[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

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#include "RaidBwlActions.h"
#include "Playerbots.h"
bool BwlOnyxiaScaleCloakAuraCheckAction::Execute(Event event)
{
bot->AddAura(22683, bot);
return true;
}
bool BwlOnyxiaScaleCloakAuraCheckAction::isUseful() { return !bot->HasAura(22683); }
bool BwlTurnOffSuppressionDeviceAction::Execute(Event event)
{
GuidVector gos = AI_VALUE(GuidVector, "nearest game objects");
for (GuidVector::iterator i = gos.begin(); i != gos.end(); i++)
{
GameObject* go = botAI->GetGameObject(*i);
if (!go)
{
continue;
}
if (go->GetEntry() != 179784 || go->GetDistance(bot) >= 15.0f || go->GetGoState() != GO_STATE_READY)
{
continue;
}
go->SetGoState(GO_STATE_ACTIVE);
}
return true;
}
bool BwlUseHourglassSandAction::Execute(Event event) { return botAI->CastSpell(23645, bot); }

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#ifndef _PLAYERBOT_RAIDBWLACTIONS_H
#define _PLAYERBOT_RAIDBWLACTIONS_H
#include "Action.h"
#include "AttackAction.h"
#include "GenericActions.h"
#include "MovementActions.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
class BwlOnyxiaScaleCloakAuraCheckAction : public Action
{
public:
BwlOnyxiaScaleCloakAuraCheckAction(PlayerbotAI* botAI) : Action(botAI, "bwl onyxia scale cloak aura check") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class BwlTurnOffSuppressionDeviceAction : public Action
{
public:
BwlTurnOffSuppressionDeviceAction(PlayerbotAI* botAI) : Action(botAI, "bwl turn off suppression device") {}
bool Execute(Event event) override;
};
class BwlUseHourglassSandAction : public Action
{
public:
BwlUseHourglassSandAction(PlayerbotAI* botAI) : Action(botAI, "bwl use hourglass sand") {}
bool Execute(Event event) override;
};
#endif

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#ifndef _PLAYERBOT_RAIDBWLACTIONCONTEXT_H
#define _PLAYERBOT_RAIDBWLACTIONCONTEXT_H
#include "Action.h"
#include "NamedObjectContext.h"
#include "RaidBwlActions.h"
class RaidBwlActionContext : public NamedObjectContext<Action>
{
public:
RaidBwlActionContext()
{
creators["bwl check onyxia scale cloak"] = &RaidBwlActionContext::bwl_check_onyxia_scale_cloak;
creators["bwl turn off suppression device"] = &RaidBwlActionContext::bwl_turn_off_suppression_device;
creators["bwl use hourglass sand"] = &RaidBwlActionContext::bwl_use_hourglass_sand;
}
private:
static Action* bwl_check_onyxia_scale_cloak(PlayerbotAI* botAI) { return new BwlOnyxiaScaleCloakAuraCheckAction(botAI); }
static Action* bwl_turn_off_suppression_device(PlayerbotAI* botAI) { return new BwlTurnOffSuppressionDeviceAction(botAI); }
static Action* bwl_use_hourglass_sand(PlayerbotAI* botAI) { return new BwlUseHourglassSandAction(botAI); }
};
#endif

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#ifndef _PLAYERBOT_RAIDBWLTRIGGERCONTEXT_H
#define _PLAYERBOT_RAIDBWLTRIGGERCONTEXT_H
#include "AiObjectContext.h"
#include "NamedObjectContext.h"
#include "RaidBwlTriggers.h"
class RaidBwlTriggerContext : public NamedObjectContext<Trigger>
{
public:
RaidBwlTriggerContext()
{
creators["bwl suppression device"] = &RaidBwlTriggerContext::bwl_suppression_device;
creators["bwl affliction bronze"] = &RaidBwlTriggerContext::bwl_affliction_bronze;
}
private:
static Trigger* bwl_suppression_device(PlayerbotAI* ai) { return new BwlSuppressionDeviceTrigger(ai); }
static Trigger* bwl_affliction_bronze(PlayerbotAI* ai) { return new BwlAfflictionBronzeTrigger(ai); }
};
#endif

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#include "RaidBwlStrategy.h"
#include "Strategy.h"
void RaidBwlStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("often",
{ NextAction("bwl check onyxia scale cloak", ACTION_RAID) }));
triggers.push_back(new TriggerNode("bwl suppression device",
{ NextAction("bwl turn off suppression device", ACTION_RAID) }));
triggers.push_back(new TriggerNode("bwl affliction bronze",
{ NextAction("bwl use hourglass sand", ACTION_RAID) }));
}

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#ifndef _PLAYERBOT_RAIDBWLSTRATEGY_H
#define _PLAYERBOT_RAIDBWLSTRATEGY_H
#include "AiObjectContext.h"
#include "Multiplier.h"
#include "Strategy.h"
class RaidBwlStrategy : public Strategy
{
public:
RaidBwlStrategy(PlayerbotAI* ai) : Strategy(ai) {}
virtual std::string const getName() override { return "bwl"; }
virtual void InitTriggers(std::vector<TriggerNode*>& triggers) override;
// virtual void InitMultipliers(std::vector<Multiplier*> &multipliers) override;
};
#endif

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#include "RaidBwlTriggers.h"
#include "SharedDefines.h"
bool BwlSuppressionDeviceTrigger::IsActive()
{
GuidVector gos = AI_VALUE(GuidVector, "nearest game objects");
for (GuidVector::iterator i = gos.begin(); i != gos.end(); i++)
{
GameObject* go = botAI->GetGameObject(*i);
if (!go)
{
continue;
}
if (go->GetEntry() != 179784 || go->GetDistance(bot) >= 15.0f || go->GetGoState() != GO_STATE_READY)
{
continue;
}
return true;
}
return false;
}
bool BwlAfflictionBronzeTrigger::IsActive() { return bot->HasAura(23170); }

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#ifndef _PLAYERBOT_RAIDBWLTRIGGERS_H
#define _PLAYERBOT_RAIDBWLTRIGGERS_H
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "Trigger.h"
class BwlSuppressionDeviceTrigger : public Trigger
{
public:
BwlSuppressionDeviceTrigger(PlayerbotAI* botAI) : Trigger(botAI, "bwl suppression device") {}
bool IsActive() override;
};
class BwlAfflictionBronzeTrigger : public Trigger
{
public:
BwlAfflictionBronzeTrigger(PlayerbotAI* botAI) : Trigger(botAI, "bwl affliction bronze") {}
bool IsActive() override;
};
#endif