/* * 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. */ #include "NewRpgStrategy.h" #include "Playerbots.h" NewRpgStrategy::NewRpgStrategy(PlayerbotAI* botAI) : Strategy(botAI) {} NextAction** NewRpgStrategy::getDefaultActions() { // the releavance should be greater than grind return NextAction::array(0, new NextAction("new rpg status update", 11.0f), nullptr); } void NewRpgStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("go grind status", NextAction::array(0, new NextAction("new rpg go grind", 3.0f), nullptr))); triggers.push_back( new TriggerNode("go innkeeper status", NextAction::array(0, new NextAction("new rpg go innkeeper", 3.0f), nullptr))); triggers.push_back( new TriggerNode("near random status", NextAction::array(0, new NextAction("new rpg move random", 3.0f), nullptr))); triggers.push_back( new TriggerNode("near npc status", NextAction::array(0, new NextAction("new rpg move npc", 3.0f), nullptr))); triggers.push_back( new TriggerNode("do quest status", NextAction::array(0, new NextAction("new rpg do quest", 3.0f), nullptr))); } void NewRpgStrategy::InitMultipliers(std::vector& multipliers) { // multipliers.push_back(new RpgActionMultiplier(botAI)); }