Files
mod-playerbots/src/strategy/raids/RaidStrategyContext.h
2024-09-23 14:00:24 +08:00

38 lines
1.5 KiB
C++

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