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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,5 +1,6 @@
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#ifndef _PLAYERBOT_FERALRUIDSTRATEGY_H
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@@ -11,75 +12,75 @@ class PlayerbotAI;
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class ShapeshiftDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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ShapeshiftDruidStrategyActionNodeFactory()
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{
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creators["rejuvenation"] = &rejuvenation;
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creators["regrowth"] = ®rowth;
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creators["healing touch"] = &healing_touch;
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creators["rejuvenation on party"] = &rejuvenation_on_party;
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creators["regrowth on party"] = ®rowth_on_party;
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creators["healing touch on party"] = &healing_touch_on_party;
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}
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public:
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ShapeshiftDruidStrategyActionNodeFactory()
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{
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creators["rejuvenation"] = &rejuvenation;
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creators["regrowth"] = ®rowth;
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creators["healing touch"] = &healing_touch;
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creators["rejuvenation on party"] = &rejuvenation_on_party;
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creators["regrowth on party"] = ®rowth_on_party;
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creators["healing touch on party"] = &healing_touch_on_party;
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}
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private:
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static ActionNode* regrowth(PlayerbotAI* botAI)
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{
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return new ActionNode ("regrowth",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ NextAction::array(0, new NextAction("healing touch"), nullptr),
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/*C*/ NextAction::array(0, new NextAction("melee", 10.0f), nullptr));
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}
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private:
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static ActionNode* regrowth(PlayerbotAI* botAI)
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{
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return new ActionNode("regrowth",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ NextAction::array(0, new NextAction("healing touch"), nullptr),
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/*C*/ NextAction::array(0, new NextAction("melee", 10.0f), nullptr));
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}
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static ActionNode* rejuvenation(PlayerbotAI* botAI)
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{
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return new ActionNode ("rejuvenation",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* rejuvenation(PlayerbotAI* botAI)
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{
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return new ActionNode("rejuvenation",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* healing_touch(PlayerbotAI* botAI)
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{
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return new ActionNode ("healing touch",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* healing_touch(PlayerbotAI* botAI)
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{
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return new ActionNode("healing touch",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* regrowth_on_party(PlayerbotAI* botAI)
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{
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return new ActionNode ("regrowth on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ NextAction::array(0, new NextAction("healing touch on party"), nullptr),
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/*C*/ NextAction::array(0, new NextAction("melee", 10.0f), nullptr));
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}
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static ActionNode* regrowth_on_party(PlayerbotAI* botAI)
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{
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return new ActionNode("regrowth on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ NextAction::array(0, new NextAction("healing touch on party"), nullptr),
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/*C*/ NextAction::array(0, new NextAction("melee", 10.0f), nullptr));
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}
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static ActionNode* rejuvenation_on_party(PlayerbotAI* botAI)
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{
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return new ActionNode ("rejuvenation on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* rejuvenation_on_party(PlayerbotAI* botAI)
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{
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return new ActionNode("rejuvenation on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* healing_touch_on_party(PlayerbotAI* botAI)
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{
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return new ActionNode ("healing touch on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* healing_touch_on_party(PlayerbotAI* botAI)
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{
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return new ActionNode("healing touch on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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};
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class FeralDruidStrategy : public GenericDruidStrategy
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{
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protected:
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FeralDruidStrategy(PlayerbotAI* botAI);
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protected:
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FeralDruidStrategy(PlayerbotAI* botAI);
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public:
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void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_MELEE; }
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public:
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void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_MELEE; }
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};
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#endif
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