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[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)
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201
src/Ai/Class/Paladin/Strategy/TankPaladinStrategy.cpp
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201
src/Ai/Class/Paladin/Strategy/TankPaladinStrategy.cpp
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "TankPaladinStrategy.h"
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#include "Playerbots.h"
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class TankPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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TankPaladinStrategyActionNodeFactory()
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{
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creators["seal of corruption"] = &seal_of_corruption;
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creators["seal of vengeance"] = &seal_of_vengeance;
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creators["seal of command"] = &seal_of_command;
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creators["hand of reckoning"] = &hand_of_reckoning;
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creators["taunt spell"] = &hand_of_reckoning;
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}
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private:
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static ActionNode* seal_of_command([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"seal of command",
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/*P*/ {},
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/*A*/ { NextAction("seal of corruption") },
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/*C*/ {}
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);
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}
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static ActionNode* seal_of_corruption([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"seal of corruption",
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/*P*/ {},
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/*A*/ { NextAction("seal of vengeance") },
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/*C*/ {}
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);
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}
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static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"seal of vengeance",
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/*P*/ {},
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/*A*/ { NextAction("seal of righteousness") },
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/*C*/ {}
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);
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}
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static ActionNode* hand_of_reckoning([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"hand of reckoning",
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/*P*/ {},
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/*A*/ { NextAction("righteous defense") },
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/*C*/ {}
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);
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}
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};
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TankPaladinStrategy::TankPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI)
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{
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actionNodeFactories.Add(new TankPaladinStrategyActionNodeFactory());
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}
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std::vector<NextAction> TankPaladinStrategy::getDefaultActions()
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{
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return {
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NextAction("shield of righteousness", ACTION_DEFAULT + 0.6f),
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NextAction("hammer of the righteous", ACTION_DEFAULT + 0.5f),
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NextAction("judgement of wisdom", ACTION_DEFAULT + 0.4f),
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NextAction("melee", ACTION_DEFAULT)
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};
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}
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void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericPaladinStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode(
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"seal",
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{
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NextAction("seal of corruption", ACTION_HIGH)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"low mana",
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{
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NextAction("seal of wisdom", ACTION_HIGH + 9)
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}
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)
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);
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triggers.push_back(new TriggerNode(
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"light aoe",
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{
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NextAction("avenger's shield", ACTION_HIGH + 5)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"medium aoe",
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{
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NextAction("consecration", ACTION_HIGH + 7),
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NextAction("avenger's shield", ACTION_HIGH + 6)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"lose aggro",
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{
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NextAction("hand of reckoning", ACTION_HIGH + 7)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"medium health",
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{ NextAction("holy shield", ACTION_HIGH + 4)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"low health",
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{
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NextAction("holy shield", ACTION_HIGH + 4)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"critical health",
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{
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NextAction("holy shield", ACTION_HIGH + 4)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"avenging wrath",
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{
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NextAction("avenging wrath", ACTION_HIGH + 2)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"target critical health",
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{
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NextAction("hammer of wrath", ACTION_CRITICAL_HEAL)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"righteous fury",
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{
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NextAction("righteous fury", ACTION_HIGH + 8)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"medium group heal setting",
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{
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NextAction("divine sacrifice", ACTION_HIGH + 5)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"enough mana",
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{
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NextAction("consecration", ACTION_HIGH + 4)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"not facing target",
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{
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NextAction("set facing", ACTION_NORMAL + 7)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"enemy out of melee",
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{
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NextAction("reach melee", ACTION_HIGH + 1)
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}
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)
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);
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}
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