[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)

This commit is contained in:
bashermens
2026-01-19 22:45:28 +01:00
committed by GitHub
parent fd07e02a8a
commit 41c53365ae
1119 changed files with 27 additions and 27 deletions

View File

@@ -0,0 +1,256 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "BearTankDruidStrategy.h"
#include "Playerbots.h"
class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
BearTankDruidStrategyActionNodeFactory()
{
creators["melee"] = &melee;
creators["feral charge - bear"] = &feral_charge_bear;
creators["swipe (bear)"] = &swipe_bear;
creators["faerie fire (feral)"] = &faerie_fire_feral;
creators["bear form"] = &bear_form;
creators["dire bear form"] = &dire_bear_form;
creators["mangle (bear)"] = &mangle_bear;
creators["maul"] = &maul;
creators["bash"] = &bash;
creators["swipe"] = &swipe;
creators["lacerate"] = &lacerate;
creators["demoralizing roar"] = &demoralizing_roar;
creators["taunt spell"] = &growl;
}
private:
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"melee",
/*P*/ { NextAction("feral charge - bear") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* feral_charge_bear([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"feral charge - bear",
/*P*/ {},
/*A*/ { NextAction("reach melee") },
/*C*/ {}
);
}
static ActionNode* swipe_bear([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"swipe (bear)",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"faerie fire (feral)",
/*P*/ { NextAction("feral charge - bear") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* bear_form([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"bear form",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* dire_bear_form([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"dire bear form",
/*P*/ { NextAction("caster form") },
/*A*/ { NextAction("bear form") },
/*C*/ {}
);
}
static ActionNode* mangle_bear([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"mangle (bear)",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* maul([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"maul",
/*P*/ {},
/*A*/ { NextAction("melee") },
/*C*/ {}
);
}
static ActionNode* bash([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"bash",
/*P*/ {},
/*A*/ { NextAction("melee") },
/*C*/ {}
);
}
static ActionNode* swipe([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"swipe",
/*P*/ {},
/*A*/ { NextAction("melee") },
/*C*/ {}
);
}
static ActionNode* lacerate([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"lacerate",
/*P*/ {},
/*A*/ { NextAction("maul") },
/*C*/ {}
);
}
static ActionNode* growl([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"growl",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* demoralizing_roar([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"demoralizing roar",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
};
BearTankDruidStrategy::BearTankDruidStrategy(PlayerbotAI* botAI) : FeralDruidStrategy(botAI)
{
actionNodeFactories.Add(new BearTankDruidStrategyActionNodeFactory());
}
std::vector<NextAction> BearTankDruidStrategy::getDefaultActions()
{
return {
NextAction("mangle (bear)", ACTION_DEFAULT + 0.5f),
NextAction("faerie fire (feral)", ACTION_DEFAULT + 0.4f),
NextAction("lacerate", ACTION_DEFAULT + 0.3f),
NextAction("maul", ACTION_DEFAULT + 0.2f),
NextAction("enrage", ACTION_DEFAULT + 0.1f),
NextAction("melee", ACTION_DEFAULT)
};
}
void BearTankDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
FeralDruidStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"enemy out of melee",
{
NextAction("feral charge - bear", ACTION_NORMAL + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"bear form",
{
NextAction("dire bear form", ACTION_HIGH + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"low health",
{
NextAction("frenzied regeneration", ACTION_HIGH + 7)
}
)
);
triggers.push_back(
new TriggerNode(
"faerie fire (feral)",
{
NextAction("faerie fire (feral)", ACTION_HIGH + 7)
}
)
);
triggers.push_back(
new TriggerNode(
"lose aggro",
{
NextAction("growl", ACTION_HIGH + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"medium aoe",
{
NextAction("demoralizing roar", ACTION_HIGH + 6),
NextAction("swipe (bear)", ACTION_HIGH + 6)
}
)
);
triggers.push_back(
new TriggerNode(
"light aoe",
{
NextAction("swipe (bear)", ACTION_HIGH + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"bash",
{
NextAction("bash", ACTION_INTERRUPT + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"bash on enemy healer",
{
NextAction("bash on enemy healer", ACTION_INTERRUPT + 1)
}
)
);
}