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https://github.com/mod-playerbots/mod-playerbots
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38 lines
1.5 KiB
C++
38 lines
1.5 KiB
C++
#ifndef _PLAYERBOT_RAIDSTRATEGYCONTEXT_H_
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#define _PLAYERBOT_RAIDSTRATEGYCONTEXT_H_
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#include "RaidUlduarStrategy.h"
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#include "Strategy.h"
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#include "RaidBwlStrategy.h"
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#include "RaidNaxxStrategy.h"
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#include "RaidMcStrategy.h"
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#include "RaidAq20Strategy.h"
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#include "RaidIccStrategy.h"
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class RaidStrategyContext : public NamedObjectContext<Strategy>
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{
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public:
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RaidStrategyContext() : NamedObjectContext<Strategy>(false, true)
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{
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// TODO should we give these prefixes (eg: "naxx" -> "raid naxx")? because if we don't it's going to end up
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// very crowded (with possible conflicts) once we have strats for all raids and some dungeons
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// (mc already very similiar to nc)
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creators["mc"] = &RaidStrategyContext::mc;
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creators["bwl"] = &RaidStrategyContext::bwl;
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creators["aq20"] = &RaidStrategyContext::aq20;
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creators["naxx"] = &RaidStrategyContext::naxx;
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creators["uld"] = &RaidStrategyContext::uld;
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creators["icc"] = &RaidStrategyContext::icc;
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}
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private:
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static Strategy* mc(PlayerbotAI* botAI) { return new RaidMcStrategy(botAI); }
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static Strategy* bwl(PlayerbotAI* botAI) { return new RaidBwlStrategy(botAI); }
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static Strategy* aq20(PlayerbotAI* botAI) { return new RaidAq20Strategy(botAI); }
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static Strategy* naxx(PlayerbotAI* botAI) { return new RaidNaxxStrategy(botAI); }
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static Strategy* uld(PlayerbotAI* botAI) { return new RaidUlduarStrategy(botAI); }
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static Strategy* icc(PlayerbotAI* botAI) { return new RaidIccStrategy(botAI); }
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};
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#endif
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