far_from_master; creators["far from loot target"] = &TriggerContext::far_from_loot_target; creators["can loot"] = &TriggerContext::can_loot; creators["swimming"] = &TriggerContext::swimming; creators["target changed"] = &TriggerContext::target_changed; creators["critical aoe heal"] = &TriggerContext::critical_aoe_heal; creators["low aoe heal"] = &TriggerContext::low_aoe_heal; creators["medium aoe heal"] = &TriggerContext::medium_aoe_heal; creators["almost full aoe heal"] = &TriggerContext::almost_full_aoe_heal; creators["group heal occasion"] = &TriggerContext::group_heal_occasion; creators["medium group heal occasion"] = &TriggerContext::medium_group_heal_occasion; creators["invalid target"] = &TriggerContext::invalid_target; creators["lfg proposal active"] = &TriggerContext::lfg_proposal_active; creators["unknown dungeon"] = &TriggerContext::unknown_dungeon; creators["random bot update"] = &TriggerContext::random_bot_update_trigger; creators["no non bot players around"] = &TriggerContext::no_non_bot_players_around; creators["new player nearby"] = &TriggerContext::new_player_nearby; creators["no rpg target"] = &TriggerContext::no_rpg_target; creators["has rpg target"] = &TriggerContext::has_rpg_target; creators["far from rpg target"] = &TriggerContext::far_from_rpg_target; creators["near rpg target"] = &TriggerContext::near_rpg_target; creators["no travel target"] = &TriggerContext::no_travel_target; creators["far from travel target"] = &TriggerContext::far_from_travel_target; creators["no rti target"] = &TriggerContext::no_rti; creators["give food"] = &TriggerContext::give_food; creators["give water"] = &TriggerContext::give_water; creators["bg waiting"] = &TriggerContext::bg_waiting; creators["bg active"] = &TriggerContext::bg_active; creators["bg invite active"] = &TriggerContext::bg_invite_active; creators["inside bg"] = &TriggerContext::inside_bg; creators["player has no flag"] = &TriggerContext::player_has_no_flag; creators["player has flag"] = &TriggerContext::player_has_flag; creators["team has flag"] = &TriggerContext::team_has_flag; creators["enemy team has flag"] = &TriggerContext::enemy_team_has_flag; creators["enemy flagcarrier near"] = &TriggerContext::enemy_flagcarrier_near; creators["in Battleground"] = &TriggerContext::player_is_in_BATTLEGROUND; creators["in Battleground without flag"] = &TriggerContext::player_is_in_BATTLEGROUND_no_flag; creators["wants in bg"] = &TriggerContext::player_wants_in_bg; creators["mounted"] = &TriggerContext::mounted; // move to/enter dark portal if near creators["near dark portal"] = &TriggerContext::near_dark_portal; creators["at dark portal azeroth"] = &TriggerContext::at_dark_portal_azeroth; creators["at dark portal outland"] = &TriggerContext::at_dark_portal_outland; creators["vehicle near"] = &TriggerContext::vehicle_near; creators["in vehicle"] = &TriggerContext::in_vehicle; creators["need world buff"] = &TriggerContext::need_world_buff; creators["falling"] = &TriggerContext::falling; creators["falling far"] = &TriggerContext::falling_far; creators["move stuck"] = &TriggerContext::move_stuck; creators["move long stuck"] = &TriggerContext::move_long_stuck; creators["combat stuck"] = &TriggerContext::combat_stuck; creators["combat long stuck"] = &TriggerContext::combat_long_stuck; creators["petition signed"] = &TriggerContext::petition_signed; creators["buy tabard"] = &TriggerContext::buy_tabard; creators["leave large guild"] = &TriggerContext::leave_large_guild; creators["rpg"] = &TriggerContext::rpg; creators["rpg taxi"] = &TriggerContext::rpg_taxi; creators["rpg discover"] = &TriggerContext::rpg_discover; creators["rpg start quest"] = &TriggerContext::rpg_start_quest; creators["rpg end quest"] = &TriggerContext::rpg_end_quest; creators["rpg buy"] = &TriggerContext::rpg_buy; creators["rpg sell"] = &TriggerContext::rpg_sell; creators["rpg repair"] = &TriggerContext::rpg_repair; creators["rpg train"] = &TriggerContext::rpg_train; creators["rpg heal"] = &TriggerContext::rpg_heal; creators["rpg home bind"] = &TriggerContext::rpg_home_bind; creators["rpg queue bg"] = &TriggerContext::rpg_queue_bg; creators["rpg buy petition"] = &TriggerContext::rpg_buy_petition; creators["rpg use"] = &TriggerContext::rpg_use; creators["rpg spell"] = &TriggerContext::rpg_spell; creators["rpg craft"] = &TriggerContext::rpg_craft; creators["rpg trade useful"] = &TriggerContext::rpg_trade_useful; creators["rpg duel"] = &TriggerContext::rpg_duel; } private: static Trigger* give_food(PlayerbotAI* botAI) { return new GiveFoodTrigger(botAI); } static Trigger* give_water(PlayerbotAI* botAI) { return new GiveWaterTrigger(botAI); } static Trigger* no_rti(PlayerbotAI* botAI) { return new NoRtiTrigger(botAI); } static Trigger* _return(PlayerbotAI* botAI) { return new ReturnTrigger(botAI); } static Trigger* sit(PlayerbotAI* botAI) { return new SitTrigger(botAI); } static Trigger* far_from_rpg_target(PlayerbotAI* botAI) { return new FarFromRpgTargetTrigger(botAI); } static Trigger* near_rpg_target(PlayerbotAI* botAI) { return new NearRpgTargetTrigger(botAI); } static Trigger* far_from_travel_target(PlayerbotAI* botAI) { return new FarFromTravelTargetTrigger(botAI); } static Trigger* no_travel_target(PlayerbotAI* botAI) { return new NoTravelTargetTrigger(botAI); } static Trigger* no_rpg_target(PlayerbotAI* botAI) { return new NoRpgTargetTrigger(botAI); } static Trigger* has_rpg_target(PlayerbotAI* botAI) { return new HasRpgTargetTrigger(botAI); } static Trigger* collision(PlayerbotAI* botAI) { return new CollisionTrigger(botAI); } static Trigger* lfg_proposal_active(PlayerbotAI* botAI) { return new LfgProposalActiveTrigger(botAI); } static Trigger* unknown_dungeon(PlayerbotAI* botAI) { return new UnknownDungeonTrigger(botAI); } static Trigger* invalid_target(PlayerbotAI* botAI) { return new InvalidTargetTrigger(botAI); } static Trigger* critical_aoe_heal(PlayerbotAI* botAI) { return new AoeHealTrigger(botAI, "critical aoe heal", "critical", 2); } static Trigger* low_aoe_heal(PlayerbotAI* botAI) { return new AoeHealTrigger(botAI, "low aoe heal", "low", 2); } static Trigger* medium_aoe_heal(PlayerbotAI* botAI) { return new AoeHealTrigger(botAI, "medium aoe heal", "medium", 2); } static Trigger* almost_full_aoe_heal(PlayerbotAI* botAI) { return new AoeHealTrigger(botAI, "almost full aoe heal", "almost full", 2); } static Trigger* group_heal_occasion(PlayerbotAI* ai) { return new AoeInGroupTrigger(ai, "group heal occasion", "almost full", 0.6); } static Trigger* medium_group_heal_occasion(PlayerbotAI* ai) { return new AoeInGroupTrigger(ai, "group heal occasion", "medium", 0.4); } static Trigger* target_changed(PlayerbotAI* botAI) { return new TargetChangedTrigger(botAI); } static Trigger* swimming(PlayerbotAI* botAI) { return new IsSwimmingTrigger(botAI); } static Trigger* no_possible_targets(PlayerbotAI* botAI) { return new NoPossibleTargetsTrigger(botAI); } static Trigger* possible_adds(PlayerbotAI* botAI) { return new PossibleAddsTrigger(botAI); } static Trigger* can_loot(PlayerbotAI* botAI) { return new CanLootTrigger(botAI); } static Trigger* far_from_loot_target(PlayerbotAI* botAI) { return new FarFromCurrentLootTrigger(botAI); } static Trigger* far_from_master(PlayerbotAI* botAI) { return new FarFromMasterTrigger(botAI); } static Trigger* behind_target(PlayerbotAI* botAI) { return new IsBehindTargetTrigger(botAI); } static Trigger* not_behind_target(PlayerbotAI* botAI) { return new IsNotBehindTargetTrigger(botAI); } static Trigger* not_facing_target(PlayerbotAI* botAI) { return new IsNotFacingTargetTrigger(botAI); } static Trigger* panic(PlayerbotAI* botAI) { return new PanicTrigger(botAI); } static Trigger* outnumbered(PlayerbotAI* botAI) { return new OutNumberedTrigger(botAI); } static Trigger* no_drink(PlayerbotAI* botAI) { return new NoDrinkTrigger(botAI); } static Trigger* no_food(PlayerbotAI* botAI) { return new NoFoodTrigger(botAI); } static Trigger* LightAoe(PlayerbotAI* botAI) { return new LightAoeTrigger(botAI); } static Trigger* MediumAoe(PlayerbotAI* botAI) { return new MediumAoeTrigger(botAI); } static Trigger* HighAoe(PlayerbotAI* botAI) { return new HighAoeTrigger(botAI); } static Trigger* HasAreaDebuff(PlayerbotAI* botAI) { return new HasAreaDebuffTrigger(botAI); } static Trigger* LoseAggro(PlayerbotAI* botAI) { return new LoseAggroTrigger(botAI); } static Trigger* HasAggro(PlayerbotAI* botAI) { return new HasAggroTrigger(botAI); } static Trigger* LowHealth(PlayerbotAI* botAI) { return new LowHealthTrigger(botAI); } static Trigger* MediumHealth(PlayerbotAI* botAI) { return new MediumHealthTrigger(botAI); } static Trigger* AlmostFullHealth(PlayerbotAI* botAI) { return new AlmostFullHealthTrigger(botAI); } static Trigger* CriticalHealth(PlayerbotAI* botAI) { return new CriticalHealthTrigger(botAI); } static Trigger* TargetCriticalHealth(PlayerbotAI* botAI) { return new TargetCriticalHealthTrigger(botAI); } static Trigger* LowMana(PlayerbotAI* botAI) { return new LowManaTrigger(botAI); } static Trigger* MediumMana(PlayerbotAI* botAI) { return new MediumManaTrigger(botAI); } static Trigger* HighMana(PlayerbotAI* botAI) { return new HighManaTrigger(botAI); } static Trigger* AlmostFullMana(PlayerbotAI* botAI) { return new AlmostFullManaTrigger(botAI); } static Trigger* LightRageAvailable(PlayerbotAI* botAI) { return new LightRageAvailableTrigger(botAI); } static Trigger* MediumRageAvailable(PlayerbotAI* botAI) { return new MediumRageAvailableTrigger(botAI); } static Trigger* HighRageAvailable(PlayerbotAI* botAI) { return new HighRageAvailableTrigger(botAI); } static Trigger* LightEnergyAvailable(PlayerbotAI* botAI) { return new LightEnergyAvailableTrigger(botAI); } static Trigger* MediumEnergyAvailable(PlayerbotAI* botAI) { return new MediumEnergyAvailableTrigger(botAI); } static Trigger* HighEnergyAvailable(PlayerbotAI* botAI) { return new HighEnergyAvailableTrigger(botAI); } static Trigger* LootAvailable(PlayerbotAI* botAI) { return new LootAvailableTrigger(botAI); } static Trigger* NoAttackers(PlayerbotAI* botAI) { return new NoAttackersTrigger(botAI); } static Trigger* TankAssist(PlayerbotAI* botAI) { return new TankAssistTrigger(botAI); } static Trigger* Timer(PlayerbotAI* botAI) { return new TimerTrigger(botAI); } static Trigger* NoTarget(PlayerbotAI* botAI) { return new NoTargetTrigger(botAI); } static Trigger* TargetInSight(PlayerbotAI* botAI) { return new TargetInSightTrigger(botAI); } static Trigger* not_dps_target_active(PlayerbotAI* botAI) { return new NotDpsTargetActiveTrigger(botAI); } static Trigger* not_dps_aoe_target_active(PlayerbotAI* botAI) { return new NotDpsAoeTargetActiveTrigger(botAI); } static Trigger* has_nearest_adds(PlayerbotAI* botAI) { return new HasNearestAddsTrigger(botAI); } static Trigger* enemy_player_near(PlayerbotAI* botAI) { return new EnemyPlayerNear(botAI); } static Trigger* Random(PlayerbotAI* botAI) { return new RandomTrigger(botAI, "random", 20); } static Trigger* seldom(PlayerbotAI* botAI) { return new RandomTrigger(botAI, "seldom", 300); } static Trigger* often(PlayerbotAI* botAI) { return new RandomTrigger(botAI, "often", 5); } static Trigger* EnemyOutOfMelee(PlayerbotAI* botAI) { return new EnemyOutOfMeleeTrigger(botAI); } static Trigger* EnemyOutOfSpell(PlayerbotAI* botAI) { return new EnemyOutOfSpellRangeTrigger(botAI); } static Trigger* enemy_too_close_for_spell(PlayerbotAI* botAI) { return new EnemyTooCloseForSpellTrigger(botAI); } static Trigger* enemy_too_close_for_auto_shot(PlayerbotAI* botAI) { return new EnemyTooCloseForAutoShotTrigger(botAI); } static Trigger* enemy_too_close_for_shoot(PlayerbotAI* botAI) { return new EnemyTooCloseForShootTrigger(botAI); } static Trigger* enemy_too_close_for_melee(PlayerbotAI* botAI) { return new EnemyTooCloseForMeleeTrigger(botAI); } static Trigger* enemy_is_close(PlayerbotAI* botAI) { return new EnemyIsCloseTrigger(botAI); } static Trigger* party_member_to_heal_out_of_spell_range(PlayerbotAI* botAI) { return new PartyMemberToHealOutOfSpellRangeTrigger(botAI); } static Trigger* ComboPointsAvailable(PlayerbotAI* botAI) { return new ComboPointsAvailableTrigger(botAI); } static Trigger* ComboPoints3Available(PlayerbotAI* botAI) { return new ComboPointsAvailableTrigger(botAI, 3); } static Trigger* MediumThreat(PlayerbotAI* botAI) { return new MediumThreatTrigger(botAI); } static Trigger* Dead(PlayerbotAI* botAI) { return new DeadTrigger(botAI); } static Trigger* corpse_near(PlayerbotAI* botAI) { return new CorpseNearTrigger(botAI); } static Trigger* PartyMemberDead(PlayerbotAI* botAI) { return new PartyMemberDeadTrigger(botAI); } static Trigger* CombatPartyMemberDead(PlayerbotAI* botAI) { return new CombatPartyMemberDeadTrigger(botAI); } static Trigger* PartyMemberLowHealth(PlayerbotAI* botAI) { return new PartyMemberLowHealthTrigger(botAI); } static Trigger* PartyMemberMediumHealth(PlayerbotAI* botAI) { return new PartyMemberMediumHealthTrigger(botAI); } static Trigger* PartyMemberAlmostFullHealth(PlayerbotAI* botAI) { return new PartyMemberAlmostFullHealthTrigger(botAI); } static Trigger* PartyMemberCriticalHealth(PlayerbotAI* botAI) { return new PartyMemberCriticalHealthTrigger(botAI); } static Trigger* protect_party_member(PlayerbotAI* botAI) { return new ProtectPartyMemberTrigger(botAI); } static Trigger* no_pet(PlayerbotAI* botAI) { return new NoPetTrigger(botAI); } static Trigger* has_pet(PlayerbotAI* botAI) { return new HasPetTrigger(botAI); } static Trigger* pet_attack(PlayerbotAI* botAI) { return new PetAttackTrigger(botAI); } static Trigger* has_attackers(PlayerbotAI* botAI) { return new HasAttackersTrigger(botAI); } static Trigger* random_bot_update_trigger(PlayerbotAI* botAI) { return new RandomBotUpdateTrigger(botAI); } static Trigger* no_non_bot_players_around(PlayerbotAI* botAI) { return new NoNonBotPlayersAroundTrigger(botAI); } static Trigger* new_player_nearby(PlayerbotAI* botAI) { return new NewPlayerNearbyTrigger(botAI); } static Trigger* bg_waiting(PlayerbotAI* botAI) { return new BgWaitingTrigger(botAI); } static Trigger* bg_active(PlayerbotAI* botAI) { return new BgActiveTrigger(botAI); } static Trigger* bg_invite_active(PlayerbotAI* botAI) { return new BgInviteActiveTrigger(botAI); } static Trigger* inside_bg(PlayerbotAI* botAI) { return new InsideBGTrigger(botAI); } static Trigger* player_has_no_flag(PlayerbotAI* botAI) { return new PlayerHasNoFlag(botAI); } static Trigger* player_has_flag(PlayerbotAI* botAI) { return new PlayerHasFlag(botAI); } static Trigger* team_has_flag(PlayerbotAI* botAI) { return new TeamHasFlag(botAI); } static Trigger* enemy_team_has_flag(PlayerbotAI* botAI) { return new EnemyTeamHasFlag(botAI); } static Trigger* enemy_flagcarrier_near(PlayerbotAI* botAI) { return new EnemyFlagCarrierNear(botAI); } static Trigger* player_is_in_BATTLEGROUND(PlayerbotAI* botAI) { return new PlayerIsInBattleground(botAI); } static Trigger* player_is_in_BATTLEGROUND_no_flag(PlayerbotAI* botAI) { return new PlayerIsInBattlegroundWithoutFlag(botAI); } static Trigger* mounted(PlayerbotAI* botAI) { return new IsMountedTrigger(botAI); } static Trigger* at_dark_portal_outland(PlayerbotAI* botAI) { return new AtDarkPortalOutlandTrigger(botAI); } static Trigger* at_dark_portal_azeroth(PlayerbotAI* botAI) { return new AtDarkPortalAzerothTrigger(botAI); } static Trigger* in_vehicle(PlayerbotAI* botAI) { return new InVehicleTrigger(botAI); } static Trigger* vehicle_near(PlayerbotAI* botAI) { return new VehicleNearTrigger(botAI); } static Trigger* near_dark_portal(PlayerbotAI* botAI) { return new NearDarkPortalTrigger(botAI); } static Trigger* need_world_buff(PlayerbotAI* botAI) { return new NeedWorldBuffTrigger(botAI); } static Trigger* falling(PlayerbotAI* botAI) { return new IsFallingTrigger(botAI); } static Trigger* falling_far(PlayerbotAI* botAI) { return new IsFallingFarTrigger(botAI); } static Trigger* move_stuck(PlayerbotAI* botAI) { return new MoveStuckTrigger(botAI); } static Trigger* move_long_stuck(PlayerbotAI* botAI) { return new MoveLongStuckTrigger(botAI); } static Trigger* combat_stuck(PlayerbotAI* botAI) { return new CombatStuckTrigger(botAI); } static Trigger* combat_long_stuck(PlayerbotAI* botAI) { return new CombatLongStuckTrigger(botAI); } static Trigger* player_wants_in_bg(PlayerbotAI* botAI) { return new PlayerWantsInBattlegroundTrigger(botAI); } static Trigger* petition_signed(PlayerbotAI* botAI) { return new PetitionTurnInTrigger(botAI); } static Trigger* buy_tabard(PlayerbotAI* botAI) { return new BuyTabardTrigger(botAI); } static Trigger* leave_large_guild(PlayerbotAI* botAI) { return new LeaveLargeGuildTrigger(botAI); } static Trigger* rpg(PlayerbotAI* botAI) { return new RpgTrigger(botAI); } static Trigger* rpg_taxi(PlayerbotAI* botAI) { return new RpgTaxiTrigger(botAI); } static Trigger* rpg_discover(PlayerbotAI* botAI) { return new RpgDiscoverTrigger(botAI); } static Trigger* rpg_start_quest(PlayerbotAI* botAI) { return new RpgStartQuestTrigger(botAI); } static Trigger* rpg_end_quest(PlayerbotAI* botAI) { return new RpgEndQuestTrigger(botAI); } static Trigger* rpg_buy(PlayerbotAI* botAI) { return new RpgBuyTrigger(botAI); } static Trigger* rpg_sell(PlayerbotAI* botAI) { return new RpgSellTrigger(botAI); } static Trigger* rpg_repair(PlayerbotAI* botAI) { return new RpgRepairTrigger(botAI); } static Trigger* rpg_train(PlayerbotAI* botAI) { return new RpgTrainTrigger(botAI); } static Trigger* rpg_heal(PlayerbotAI* botAI) { return new RpgHealTrigger(botAI); } static Trigger* rpg_home_bind(PlayerbotAI* botAI) { return new RpgHomeBindTrigger(botAI); } static Trigger* rpg_queue_bg(PlayerbotAI* botAI) { return new RpgQueueBGTrigger(botAI); } static Trigger* rpg_buy_petition(PlayerbotAI* botAI) { return new RpgBuyPetitionTrigger(botAI); } static Trigger* rpg_use(PlayerbotAI* botAI) { return new RpgUseTrigger(botAI); } static Trigger* rpg_spell(PlayerbotAI* botAI) { return new RpgUseTrigger(botAI); } static Trigger* rpg_craft(PlayerbotAI* botAI) { return new RpgCraftTrigger(botAI); } static Trigger* rpg_trade_useful(PlayerbotAI* botAI) { return new RpgTradeUsefulTrigger(botAI); } static Trigger* rpg_duel(PlayerbotAI* botAI) { return new RpgDuelTrigger(botAI); } }; #endif