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Auto save mana strategy
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@@ -5,83 +5,122 @@
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#include "ConserveManaStrategy.h"
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#include "GenericSpellActions.h"
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#include "LastSpellCastValue.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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float ConserveManaMultiplier::GetValue(Action* action)
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// float ConserveManaMultiplier::GetValue(Action* action)
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// {
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// if (!action)
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// return 1.0f;
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// uint8 health = AI_VALUE2(uint8, "health", "self target");
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// uint8 targetHealth = AI_VALUE2(uint8, "health", "current target");
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// uint8 mana = AI_VALUE2(uint8, "mana", "self target");
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// bool hasMana = AI_VALUE2(bool, "has mana", "self target");
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// bool mediumMana = hasMana && mana < sPlayerbotAIConfig->mediumMana;
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// if (health < sPlayerbotAIConfig->lowHealth)
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// return 1.0f;
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// Unit* target = AI_VALUE(Unit*, "current target");
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// if (action->GetTarget() != target)
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// return 1.0f;
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// CastSpellAction* spellAction = dynamic_cast<CastSpellAction*>(action);
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// if (!spellAction)
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// return 1.0f;
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// std::string const spell = spellAction->getName();
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// uint32 spellId = AI_VALUE2(uint32, "spell id", spell);
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// SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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// if (!spellInfo || spellInfo->PowerType != POWER_MANA)
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// return 1.0f;
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// if (mediumMana && dynamic_cast<CastBuffSpellAction*>(action))
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// return 0.0f;
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// if (target && ((int)target->getLevel() - (int)bot->getLevel()) >= 0)
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// return 1.0f;
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// return 1.0f;
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// }
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// float SaveManaMultiplier::GetValue(Action* action)
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// {
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// if (!action)
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// return 1.0f;
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// if (action->GetTarget() != AI_VALUE(Unit*, "current target"))
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// return 1.0f;
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// double saveLevel = AI_VALUE(double, "mana save level");
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// if (saveLevel <= 1.0)
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// return 1.0f;
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// CastSpellAction* spellAction = dynamic_cast<CastSpellAction*>(action);
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// if (!spellAction)
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// return 1.0f;
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// std::string const spell = spellAction->getName();
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// uint32 spellId = AI_VALUE2(uint32, "spell id", spell);
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// SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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// if (!spellInfo || spellInfo->PowerType != POWER_MANA)
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// return 1.0f;
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// int32 cost = spellInfo->ManaCost;
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// if (!cost)
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// return 1.0f;
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// time_t lastCastTime = AI_VALUE2(time_t, "last spell cast time", spell);
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// if (!lastCastTime)
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// return 1.0f;
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// time_t elapsed = time(nullptr) - lastCastTime;
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// if ((double)elapsed < 10 * saveLevel)
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// return 0.0f;
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// return 1.0f;
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// }
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// void ConserveManaStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
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// {
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// multipliers.push_back(new ConserveManaMultiplier(botAI));
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// }
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float HealerAutoSaveManaMultiplier::GetValue(Action* action)
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{
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if (!action)
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uint8 mana = bot->GetPowerPct(Powers::POWER_MANA);
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if (mana > sPlayerbotAIConfig->saveManaThreshold)
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return 1.0f;
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CastHealingSpellAction* healingAction = dynamic_cast<CastHealingSpellAction*>(action);
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uint8 health = AI_VALUE2(uint8, "health", "self target");
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uint8 targetHealth = AI_VALUE2(uint8, "health", "current target");
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uint8 mana = AI_VALUE2(uint8, "mana", "self target");
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bool hasMana = AI_VALUE2(bool, "has mana", "self target");
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bool mediumMana = hasMana && mana < sPlayerbotAIConfig->mediumMana;
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if (health < sPlayerbotAIConfig->lowHealth)
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if (!healingAction)
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return 1.0f;
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Unit* target = AI_VALUE(Unit*, "current target");
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if (action->GetTarget() != target)
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Unit* target = healingAction->GetTarget();
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if (!target)
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return 1.0f;
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CastSpellAction* spellAction = dynamic_cast<CastSpellAction*>(action);
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if (!spellAction)
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return 1.0f;
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std::string const spell = spellAction->getName();
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uint32 spellId = AI_VALUE2(uint32, "spell id", spell);
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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if (!spellInfo || spellInfo->PowerType != POWER_MANA)
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return 1.0f;
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if (mediumMana && dynamic_cast<CastBuffSpellAction*>(action))
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return 0.0f;
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if (target && ((int)target->getLevel() - (int)bot->getLevel()) >= 0)
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return 1.0f;
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bool isTank = target->ToPlayer() ? botAI->IsTank(target->ToPlayer()) : false;
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uint8 health = target->GetHealthPct();
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HealingManaEfficiency manaEfficiency = healingAction->manaEfficiency;
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uint8 estAmount = healingAction->estAmount;
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uint8 lossAmount = 100 - health;
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if (isTank) {
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estAmount /= 1.5; // tanks have more health
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if (health >= sPlayerbotAIConfig->mediumHealth && (lossAmount < estAmount || manaEfficiency <= HealingManaEfficiency::MEDIUM))
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return 0.0f;
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if (health >= sPlayerbotAIConfig->lowHealth && (lossAmount < estAmount || manaEfficiency <= HealingManaEfficiency::LOW))
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return 0.0f;
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} else {
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if (health >= sPlayerbotAIConfig->mediumHealth && (lossAmount < estAmount || manaEfficiency <= HealingManaEfficiency::MEDIUM))
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return 0.0f;
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if (lossAmount < estAmount || manaEfficiency <= HealingManaEfficiency::LOW)
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return 0.0f;
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}
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return 1.0f;
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}
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float SaveManaMultiplier::GetValue(Action* action)
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void HealerAutoSaveManaStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
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{
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if (!action)
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return 1.0f;
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if (action->GetTarget() != AI_VALUE(Unit*, "current target"))
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return 1.0f;
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double saveLevel = AI_VALUE(double, "mana save level");
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if (saveLevel <= 1.0)
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return 1.0f;
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CastSpellAction* spellAction = dynamic_cast<CastSpellAction*>(action);
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if (!spellAction)
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return 1.0f;
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std::string const spell = spellAction->getName();
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uint32 spellId = AI_VALUE2(uint32, "spell id", spell);
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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if (!spellInfo || spellInfo->PowerType != POWER_MANA)
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return 1.0f;
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int32 cost = spellInfo->ManaCost;
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if (!cost)
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return 1.0f;
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time_t lastCastTime = AI_VALUE2(time_t, "last spell cast time", spell);
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if (!lastCastTime)
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return 1.0f;
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time_t elapsed = time(nullptr) - lastCastTime;
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if ((double)elapsed < 10 * saveLevel)
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return 0.0f;
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return 1.0f;
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}
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void ConserveManaStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
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{
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multipliers.push_back(new ConserveManaMultiplier(botAI));
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}
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multipliers.push_back(new HealerAutoSaveManaMultiplier(botAI));
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}
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@@ -9,29 +9,57 @@
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class PlayerbotAI;
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class ConserveManaMultiplier : public Multiplier
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// Yunfan: deprecate old save mana method.
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// class ConserveManaMultiplier : public Multiplier
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// {
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// public:
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// ConserveManaMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "conserve mana") { }
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// float GetValue(Action* action) override;
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// };
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// class SaveManaMultiplier : public Multiplier
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// {
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// public:
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// SaveManaMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "save mana") { }
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// float GetValue(Action* action) override;
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// };
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// class ConserveManaStrategy : public Strategy
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// {
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// public:
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// ConserveManaStrategy(PlayerbotAI* botAI) : Strategy(botAI) { }
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// void InitMultipliers(std::vector<Multiplier*>& multipliers) override;
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// std::string const getName() override { return "conserve mana"; }
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// };
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// class HealerSaveManaStrategy : public Strategy
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// {
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// public:
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// HealerSaveManaStrategy(PlayerbotAI* botAI) : Strategy(botAI) { }
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// void InitMultipliers(std::vector<Multiplier*>& multipliers) override;
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// std::string const getName() override { return "healer save mana"; }
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// };
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class HealerAutoSaveManaMultiplier : public Multiplier
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{
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public:
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ConserveManaMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "conserve mana") { }
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HealerAutoSaveManaMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "auto save mana") { }
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float GetValue(Action* action) override;
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};
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class SaveManaMultiplier : public Multiplier
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class HealerAutoSaveManaStrategy : public Strategy
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{
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public:
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SaveManaMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "save mana") { }
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float GetValue(Action* action) override;
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};
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class ConserveManaStrategy : public Strategy
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{
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public:
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ConserveManaStrategy(PlayerbotAI* botAI) : Strategy(botAI) { }
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HealerAutoSaveManaStrategy(PlayerbotAI* botAI) : Strategy(botAI) { }
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void InitMultipliers(std::vector<Multiplier*>& multipliers) override;
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std::string const getName() override { return "conserve mana"; }
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std::string const getName() override { return "auto save mana"; }
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};
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#endif
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