mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
351 lines
26 KiB
C++
351 lines
26 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, 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.
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*/
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#ifndef _PLAYERBOT_TRIGGERCONTEXT_H
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#define _PLAYERBOT_TRIGGERCONTEXT_H
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#include "GenericTriggers.h"
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#include "CureTriggers.h"
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#include "GuildTriggers.h"
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#include "LootTriggers.h"
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#include "LfgTriggers.h"
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#include "PvpTriggers.h"
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#include "RpgTriggers.h"
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#include "RtiTriggers.h"
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#include "StuckTriggers.h"
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#include "TravelTriggers.h"
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#include "NamedObjectContext.h"
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#include "RaidNaxxTriggers.h"
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class PlayerbotAI;
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class TriggerContext : public NamedObjectContext<Trigger>
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{
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public:
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TriggerContext()
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{
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creators["return"] = &TriggerContext::_return;
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creators["sit"] = &TriggerContext::sit;
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creators["collision"] = &TriggerContext::collision;
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creators["timer"] = &TriggerContext::Timer;
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creators["random"] = &TriggerContext::Random;
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creators["seldom"] = &TriggerContext::seldom;
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creators["often"] = &TriggerContext::often;
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creators["target critical health"] = &TriggerContext::TargetCriticalHealth;
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creators["critical health"] = &TriggerContext::CriticalHealth;
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creators["low health"] = &TriggerContext::LowHealth;
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creators["medium health"] = &TriggerContext::MediumHealth;
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creators["almost full health"] = &TriggerContext::AlmostFullHealth;
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creators["low mana"] = &TriggerContext::LowMana;
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creators["medium mana"] = &TriggerContext::MediumMana;
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creators["high mana"] = &TriggerContext::HighMana;
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creators["almost full mana"] = &TriggerContext::AlmostFullMana;
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creators["party member critical health"] = &TriggerContext::PartyMemberCriticalHealth;
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creators["party member low health"] = &TriggerContext::PartyMemberLowHealth;
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creators["party member medium health"] = &TriggerContext::PartyMemberMediumHealth;
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creators["party member almost full health"] = &TriggerContext::PartyMemberAlmostFullHealth;
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creators["protect party member"] = &TriggerContext::protect_party_member;
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creators["light rage available"] = &TriggerContext::LightRageAvailable;
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creators["medium rage available"] = &TriggerContext::MediumRageAvailable;
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creators["high rage available"] = &TriggerContext::HighRageAvailable;
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creators["light energy available"] = &TriggerContext::LightEnergyAvailable;
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creators["medium energy available"] = &TriggerContext::MediumEnergyAvailable;
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creators["high energy available"] = &TriggerContext::HighEnergyAvailable;
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creators["loot available"] = &TriggerContext::LootAvailable;
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creators["no attackers"] = &TriggerContext::NoAttackers;
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creators["no target"] = &TriggerContext::NoTarget;
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creators["target in sight"] = &TriggerContext::TargetInSight;
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creators["not dps target active"] = &TriggerContext::not_dps_target_active;
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creators["not dps aoe target active"] = &TriggerContext::not_dps_aoe_target_active;
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creators["has nearest adds"] = &TriggerContext::has_nearest_adds;
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creators["enemy player near"] = &TriggerContext::enemy_player_near;
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creators["tank assist"] = &TriggerContext::TankAssist;
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creators["lose aggro"] = &TriggerContext::LoseAggro;
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creators["has aggro"] = &TriggerContext::HasAggro;
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creators["light aoe"] = &TriggerContext::LightAoe;
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creators["medium aoe"] = &TriggerContext::MediumAoe;
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creators["high aoe"] = &TriggerContext::HighAoe;
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creators["has area debuff"] = &TriggerContext::HasAreaDebuff;
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creators["enemy out of melee"] = &TriggerContext::EnemyOutOfMelee;
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creators["enemy out of spell"] = &TriggerContext::EnemyOutOfSpell;
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creators["enemy too close for spell"] = &TriggerContext::enemy_too_close_for_spell;
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creators["enemy too close for shoot"] = &TriggerContext::enemy_too_close_for_shoot;
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creators["enemy too close for auto shot"] = &TriggerContext::enemy_too_close_for_auto_shot;
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creators["enemy too close for melee"] = &TriggerContext::enemy_too_close_for_melee;
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creators["enemy is close"] = &TriggerContext::enemy_is_close;
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creators["party member to heal out of spell range"] = &TriggerContext::party_member_to_heal_out_of_spell_range;
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creators["combo points available"] = &TriggerContext::ComboPointsAvailable;
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creators["combo points 3 available"] = &TriggerContext::ComboPoints3Available;
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creators["medium threat"] = &TriggerContext::MediumThreat;
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creators["dead"] = &TriggerContext::Dead;
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creators["corpse near"] = &TriggerContext::corpse_near;
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creators["party member dead"] = &TriggerContext::PartyMemberDead;
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creators["combat party member dead"] = &TriggerContext::CombatPartyMemberDead;
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creators["no pet"] = &TriggerContext::no_pet;
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creators["has pet"] = &TriggerContext::has_pet;
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creators["pet attack"] = &TriggerContext::pet_attack;
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creators["has attackers"] = &TriggerContext::has_attackers;
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creators["no possible targets"] = &TriggerContext::no_possible_targets;
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creators["possible adds"] = &TriggerContext::possible_adds;
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creators["no drink"] = &TriggerContext::no_drink;
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creators["no food"] = &TriggerContext::no_food;
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creators["panic"] = &TriggerContext::panic;
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creators["outnumbered"] = &TriggerContext::outnumbered;
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creators["behind target"] = &TriggerContext::behind_target;
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creators["not behind target"] = &TriggerContext::not_behind_target;
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creators["not facing target"] = &TriggerContext::not_facing_target;
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creators["far from master"] = &TriggerContext::far_from_master;
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creators["far from loot target"] = &TriggerContext::far_from_loot_target;
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creators["can loot"] = &TriggerContext::can_loot;
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creators["swimming"] = &TriggerContext::swimming;
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creators["target changed"] = &TriggerContext::target_changed;
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creators["critical aoe heal"] = &TriggerContext::critical_aoe_heal;
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creators["low aoe heal"] = &TriggerContext::low_aoe_heal;
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creators["medium aoe heal"] = &TriggerContext::medium_aoe_heal;
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creators["almost full aoe heal"] = &TriggerContext::almost_full_aoe_heal;
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creators["group heal occasion"] = &TriggerContext::group_heal_occasion;
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creators["medium group heal occasion"] = &TriggerContext::medium_group_heal_occasion;
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creators["invalid target"] = &TriggerContext::invalid_target;
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creators["lfg proposal active"] = &TriggerContext::lfg_proposal_active;
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creators["unknown dungeon"] = &TriggerContext::unknown_dungeon;
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creators["random bot update"] = &TriggerContext::random_bot_update_trigger;
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creators["no non bot players around"] = &TriggerContext::no_non_bot_players_around;
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creators["new player nearby"] = &TriggerContext::new_player_nearby;
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creators["no rpg target"] = &TriggerContext::no_rpg_target;
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creators["has rpg target"] = &TriggerContext::has_rpg_target;
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creators["far from rpg target"] = &TriggerContext::far_from_rpg_target;
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creators["near rpg target"] = &TriggerContext::near_rpg_target;
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creators["no travel target"] = &TriggerContext::no_travel_target;
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creators["far from travel target"] = &TriggerContext::far_from_travel_target;
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creators["no rti target"] = &TriggerContext::no_rti;
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creators["give food"] = &TriggerContext::give_food;
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creators["give water"] = &TriggerContext::give_water;
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creators["bg waiting"] = &TriggerContext::bg_waiting;
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creators["bg active"] = &TriggerContext::bg_active;
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creators["bg invite active"] = &TriggerContext::bg_invite_active;
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creators["inside bg"] = &TriggerContext::inside_bg;
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creators["player has no flag"] = &TriggerContext::player_has_no_flag;
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creators["player has flag"] = &TriggerContext::player_has_flag;
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creators["team has flag"] = &TriggerContext::team_has_flag;
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creators["enemy team has flag"] = &TriggerContext::enemy_team_has_flag;
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creators["enemy flagcarrier near"] = &TriggerContext::enemy_flagcarrier_near;
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creators["in Battleground"] = &TriggerContext::player_is_in_BATTLEGROUND;
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creators["in Battleground without flag"] = &TriggerContext::player_is_in_BATTLEGROUND_no_flag;
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creators["wants in bg"] = &TriggerContext::player_wants_in_bg;
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creators["mounted"] = &TriggerContext::mounted;
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// move to/enter dark portal if near
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creators["near dark portal"] = &TriggerContext::near_dark_portal;
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creators["at dark portal azeroth"] = &TriggerContext::at_dark_portal_azeroth;
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creators["at dark portal outland"] = &TriggerContext::at_dark_portal_outland;
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creators["vehicle near"] = &TriggerContext::vehicle_near;
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creators["in vehicle"] = &TriggerContext::in_vehicle;
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creators["need world buff"] = &TriggerContext::need_world_buff;
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creators["falling"] = &TriggerContext::falling;
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creators["falling far"] = &TriggerContext::falling_far;
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creators["move stuck"] = &TriggerContext::move_stuck;
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creators["move long stuck"] = &TriggerContext::move_long_stuck;
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creators["combat stuck"] = &TriggerContext::combat_stuck;
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creators["combat long stuck"] = &TriggerContext::combat_long_stuck;
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creators["petition signed"] = &TriggerContext::petition_signed;
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creators["buy tabard"] = &TriggerContext::buy_tabard;
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creators["leave large guild"] = &TriggerContext::leave_large_guild;
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creators["rpg"] = &TriggerContext::rpg;
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creators["rpg taxi"] = &TriggerContext::rpg_taxi;
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creators["rpg discover"] = &TriggerContext::rpg_discover;
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creators["rpg start quest"] = &TriggerContext::rpg_start_quest;
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creators["rpg end quest"] = &TriggerContext::rpg_end_quest;
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creators["rpg buy"] = &TriggerContext::rpg_buy;
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creators["rpg sell"] = &TriggerContext::rpg_sell;
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creators["rpg repair"] = &TriggerContext::rpg_repair;
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creators["rpg train"] = &TriggerContext::rpg_train;
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creators["rpg heal"] = &TriggerContext::rpg_heal;
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creators["rpg home bind"] = &TriggerContext::rpg_home_bind;
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creators["rpg queue bg"] = &TriggerContext::rpg_queue_bg;
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creators["rpg buy petition"] = &TriggerContext::rpg_buy_petition;
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creators["rpg use"] = &TriggerContext::rpg_use;
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creators["rpg spell"] = &TriggerContext::rpg_spell;
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creators["rpg craft"] = &TriggerContext::rpg_craft;
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creators["rpg trade useful"] = &TriggerContext::rpg_trade_useful;
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creators["rpg duel"] = &TriggerContext::rpg_duel;
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}
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private:
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static Trigger* give_food(PlayerbotAI* botAI) { return new GiveFoodTrigger(botAI); }
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static Trigger* give_water(PlayerbotAI* botAI) { return new GiveWaterTrigger(botAI); }
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static Trigger* no_rti(PlayerbotAI* botAI) { return new NoRtiTrigger(botAI); }
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static Trigger* _return(PlayerbotAI* botAI) { return new ReturnTrigger(botAI); }
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static Trigger* sit(PlayerbotAI* botAI) { return new SitTrigger(botAI); }
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static Trigger* far_from_rpg_target(PlayerbotAI* botAI) { return new FarFromRpgTargetTrigger(botAI); }
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static Trigger* near_rpg_target(PlayerbotAI* botAI) { return new NearRpgTargetTrigger(botAI); }
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static Trigger* far_from_travel_target(PlayerbotAI* botAI) { return new FarFromTravelTargetTrigger(botAI); }
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static Trigger* no_travel_target(PlayerbotAI* botAI) { return new NoTravelTargetTrigger(botAI); }
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static Trigger* no_rpg_target(PlayerbotAI* botAI) { return new NoRpgTargetTrigger(botAI); }
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static Trigger* has_rpg_target(PlayerbotAI* botAI) { return new HasRpgTargetTrigger(botAI); }
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static Trigger* collision(PlayerbotAI* botAI) { return new CollisionTrigger(botAI); }
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static Trigger* lfg_proposal_active(PlayerbotAI* botAI) { return new LfgProposalActiveTrigger(botAI); }
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static Trigger* unknown_dungeon(PlayerbotAI* botAI) { return new UnknownDungeonTrigger(botAI); }
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static Trigger* invalid_target(PlayerbotAI* botAI) { return new InvalidTargetTrigger(botAI); }
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static Trigger* critical_aoe_heal(PlayerbotAI* botAI) { return new AoeHealTrigger(botAI, "critical aoe heal", "critical", 2); }
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static Trigger* low_aoe_heal(PlayerbotAI* botAI) { return new AoeHealTrigger(botAI, "low aoe heal", "low", 2); }
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static Trigger* medium_aoe_heal(PlayerbotAI* botAI) { return new AoeHealTrigger(botAI, "medium aoe heal", "medium", 2); }
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static Trigger* almost_full_aoe_heal(PlayerbotAI* botAI) { return new AoeHealTrigger(botAI, "almost full aoe heal", "almost full", 2); }
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static Trigger* group_heal_occasion(PlayerbotAI* ai) { return new AoeInGroupTrigger(ai, "group heal occasion", "almost full", 0.6); }
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static Trigger* medium_group_heal_occasion(PlayerbotAI* ai) { return new AoeInGroupTrigger(ai, "group heal occasion", "medium", 0.4); }
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static Trigger* target_changed(PlayerbotAI* botAI) { return new TargetChangedTrigger(botAI); }
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static Trigger* swimming(PlayerbotAI* botAI) { return new IsSwimmingTrigger(botAI); }
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static Trigger* no_possible_targets(PlayerbotAI* botAI) { return new NoPossibleTargetsTrigger(botAI); }
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static Trigger* possible_adds(PlayerbotAI* botAI) { return new PossibleAddsTrigger(botAI); }
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static Trigger* can_loot(PlayerbotAI* botAI) { return new CanLootTrigger(botAI); }
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static Trigger* far_from_loot_target(PlayerbotAI* botAI) { return new FarFromCurrentLootTrigger(botAI); }
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static Trigger* far_from_master(PlayerbotAI* botAI) { return new FarFromMasterTrigger(botAI); }
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static Trigger* behind_target(PlayerbotAI* botAI) { return new IsBehindTargetTrigger(botAI); }
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static Trigger* not_behind_target(PlayerbotAI* botAI) { return new IsNotBehindTargetTrigger(botAI); }
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static Trigger* not_facing_target(PlayerbotAI* botAI) { return new IsNotFacingTargetTrigger(botAI); }
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static Trigger* panic(PlayerbotAI* botAI) { return new PanicTrigger(botAI); }
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static Trigger* outnumbered(PlayerbotAI* botAI) { return new OutNumberedTrigger(botAI); }
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static Trigger* no_drink(PlayerbotAI* botAI) { return new NoDrinkTrigger(botAI); }
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static Trigger* no_food(PlayerbotAI* botAI) { return new NoFoodTrigger(botAI); }
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static Trigger* LightAoe(PlayerbotAI* botAI) { return new LightAoeTrigger(botAI); }
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static Trigger* MediumAoe(PlayerbotAI* botAI) { return new MediumAoeTrigger(botAI); }
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static Trigger* HighAoe(PlayerbotAI* botAI) { return new HighAoeTrigger(botAI); }
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static Trigger* HasAreaDebuff(PlayerbotAI* botAI) { return new HasAreaDebuffTrigger(botAI); }
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static Trigger* LoseAggro(PlayerbotAI* botAI) { return new LoseAggroTrigger(botAI); }
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static Trigger* HasAggro(PlayerbotAI* botAI) { return new HasAggroTrigger(botAI); }
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static Trigger* LowHealth(PlayerbotAI* botAI) { return new LowHealthTrigger(botAI); }
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static Trigger* MediumHealth(PlayerbotAI* botAI) { return new MediumHealthTrigger(botAI); }
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static Trigger* AlmostFullHealth(PlayerbotAI* botAI) { return new AlmostFullHealthTrigger(botAI); }
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static Trigger* CriticalHealth(PlayerbotAI* botAI) { return new CriticalHealthTrigger(botAI); }
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static Trigger* TargetCriticalHealth(PlayerbotAI* botAI) { return new TargetCriticalHealthTrigger(botAI); }
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static Trigger* LowMana(PlayerbotAI* botAI) { return new LowManaTrigger(botAI); }
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static Trigger* MediumMana(PlayerbotAI* botAI) { return new MediumManaTrigger(botAI); }
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static Trigger* HighMana(PlayerbotAI* botAI) { return new HighManaTrigger(botAI); }
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static Trigger* AlmostFullMana(PlayerbotAI* botAI) { return new AlmostFullManaTrigger(botAI); }
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static Trigger* LightRageAvailable(PlayerbotAI* botAI) { return new LightRageAvailableTrigger(botAI); }
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static Trigger* MediumRageAvailable(PlayerbotAI* botAI) { return new MediumRageAvailableTrigger(botAI); }
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static Trigger* HighRageAvailable(PlayerbotAI* botAI) { return new HighRageAvailableTrigger(botAI); }
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static Trigger* LightEnergyAvailable(PlayerbotAI* botAI) { return new LightEnergyAvailableTrigger(botAI); }
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static Trigger* MediumEnergyAvailable(PlayerbotAI* botAI) { return new MediumEnergyAvailableTrigger(botAI); }
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static Trigger* HighEnergyAvailable(PlayerbotAI* botAI) { return new HighEnergyAvailableTrigger(botAI); }
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static Trigger* LootAvailable(PlayerbotAI* botAI) { return new LootAvailableTrigger(botAI); }
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static Trigger* NoAttackers(PlayerbotAI* botAI) { return new NoAttackersTrigger(botAI); }
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static Trigger* TankAssist(PlayerbotAI* botAI) { return new TankAssistTrigger(botAI); }
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static Trigger* Timer(PlayerbotAI* botAI) { return new TimerTrigger(botAI); }
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static Trigger* NoTarget(PlayerbotAI* botAI) { return new NoTargetTrigger(botAI); }
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static Trigger* TargetInSight(PlayerbotAI* botAI) { return new TargetInSightTrigger(botAI); }
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static Trigger* not_dps_target_active(PlayerbotAI* botAI) { return new NotDpsTargetActiveTrigger(botAI); }
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static Trigger* not_dps_aoe_target_active(PlayerbotAI* botAI) { return new NotDpsAoeTargetActiveTrigger(botAI); }
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static Trigger* has_nearest_adds(PlayerbotAI* botAI) { return new HasNearestAddsTrigger(botAI); }
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static Trigger* enemy_player_near(PlayerbotAI* botAI) { return new EnemyPlayerNear(botAI); }
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static Trigger* Random(PlayerbotAI* botAI) { return new RandomTrigger(botAI, "random", 20); }
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static Trigger* seldom(PlayerbotAI* botAI) { return new RandomTrigger(botAI, "seldom", 300); }
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static Trigger* often(PlayerbotAI* botAI) { return new RandomTrigger(botAI, "often", 5); }
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static Trigger* EnemyOutOfMelee(PlayerbotAI* botAI) { return new EnemyOutOfMeleeTrigger(botAI); }
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static Trigger* EnemyOutOfSpell(PlayerbotAI* botAI) { return new EnemyOutOfSpellRangeTrigger(botAI); }
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static Trigger* enemy_too_close_for_spell(PlayerbotAI* botAI) { return new EnemyTooCloseForSpellTrigger(botAI); }
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static Trigger* enemy_too_close_for_auto_shot(PlayerbotAI* botAI) { return new EnemyTooCloseForAutoShotTrigger(botAI); }
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static Trigger* enemy_too_close_for_shoot(PlayerbotAI* botAI) { return new EnemyTooCloseForShootTrigger(botAI); }
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static Trigger* enemy_too_close_for_melee(PlayerbotAI* botAI) { return new EnemyTooCloseForMeleeTrigger(botAI); }
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static Trigger* enemy_is_close(PlayerbotAI* botAI) { return new EnemyIsCloseTrigger(botAI); }
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static Trigger* party_member_to_heal_out_of_spell_range(PlayerbotAI* botAI) { return new PartyMemberToHealOutOfSpellRangeTrigger(botAI); }
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static Trigger* ComboPointsAvailable(PlayerbotAI* botAI) { return new ComboPointsAvailableTrigger(botAI); }
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static Trigger* ComboPoints3Available(PlayerbotAI* botAI) { return new ComboPointsAvailableTrigger(botAI, 3); }
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static Trigger* MediumThreat(PlayerbotAI* botAI) { return new MediumThreatTrigger(botAI); }
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static Trigger* Dead(PlayerbotAI* botAI) { return new DeadTrigger(botAI); }
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static Trigger* corpse_near(PlayerbotAI* botAI) { return new CorpseNearTrigger(botAI); }
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static Trigger* PartyMemberDead(PlayerbotAI* botAI) { return new PartyMemberDeadTrigger(botAI); }
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static Trigger* CombatPartyMemberDead(PlayerbotAI* botAI) { return new CombatPartyMemberDeadTrigger(botAI); }
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static Trigger* PartyMemberLowHealth(PlayerbotAI* botAI) { return new PartyMemberLowHealthTrigger(botAI); }
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static Trigger* PartyMemberMediumHealth(PlayerbotAI* botAI) { return new PartyMemberMediumHealthTrigger(botAI); }
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static Trigger* PartyMemberAlmostFullHealth(PlayerbotAI* botAI) { return new PartyMemberAlmostFullHealthTrigger(botAI); }
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static Trigger* PartyMemberCriticalHealth(PlayerbotAI* botAI) { return new PartyMemberCriticalHealthTrigger(botAI); }
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static Trigger* protect_party_member(PlayerbotAI* botAI) { return new ProtectPartyMemberTrigger(botAI); }
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static Trigger* no_pet(PlayerbotAI* botAI) { return new NoPetTrigger(botAI); }
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static Trigger* has_pet(PlayerbotAI* botAI) { return new HasPetTrigger(botAI); }
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static Trigger* pet_attack(PlayerbotAI* botAI) { return new PetAttackTrigger(botAI); }
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static Trigger* has_attackers(PlayerbotAI* botAI) { return new HasAttackersTrigger(botAI); }
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static Trigger* random_bot_update_trigger(PlayerbotAI* botAI) { return new RandomBotUpdateTrigger(botAI); }
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static Trigger* no_non_bot_players_around(PlayerbotAI* botAI) { return new NoNonBotPlayersAroundTrigger(botAI); }
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static Trigger* new_player_nearby(PlayerbotAI* botAI) { return new NewPlayerNearbyTrigger(botAI); }
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static Trigger* bg_waiting(PlayerbotAI* botAI) { return new BgWaitingTrigger(botAI); }
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static Trigger* bg_active(PlayerbotAI* botAI) { return new BgActiveTrigger(botAI); }
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static Trigger* bg_invite_active(PlayerbotAI* botAI) { return new BgInviteActiveTrigger(botAI); }
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static Trigger* inside_bg(PlayerbotAI* botAI) { return new InsideBGTrigger(botAI); }
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static Trigger* player_has_no_flag(PlayerbotAI* botAI) { return new PlayerHasNoFlag(botAI); }
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static Trigger* player_has_flag(PlayerbotAI* botAI) { return new PlayerHasFlag(botAI); }
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static Trigger* team_has_flag(PlayerbotAI* botAI) { return new TeamHasFlag(botAI); }
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static Trigger* enemy_team_has_flag(PlayerbotAI* botAI) { return new EnemyTeamHasFlag(botAI); }
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static Trigger* enemy_flagcarrier_near(PlayerbotAI* botAI) { return new EnemyFlagCarrierNear(botAI); }
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static Trigger* player_is_in_BATTLEGROUND(PlayerbotAI* botAI) { return new PlayerIsInBattleground(botAI); }
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static Trigger* player_is_in_BATTLEGROUND_no_flag(PlayerbotAI* botAI) { return new PlayerIsInBattlegroundWithoutFlag(botAI); }
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static Trigger* mounted(PlayerbotAI* botAI) { return new IsMountedTrigger(botAI); }
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static Trigger* at_dark_portal_outland(PlayerbotAI* botAI) { return new AtDarkPortalOutlandTrigger(botAI); }
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static Trigger* at_dark_portal_azeroth(PlayerbotAI* botAI) { return new AtDarkPortalAzerothTrigger(botAI); }
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static Trigger* in_vehicle(PlayerbotAI* botAI) { return new InVehicleTrigger(botAI); }
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static Trigger* vehicle_near(PlayerbotAI* botAI) { return new VehicleNearTrigger(botAI); }
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static Trigger* near_dark_portal(PlayerbotAI* botAI) { return new NearDarkPortalTrigger(botAI); }
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static Trigger* need_world_buff(PlayerbotAI* botAI) { return new NeedWorldBuffTrigger(botAI); }
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static Trigger* falling(PlayerbotAI* botAI) { return new IsFallingTrigger(botAI); }
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static Trigger* falling_far(PlayerbotAI* botAI) { return new IsFallingFarTrigger(botAI); }
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static Trigger* move_stuck(PlayerbotAI* botAI) { return new MoveStuckTrigger(botAI); }
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static Trigger* move_long_stuck(PlayerbotAI* botAI) { return new MoveLongStuckTrigger(botAI); }
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static Trigger* combat_stuck(PlayerbotAI* botAI) { return new CombatStuckTrigger(botAI); }
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static Trigger* combat_long_stuck(PlayerbotAI* botAI) { return new CombatLongStuckTrigger(botAI); }
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static Trigger* player_wants_in_bg(PlayerbotAI* botAI) { return new PlayerWantsInBattlegroundTrigger(botAI); }
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static Trigger* petition_signed(PlayerbotAI* botAI) { return new PetitionTurnInTrigger(botAI); }
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static Trigger* buy_tabard(PlayerbotAI* botAI) { return new BuyTabardTrigger(botAI); }
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static Trigger* leave_large_guild(PlayerbotAI* botAI) { return new LeaveLargeGuildTrigger(botAI); }
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static Trigger* rpg(PlayerbotAI* botAI) { return new RpgTrigger(botAI); }
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static Trigger* rpg_taxi(PlayerbotAI* botAI) { return new RpgTaxiTrigger(botAI); }
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static Trigger* rpg_discover(PlayerbotAI* botAI) { return new RpgDiscoverTrigger(botAI); }
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static Trigger* rpg_start_quest(PlayerbotAI* botAI) { return new RpgStartQuestTrigger(botAI); }
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static Trigger* rpg_end_quest(PlayerbotAI* botAI) { return new RpgEndQuestTrigger(botAI); }
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static Trigger* rpg_buy(PlayerbotAI* botAI) { return new RpgBuyTrigger(botAI); }
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static Trigger* rpg_sell(PlayerbotAI* botAI) { return new RpgSellTrigger(botAI); }
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static Trigger* rpg_repair(PlayerbotAI* botAI) { return new RpgRepairTrigger(botAI); }
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static Trigger* rpg_train(PlayerbotAI* botAI) { return new RpgTrainTrigger(botAI); }
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static Trigger* rpg_heal(PlayerbotAI* botAI) { return new RpgHealTrigger(botAI); }
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static Trigger* rpg_home_bind(PlayerbotAI* botAI) { return new RpgHomeBindTrigger(botAI); }
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static Trigger* rpg_queue_bg(PlayerbotAI* botAI) { return new RpgQueueBGTrigger(botAI); }
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static Trigger* rpg_buy_petition(PlayerbotAI* botAI) { return new RpgBuyPetitionTrigger(botAI); }
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static Trigger* rpg_use(PlayerbotAI* botAI) { return new RpgUseTrigger(botAI); }
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static Trigger* rpg_spell(PlayerbotAI* botAI) { return new RpgUseTrigger(botAI); }
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static Trigger* rpg_craft(PlayerbotAI* botAI) { return new RpgCraftTrigger(botAI); }
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static Trigger* rpg_trade_useful(PlayerbotAI* botAI) { return new RpgTradeUsefulTrigger(botAI); }
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static Trigger* rpg_duel(PlayerbotAI* botAI) { return new RpgDuelTrigger(botAI); }
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};
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#endif
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