mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
99 lines
7.1 KiB
C++
99 lines
7.1 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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#include "WorldPacketHandlerStrategy.h"
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#include "Playerbots.h"
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void WorldPacketHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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PassTroughStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode("group invite", NextAction::array(0, new NextAction("accept invitation", relevance), nullptr)));
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triggers.push_back(
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new TriggerNode("uninvite", NextAction::array(0, new NextAction("uninvite", relevance), nullptr)));
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triggers.push_back(
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new TriggerNode("uninvite guid", NextAction::array(0, new NextAction("uninvite", relevance), nullptr)));
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triggers.push_back(
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new TriggerNode("group set leader", NextAction::array(0, /*new NextAction("leader", relevance),*/ nullptr)));
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triggers.push_back(new TriggerNode(
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"not enough money", NextAction::array(0, new NextAction("tell not enough money", relevance), nullptr)));
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triggers.push_back(
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new TriggerNode("not enough reputation",
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NextAction::array(0, new NextAction("tell not enough reputation", relevance), nullptr)));
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triggers.push_back(
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new TriggerNode("cannot equip", NextAction::array(0, new NextAction("tell cannot equip", relevance), nullptr)));
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triggers.push_back(
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new TriggerNode("use game object", NextAction::array(0, new NextAction("add loot", relevance),
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new NextAction("use meeting stone", relevance), nullptr)));
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triggers.push_back(
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new TriggerNode("gossip hello", NextAction::array(0, new NextAction("trainer", relevance), nullptr)));
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triggers.push_back(new TriggerNode("activate taxi", NextAction::array(0, new NextAction("remember taxi", relevance),
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new NextAction("taxi", relevance), nullptr)));
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triggers.push_back(new TriggerNode("taxi done", NextAction::array(0, new NextAction("taxi", relevance), nullptr)));
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triggers.push_back(new TriggerNode("trade status", NextAction::array(0, new NextAction("accept trade", relevance), new NextAction("equip upgrades", relevance), nullptr)));
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triggers.push_back(new TriggerNode("trade status extended", NextAction::array(0, new NextAction("trade status extended", relevance), nullptr)));
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triggers.push_back(new TriggerNode("area trigger", NextAction::array(0, new NextAction("reach area trigger", relevance), nullptr)));
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triggers.push_back(new TriggerNode("within area trigger", NextAction::array(0, new NextAction("area trigger", relevance), nullptr)));
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triggers.push_back(new TriggerNode("loot response", NextAction::array(0, new NextAction("store loot", relevance), nullptr)));
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triggers.push_back(new TriggerNode("item push result", NextAction::array(0, new NextAction("unlock items", relevance),
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new NextAction("open items", relevance),
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new NextAction("query item usage", relevance),
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new NextAction("equip upgrades", relevance), nullptr)));
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triggers.push_back(new TriggerNode("item push result", NextAction::array(0, new NextAction("quest item push result", relevance), nullptr)));
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triggers.push_back(new TriggerNode("ready check finished", NextAction::array(0, new NextAction("finish ready check", relevance), nullptr)));
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// triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("security check", relevance), new NextAction("check mail", relevance), nullptr)));
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triggers.push_back(new TriggerNode("guild invite", NextAction::array(0, new NextAction("guild accept", relevance), nullptr)));
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triggers.push_back(new TriggerNode("petition offer", NextAction::array(0, new NextAction("petition sign", relevance), nullptr)));
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triggers.push_back(new TriggerNode("lfg proposal", NextAction::array(0, new NextAction("lfg accept", relevance), nullptr)));
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triggers.push_back(new TriggerNode("lfg proposal active", NextAction::array(0, new NextAction("lfg accept", relevance), nullptr)));
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triggers.push_back(new TriggerNode("arena team invite", NextAction::array(0, new NextAction("arena team accept", relevance), nullptr)));
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//triggers.push_back(new TriggerNode("no non bot players around", NextAction::array(0, new NextAction("delay", relevance), nullptr)));
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triggers.push_back(new TriggerNode("bg status", NextAction::array(0, new NextAction("bg status", relevance), nullptr)));
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triggers.push_back(new TriggerNode("xpgain", NextAction::array(0, new NextAction("xp gain", relevance), nullptr)));
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triggers.push_back(
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new TriggerNode("levelup", NextAction::array(0, new NextAction("auto maintenance on levelup", relevance + 3), nullptr)));
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// triggers.push_back(new TriggerNode("group destroyed", NextAction::array(0, new NextAction("reset botAI",
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// relevance), nullptr)));
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triggers.push_back(new TriggerNode("group list", NextAction::array(0, new NextAction("reset botAI", relevance), nullptr)));
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triggers.push_back(new TriggerNode("see spell", NextAction::array(0, new NextAction("see spell", relevance), nullptr)));
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triggers.push_back(new TriggerNode("release spirit", NextAction::array(0, new NextAction("release", relevance), nullptr)));
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triggers.push_back(new TriggerNode("revive from corpse", NextAction::array(0, new NextAction("revive from corpse", relevance), nullptr)));
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triggers.push_back(new TriggerNode("master loot roll", NextAction::array(0, new NextAction("master loot roll", relevance), nullptr)));
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// quest ?
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//triggers.push_back(new TriggerNode("quest confirm", NextAction::array(0, new NextAction("quest confirm", relevance), nullptr)));
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triggers.push_back(new TriggerNode("questgiver quest details", NextAction::array(0, new NextAction("turn in query quest", relevance), nullptr)));
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}
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WorldPacketHandlerStrategy::WorldPacketHandlerStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI)
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{
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supported.push_back("loot roll");
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supported.push_back("check mount state");
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supported.push_back("party command");
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supported.push_back("ready check");
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supported.push_back("uninvite");
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supported.push_back("lfg role check");
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supported.push_back("lfg teleport");
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supported.push_back("random bot update");
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supported.push_back("inventory change failure");
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supported.push_back("bg status");
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// quests
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supported.push_back("quest update add kill");
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// supported.push_back("quest update add item");
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supported.push_back("quest update failed");
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supported.push_back("quest update failed timer");
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supported.push_back("quest update complete");
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supported.push_back("confirm quest");
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}
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void ReadyCheckStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("timer", NextAction::array(0, new NextAction("ready check", relevance), nullptr)));
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}
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