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https://github.com/mod-playerbots/mod-playerbots
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Hello everyone, I am on a quest to make bot's pets completely functional, focuses on solving issues #1351 , #1230 , and #1137 . This PR achieves the following: 1. Changes the current "pet" chat command to "tame", which is more intuitive that only hunters can use it. The modes are "tame name (name)", "tame id (id)", "tame family (family)", "tame rename (new name)", and "tame abandon". Tame abandon is new - it simply abandons the current pet. Also, now, if you type in "tame family" by itself, it will list the available families. See pictures below for examples. 2. Added new "pet" chat command, with the following modes: "pet passive", "pet aggressive", "pet defensive", "pet stance" (shows current pet stance), "pet attack", "pet follow", and "pet stay". Previously, the pet's stance was not changeable, and there were some less than desired effects from summonable pets - see the issues above. 3. New config option: AiPlayerbot.DefaultPetStance, which changes the stance that all bot's pets are summoned as. This makes sure when feral spirits or treants are summoned by shamans and druids, they are immediately set to this configured stance. Set as 1 as default, which is defensive. (0 = Passive, 1 = Defensive, 2 = Aggressive) 4. New config option: AiPlayerbot.PetChatCommandDebug, which enables debug messages for the "pet" chat command. By default it is set to 0, which is disabled, but if you would like to see when pet's stances are changed, or when you tell the pet to attack/follow/stay, and when pet spells are auto-toggled, this is an option. I made this for myself mainly to test the command - if anyone notices any wierd pet behavior, this will be an option to help them report it as well. 5. Modified FollowActions to not constantly execute the petfollow action, overriding any stay or attack commands issued. 6. Modified GenericActions to have TogglePetSpellAutoCastAction optionally log when spells are toggled based on AiPlayerbot.PetChatCommandDebug. 7. Modified PetAttackAction to not attack if the pet is set to passive, and not override the pet's stance to passive every time it was executed. 8. Modified CombatStrategy.cpp to not constantly issue the petattack command, respecting the "pet stay" and "pet follow" commands. Pets will still automatically attack the enemy if set to aggressive or defensive. 9. Warlocks, Priests, Hunters, Shamans, Mages, Druids, and DKs (all classes that have summons): Added a "new pet" trigger that executes the "set pet stance" action. The "new pet" trigger happens only once, upon summoning a pet. It sets the pet's stance from AiPlayerbot.DefaultPetStance's value.
313 lines
18 KiB
C++
313 lines
18 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* 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_CHATACTIONCONTEXTACTION_H
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#define _PLAYERBOT_CHATACTIONCONTEXTACTION_H
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#include "AddLootAction.h"
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#include "AttackAction.h"
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#include "BankAction.h"
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#include "BuffAction.h"
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#include "BuyAction.h"
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#include "CastCustomSpellAction.h"
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#include "ChangeChatAction.h"
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#include "ChangeStrategyAction.h"
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#include "ChangeTalentsAction.h"
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#include "ChatShortcutActions.h"
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#include "CheatAction.h"
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#include "CustomStrategyEditAction.h"
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#include "DebugAction.h"
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#include "DestroyItemAction.h"
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#include "DropQuestAction.h"
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#include "EquipAction.h"
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#include "FlagAction.h"
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#include "Formations.h"
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#include "GoAction.h"
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#include "GossipHelloAction.h"
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#include "GuildBankAction.h"
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#include "GuildManagementActions.h"
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#include "HelpAction.h"
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#include "HireAction.h"
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#include "InviteToGroupAction.h"
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#include "LeaveGroupAction.h"
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#include "ListQuestsActions.h"
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#include "ListSpellsAction.h"
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#include "LogLevelAction.h"
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#include "LootStrategyAction.h"
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#include "MailAction.h"
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#include "NamedObjectContext.h"
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#include "NewRpgAction.h"
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#include "PassLeadershipToMasterAction.h"
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#include "PositionAction.h"
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#include "QueryItemUsageAction.h"
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#include "QueryQuestAction.h"
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#include "RangeAction.h"
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#include "ReleaseSpiritAction.h"
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#include "RepairAllAction.h"
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#include "ResetAiAction.h"
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#include "ReviveFromCorpseAction.h"
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#include "RewardAction.h"
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#include "RtiAction.h"
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#include "RtscAction.h"
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#include "SaveManaAction.h"
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#include "SellAction.h"
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#include "SendMailAction.h"
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#include "SetCraftAction.h"
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#include "SetHomeAction.h"
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#include "ShareQuestAction.h"
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#include "SkipSpellsListAction.h"
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#include "Stances.h"
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#include "StatsAction.h"
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#include "TaxiAction.h"
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#include "TeleportAction.h"
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#include "TellCastFailedAction.h"
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#include "TellItemCountAction.h"
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#include "TellLosAction.h"
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#include "TellReputationAction.h"
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#include "TellTargetAction.h"
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#include "TradeAction.h"
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#include "TrainerAction.h"
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#include "UnequipAction.h"
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#include "UseItemAction.h"
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#include "UseMeetingStoneAction.h"
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#include "WhoAction.h"
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#include "WipeAction.h"
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#include "WtsAction.h"
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#include "OpenItemAction.h"
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#include "UnlockItemAction.h"
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#include "UnlockTradedItemAction.h"
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#include "TameAction.h"
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#include "TellGlyphsAction.h"
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#include "EquipGlyphsAction.h"
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#include "PetAction.h"
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class ChatActionContext : public NamedObjectContext<Action>
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{
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public:
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ChatActionContext()
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{
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creators["open items"] = &ChatActionContext::open_items;
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creators["unlock items"] = &ChatActionContext::unlock_items;
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creators["unlock traded item"] = &ChatActionContext::unlock_traded_item;
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creators["range"] = &ChatActionContext::range;
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creators["stats"] = &ChatActionContext::stats;
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creators["quests"] = &ChatActionContext::quests;
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creators["leave"] = &ChatActionContext::leave;
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creators["reputation"] = &ChatActionContext::reputation;
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creators["log"] = &ChatActionContext::log;
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creators["los"] = &ChatActionContext::los;
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creators["rpg status"] = &ChatActionContext::rpg_status;
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creators["rpg do quest"] = &ChatActionContext::rpg_do_quest;
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creators["aura"] = &ChatActionContext::aura;
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creators["drop"] = &ChatActionContext::drop;
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creators["clean quest log"] = &ChatActionContext::clean_quest_log;
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creators["share"] = &ChatActionContext::share;
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creators["query quest"] = &ChatActionContext::query_quest;
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creators["query item usage"] = &ChatActionContext::query_item_usage;
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creators["ll"] = &ChatActionContext::ll;
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creators["ss"] = &ChatActionContext::ss;
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creators["add all loot"] = &ChatActionContext::add_all_loot;
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creators["release"] = &ChatActionContext::release;
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creators["repop"] = &ChatActionContext::repop;
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creators["teleport"] = &ChatActionContext::teleport;
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creators["taxi"] = &ChatActionContext::taxi;
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creators["repair"] = &ChatActionContext::repair;
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creators["use"] = &ChatActionContext::use;
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creators["item count"] = &ChatActionContext::item_count;
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creators["equip"] = &ChatActionContext::equip;
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creators["equip upgrades"] = &ChatActionContext::equip_upgrades;
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creators["unequip"] = &ChatActionContext::unequip;
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creators["sell"] = &ChatActionContext::sell;
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creators["buy"] = &ChatActionContext::buy;
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creators["reward"] = &ChatActionContext::reward;
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creators["trade"] = &ChatActionContext::trade;
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creators["talents"] = &ChatActionContext::talents;
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creators["spells"] = &ChatActionContext::spells;
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creators["co"] = &ChatActionContext::co;
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creators["nc"] = &ChatActionContext::nc;
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creators["de"] = &ChatActionContext::dead;
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creators["trainer"] = &ChatActionContext::trainer;
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creators["maintenance"] = &ChatActionContext::maintenance;
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creators["remove glyph"] = &ChatActionContext::remove_glyph;
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creators["autogear"] = &ChatActionContext::autogear;
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creators["equip upgrade"] = &ChatActionContext::equip_upgrade;
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creators["attack my target"] = &ChatActionContext::attack_my_target;
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creators["chat"] = &ChatActionContext::chat;
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creators["home"] = &ChatActionContext::home;
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creators["destroy"] = &ChatActionContext::destroy;
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creators["reset botAI"] = &ChatActionContext::reset_ai;
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creators["buff"] = &ChatActionContext::buff;
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creators["help"] = &ChatActionContext::help;
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creators["gb"] = &ChatActionContext::gb;
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creators["bank"] = &ChatActionContext::bank;
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creators["follow chat shortcut"] = &ChatActionContext::follow_chat_shortcut;
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creators["stay chat shortcut"] = &ChatActionContext::stay_chat_shortcut;
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creators["flee chat shortcut"] = &ChatActionContext::flee_chat_shortcut;
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creators["runaway chat shortcut"] = &ChatActionContext::runaway_chat_shortcut;
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creators["move from group chat shortcut"] = &ChatActionContext::move_from_group_chat_shortcut;
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creators["grind chat shortcut"] = &ChatActionContext::grind_chat_shortcut;
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creators["tank attack chat shortcut"] = &ChatActionContext::tank_attack_chat_shortcut;
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creators["gossip hello"] = &ChatActionContext::gossip_hello;
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creators["cast custom spell"] = &ChatActionContext::cast_custom_spell;
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creators["cast custom nc spell"] = &ChatActionContext::cast_custom_nc_spell;
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creators["invite"] = &ChatActionContext::invite;
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creators["spell"] = &ChatActionContext::spell;
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creators["rti"] = &ChatActionContext::rti;
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creators["spirit healer"] = &ChatActionContext::spirit_healer;
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creators["position"] = &ChatActionContext::position;
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creators["tell target"] = &ChatActionContext::tell_target;
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creators["summon"] = &ChatActionContext::summon;
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creators["who"] = &ChatActionContext::who;
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creators["save mana"] = &ChatActionContext::save_mana;
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creators["max dps chat shortcut"] = &ChatActionContext::max_dps_chat_shortcut;
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creators["tell attackers"] = &ChatActionContext::tell_attackers;
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creators["tell target"] = &ChatActionContext::tell_target;
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creators["formation"] = &ChatActionContext::formation;
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creators["stance"] = &ChatActionContext::stance;
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creators["sendmail"] = &ChatActionContext::sendmail;
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creators["mail"] = &ChatActionContext::mail;
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creators["go"] = &ChatActionContext::go;
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creators["debug"] = &ChatActionContext::debug;
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creators["cdebug"] = &ChatActionContext::debug;
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creators["cs"] = &ChatActionContext::cs;
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creators["wts"] = &ChatActionContext::wts;
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creators["hire"] = &ChatActionContext::hire;
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creators["craft"] = &ChatActionContext::craft;
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creators["flag"] = &ChatActionContext::flag;
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creators["give leader"] = &ChatActionContext::give_leader;
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creators["cheat"] = &ChatActionContext::cheat;
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creators["ginvite"] = &ChatActionContext::ginvite;
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creators["guild promote"] = &ChatActionContext::guild_promote;
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creators["guild demote"] = &ChatActionContext::guild_demote;
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creators["guild remove"] = &ChatActionContext::guild_remove;
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creators["guild leave"] = &ChatActionContext::guild_leave;
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creators["rtsc"] = &ChatActionContext::rtsc;
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creators["naxx chat shortcut"] = &ChatActionContext::naxx_chat_shortcut;
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creators["bwl chat shortcut"] = &ChatActionContext::bwl_chat_shortcut;
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creators["tell estimated dps"] = &ChatActionContext::tell_estimated_dps;
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creators["join"] = &ChatActionContext::join;
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creators["lfg"] = &ChatActionContext::lfg;
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creators["calc"] = &ChatActionContext::calc;
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creators["wipe"] = &ChatActionContext::wipe;
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creators["tame"] = &ChatActionContext::tame;
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creators["glyphs"] = &ChatActionContext::glyphs; // Added for custom Glyphs
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creators["glyph equip"] = &ChatActionContext::glyph_equip; // Added for custom Glyphs
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creators["pet"] = &ChatActionContext::pet;
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creators["pet attack"] = &ChatActionContext::pet_attack;
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}
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private:
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static Action* open_items(PlayerbotAI* botAI) { return new OpenItemAction(botAI); }
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static Action* unlock_items(PlayerbotAI* botAI) { return new UnlockItemAction(botAI); }
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static Action* unlock_traded_item(PlayerbotAI* botAI) { return new UnlockTradedItemAction(botAI); }
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static Action* range(PlayerbotAI* botAI) { return new RangeAction(botAI); }
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static Action* flag(PlayerbotAI* botAI) { return new FlagAction(botAI); }
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static Action* craft(PlayerbotAI* botAI) { return new SetCraftAction(botAI); }
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static Action* hire(PlayerbotAI* botAI) { return new HireAction(botAI); }
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static Action* wts(PlayerbotAI* botAI) { return new WtsAction(botAI); }
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static Action* cs(PlayerbotAI* botAI) { return new CustomStrategyEditAction(botAI); }
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static Action* debug(PlayerbotAI* botAI) { return new DebugAction(botAI); }
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static Action* mail(PlayerbotAI* botAI) { return new MailAction(botAI); }
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static Action* go(PlayerbotAI* botAI) { return new GoAction(botAI); }
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static Action* sendmail(PlayerbotAI* botAI) { return new SendMailAction(botAI); }
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static Action* formation(PlayerbotAI* botAI) { return new SetFormationAction(botAI); }
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static Action* stance(PlayerbotAI* botAI) { return new SetStanceAction(botAI); }
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static Action* tell_attackers(PlayerbotAI* botAI) { return new TellAttackersAction(botAI); }
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static Action* max_dps_chat_shortcut(PlayerbotAI* botAI) { return new MaxDpsChatShortcutAction(botAI); }
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static Action* save_mana(PlayerbotAI* botAI) { return new SaveManaAction(botAI); }
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static Action* who(PlayerbotAI* botAI) { return new WhoAction(botAI); }
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static Action* summon(PlayerbotAI* botAI) { return new SummonAction(botAI); }
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static Action* tell_target(PlayerbotAI* botAI) { return new TellTargetAction(botAI); }
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static Action* position(PlayerbotAI* botAI) { return new PositionAction(botAI); }
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static Action* spirit_healer(PlayerbotAI* botAI) { return new SpiritHealerAction(botAI); }
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static Action* rti(PlayerbotAI* botAI) { return new RtiAction(botAI); }
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static Action* invite(PlayerbotAI* botAI) { return new InviteToGroupAction(botAI); }
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static Action* lfg(PlayerbotAI* botAI) { return new LfgAction(botAI); }
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static Action* spell(PlayerbotAI* botAI) { return new TellSpellAction(botAI); }
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static Action* cast_custom_spell(PlayerbotAI* botAI) { return new CastCustomSpellAction(botAI); }
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static Action* cast_custom_nc_spell(PlayerbotAI* botAI) { return new CastCustomNcSpellAction(botAI); }
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static Action* tank_attack_chat_shortcut(PlayerbotAI* botAI) { return new TankAttackChatShortcutAction(botAI); }
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static Action* grind_chat_shortcut(PlayerbotAI* botAI) { return new GrindChatShortcutAction(botAI); }
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static Action* flee_chat_shortcut(PlayerbotAI* botAI) { return new FleeChatShortcutAction(botAI); }
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static Action* runaway_chat_shortcut(PlayerbotAI* botAI) { return new GoawayChatShortcutAction(botAI); }
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static Action* stay_chat_shortcut(PlayerbotAI* botAI) { return new StayChatShortcutAction(botAI); }
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static Action* follow_chat_shortcut(PlayerbotAI* botAI) { return new FollowChatShortcutAction(botAI); }
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static Action* move_from_group_chat_shortcut(PlayerbotAI* botAI) { return new MoveFromGroupChatShortcutAction(botAI); }
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static Action* gb(PlayerbotAI* botAI) { return new GuildBankAction(botAI); }
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static Action* bank(PlayerbotAI* botAI) { return new BankAction(botAI); }
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static Action* help(PlayerbotAI* botAI) { return new HelpAction(botAI); }
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static Action* buff(PlayerbotAI* botAI) { return new BuffAction(botAI); }
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static Action* destroy(PlayerbotAI* botAI) { return new DestroyItemAction(botAI); }
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static Action* home(PlayerbotAI* botAI) { return new SetHomeAction(botAI); }
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static Action* chat(PlayerbotAI* botAI) { return new ChangeChatAction(botAI); }
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static Action* attack_my_target(PlayerbotAI* botAI) { return new AttackMyTargetAction(botAI); }
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static Action* trainer(PlayerbotAI* botAI) { return new TrainerAction(botAI); }
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static Action* maintenance(PlayerbotAI* botAI) { return new MaintenanceAction(botAI); }
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static Action* remove_glyph(PlayerbotAI* botAI) { return new RemoveGlyphAction(botAI); }
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static Action* autogear(PlayerbotAI* botAI) { return new AutoGearAction(botAI); }
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static Action* equip_upgrade(PlayerbotAI* botAI) { return new EquipUpgradeAction(botAI); }
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static Action* co(PlayerbotAI* botAI) { return new ChangeCombatStrategyAction(botAI); }
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static Action* nc(PlayerbotAI* botAI) { return new ChangeNonCombatStrategyAction(botAI); }
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static Action* dead(PlayerbotAI* botAI) { return new ChangeDeadStrategyAction(botAI); }
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static Action* spells(PlayerbotAI* botAI) { return new ListSpellsAction(botAI); }
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static Action* talents(PlayerbotAI* botAI) { return new ChangeTalentsAction(botAI); }
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static Action* equip(PlayerbotAI* botAI) { return new EquipAction(botAI); }
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static Action* equip_upgrades(PlayerbotAI* botAI) { return new EquipUpgradesAction(botAI); }
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static Action* unequip(PlayerbotAI* botAI) { return new UnequipAction(botAI); }
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static Action* sell(PlayerbotAI* botAI) { return new SellAction(botAI); }
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static Action* buy(PlayerbotAI* botAI) { return new BuyAction(botAI); }
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static Action* reward(PlayerbotAI* botAI) { return new RewardAction(botAI); }
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static Action* trade(PlayerbotAI* botAI) { return new TradeAction(botAI); }
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static Action* item_count(PlayerbotAI* botAI) { return new TellItemCountAction(botAI); }
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static Action* use(PlayerbotAI* botAI) { return new UseItemAction(botAI); }
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static Action* repair(PlayerbotAI* botAI) { return new RepairAllAction(botAI); }
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static Action* taxi(PlayerbotAI* botAI) { return new TaxiAction(botAI); }
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static Action* teleport(PlayerbotAI* botAI) { return new TeleportAction(botAI); }
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static Action* release(PlayerbotAI* botAI) { return new ReleaseSpiritAction(botAI); }
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static Action* repop(PlayerbotAI* botAI) { return new RepopAction(botAI); }
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static Action* query_item_usage(PlayerbotAI* botAI) { return new QueryItemUsageAction(botAI); }
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static Action* query_quest(PlayerbotAI* botAI) { return new QueryQuestAction(botAI); }
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static Action* drop(PlayerbotAI* botAI) { return new DropQuestAction(botAI); }
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static Action* clean_quest_log(PlayerbotAI* botAI) { return new CleanQuestLogAction(botAI); }
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static Action* share(PlayerbotAI* botAI) { return new ShareQuestAction(botAI); }
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static Action* stats(PlayerbotAI* botAI) { return new StatsAction(botAI); }
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static Action* quests(PlayerbotAI* botAI) { return new ListQuestsAction(botAI); }
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static Action* leave(PlayerbotAI* botAI) { return new LeaveGroupAction(botAI); }
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static Action* reputation(PlayerbotAI* botAI) { return new TellReputationAction(botAI); }
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static Action* log(PlayerbotAI* botAI) { return new LogLevelAction(botAI); }
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static Action* los(PlayerbotAI* botAI) { return new TellLosAction(botAI); }
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static Action* rpg_status(PlayerbotAI* botAI) { return new TellRpgStatusAction(botAI); }
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static Action* rpg_do_quest(PlayerbotAI* botAI) { return new StartRpgDoQuestAction(botAI); }
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static Action* aura(PlayerbotAI* ai) { return new TellAuraAction(ai); }
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static Action* ll(PlayerbotAI* botAI) { return new LootStrategyAction(botAI); }
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static Action* ss(PlayerbotAI* botAI) { return new SkipSpellsListAction(botAI); }
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static Action* add_all_loot(PlayerbotAI* botAI) { return new AddAllLootAction(botAI); }
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static Action* reset_ai(PlayerbotAI* botAI) { return new ResetAiAction(botAI); }
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static Action* gossip_hello(PlayerbotAI* botAI) { return new GossipHelloAction(botAI); }
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static Action* give_leader(PlayerbotAI* botAI) { return new GiveLeaderAction(botAI); }
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static Action* cheat(PlayerbotAI* botAI) { return new CheatAction(botAI); }
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static Action* ginvite(PlayerbotAI* botAI) { return new GuildInviteAction(botAI); }
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static Action* guild_promote(PlayerbotAI* botAI) { return new GuildPromoteAction(botAI); }
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static Action* guild_demote(PlayerbotAI* botAI) { return new GuildDemoteAction(botAI); }
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static Action* guild_remove(PlayerbotAI* botAI) { return new GuildRemoveAction(botAI); }
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static Action* guild_leave(PlayerbotAI* botAI) { return new GuildLeaveAction(botAI); }
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static Action* rtsc(PlayerbotAI* botAI) { return new RTSCAction(botAI); }
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static Action* naxx_chat_shortcut(PlayerbotAI* ai) { return new NaxxChatShortcutAction(ai); }
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static Action* bwl_chat_shortcut(PlayerbotAI* ai) { return new BwlChatShortcutAction(ai); }
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static Action* tell_estimated_dps(PlayerbotAI* ai) { return new TellEstimatedDpsAction(ai); }
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static Action* join(PlayerbotAI* ai) { return new JoinGroupAction(ai); }
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static Action* calc(PlayerbotAI* ai) { return new TellCalculateItemAction(ai); }
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static Action* wipe(PlayerbotAI* ai) { return new WipeAction(ai); }
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static Action* tame(PlayerbotAI* botAI) { return new TameAction(botAI); }
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static Action* glyphs(PlayerbotAI* botAI) { return new TellGlyphsAction(botAI); } // Added for custom Glyphs
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static Action* glyph_equip(PlayerbotAI* ai) { return new EquipGlyphsAction(ai); } // Added for custom Glyphs
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static Action* pet(PlayerbotAI* botAI) { return new PetAction(botAI); }
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static Action* pet_attack(PlayerbotAI* botAI) { return new PetAction(botAI, "attack"); }
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};
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#endif
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