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https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-16 00:26:10 +00:00
Cat druid energy control
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@@ -83,6 +83,8 @@ bool EnergyAvailable::IsActive() { return AI_VALUE2(uint8, "energy", "self targe
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bool ComboPointsAvailableTrigger::IsActive() { return AI_VALUE2(uint8, "combo", "current target") >= amount; }
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bool ComboPointsNotFullTrigger::IsActive() { return AI_VALUE2(uint8, "combo", "current target") < amount; }
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bool TargetWithComboPointsLowerHealTrigger::IsActive()
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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@@ -126,6 +126,17 @@ private:
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float lifeTime;
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};
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class ComboPointsNotFullTrigger : public StatAvailable
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{
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public:
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ComboPointsNotFullTrigger(PlayerbotAI* botAI, int32 amount = 5, std::string const name = "combo points not full")
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: StatAvailable(botAI, amount, name)
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{
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}
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bool IsActive() override;
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};
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class LoseAggroTrigger : public Trigger
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{
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public:
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@@ -64,6 +64,7 @@ public:
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creators["light energy available"] = &TriggerContext::LightEnergyAvailable;
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creators["medium energy available"] = &TriggerContext::MediumEnergyAvailable;
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creators["high energy available"] = &TriggerContext::HighEnergyAvailable;
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creators["almost full energy available"] = &TriggerContext::AlmostFullEnergyAvailable;
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creators["loot available"] = &TriggerContext::LootAvailable;
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creators["no attackers"] = &TriggerContext::NoAttackers;
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@@ -97,6 +98,8 @@ public:
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creators["combo points available"] = &TriggerContext::ComboPointsAvailable;
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creators["combo points 3 available"] = &TriggerContext::ComboPoints3Available;
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creators["target with combo points almost dead"] = &TriggerContext::target_with_combo_points_almost_dead;
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creators["combo points not full"] = &TriggerContext::ComboPointsNotFull;
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creators["combo points not full and high energy"] = &TriggerContext::ComboPointsNotFullAndHighEnergy;
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creators["medium threat"] = &TriggerContext::MediumThreat;
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@@ -280,6 +283,7 @@ private:
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static Trigger* LightEnergyAvailable(PlayerbotAI* botAI) { return new LightEnergyAvailableTrigger(botAI); }
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static Trigger* MediumEnergyAvailable(PlayerbotAI* botAI) { return new MediumEnergyAvailableTrigger(botAI); }
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static Trigger* HighEnergyAvailable(PlayerbotAI* botAI) { return new HighEnergyAvailableTrigger(botAI); }
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static Trigger* AlmostFullEnergyAvailable(PlayerbotAI* botAI) { return new EnergyAvailable(botAI, 90); }
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static Trigger* LootAvailable(PlayerbotAI* botAI) { return new LootAvailableTrigger(botAI); }
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static Trigger* NoAttackers(PlayerbotAI* botAI) { return new NoAttackersTrigger(botAI); }
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static Trigger* TankAssist(PlayerbotAI* botAI) { return new TankAssistTrigger(botAI); }
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@@ -314,6 +318,8 @@ private:
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{
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return new TargetWithComboPointsLowerHealTrigger(ai, 3, 3.0f);
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}
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static Trigger* ComboPointsNotFull(PlayerbotAI* botAI) { return new ComboPointsNotFullTrigger(botAI); }
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static Trigger* ComboPointsNotFullAndHighEnergy(PlayerbotAI* botAI) { return new TwoTriggers(botAI, "combo points not full", "high energy available"); }
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static Trigger* MediumThreat(PlayerbotAI* botAI) { return new MediumThreatTrigger(botAI); }
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static Trigger* Dead(PlayerbotAI* botAI) { return new DeadTrigger(botAI); }
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static Trigger* corpse_near(PlayerbotAI* botAI) { return new CorpseNearTrigger(botAI); }
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