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https://github.com/mod-playerbots/mod-playerbots.git
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Big update.
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138
src/strategy/hunter/HunterTriggers.h
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138
src/strategy/hunter/HunterTriggers.h
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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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*/
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#ifndef _PLAYERBOT_HUNTERTRIGGERS_H
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#define _PLAYERBOT_HUNTERTRIGGERS_H
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#include "GenericTriggers.h"
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class PlayerbotAI;
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BEGIN_TRIGGER(HunterNoStingsActiveTrigger, Trigger)
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END_TRIGGER()
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class HunterAspectOfTheHawkTrigger : public BuffTrigger
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{
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public:
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HunterAspectOfTheHawkTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "aspect of the hawk") { }
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};
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class HunterAspectOfTheWildTrigger : public BuffTrigger
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{
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public:
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HunterAspectOfTheWildTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "aspect of the wild") { }
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};
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class HunterAspectOfTheViperTrigger : public BuffTrigger
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{
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public:
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HunterAspectOfTheViperTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "aspect of the viper") { }
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bool IsActive() override;
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};
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class HunterAspectOfThePackTrigger : public BuffTrigger
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{
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public:
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HunterAspectOfThePackTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "aspect of the pack") { }
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bool IsActive() override;
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};
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BEGIN_TRIGGER(HuntersPetDeadTrigger, Trigger)
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END_TRIGGER()
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BEGIN_TRIGGER(HuntersPetLowHealthTrigger, Trigger)
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END_TRIGGER()
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class BlackArrowTrigger : public DebuffTrigger
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{
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public:
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BlackArrowTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "black arrow") { }
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};
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class HuntersMarkTrigger : public DebuffTrigger
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{
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public:
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HuntersMarkTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "hunter's mark") { }
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};
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class FreezingTrapTrigger : public HasCcTargetTrigger
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{
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public:
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FreezingTrapTrigger(PlayerbotAI* botAI) : HasCcTargetTrigger(botAI, "freezing trap") { }
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};
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class RapidFireTrigger : public BuffTrigger
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{
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public:
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RapidFireTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "rapid fire") { }
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};
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class TrueshotAuraTrigger : public BuffTrigger
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{
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public:
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TrueshotAuraTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "trueshot aura") { }
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};
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class SerpentStingOnAttackerTrigger : public DebuffOnAttackerTrigger
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{
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public:
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SerpentStingOnAttackerTrigger(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, "serpent sting") { }
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};
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BEGIN_TRIGGER(HunterPetNotHappy, Trigger)
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END_TRIGGER()
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class ConsussiveShotSnareTrigger : public SnareTargetTrigger
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{
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public:
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ConsussiveShotSnareTrigger(PlayerbotAI* botAI) : SnareTargetTrigger(botAI, "concussive shot") { }
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};
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class ScareBeastTrigger : public HasCcTargetTrigger
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{
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public:
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ScareBeastTrigger(PlayerbotAI* botAI) : HasCcTargetTrigger(botAI, "scare beast") { }
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};
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class HunterLowAmmoTrigger : public AmmoCountTrigger
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{
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public:
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HunterLowAmmoTrigger(PlayerbotAI* botAI) : AmmoCountTrigger(botAI, "ammo", 1, 30) { }
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bool IsActive() override;
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};
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class HunterNoAmmoTrigger : public AmmoCountTrigger
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{
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public:
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HunterNoAmmoTrigger(PlayerbotAI* botAI) : AmmoCountTrigger(botAI, "ammo", 1, 10) { }
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};
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class HunterHasAmmoTrigger : public AmmoCountTrigger
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{
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public:
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HunterHasAmmoTrigger(PlayerbotAI* botAI) : AmmoCountTrigger(botAI, "ammo", 1, 10) { }
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bool IsActive() override;
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};
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class SwitchToRangedTrigger : public Trigger
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{
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public:
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SwitchToRangedTrigger(PlayerbotAI* botAI) : Trigger(botAI, "switch to ranged") { }
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bool IsActive() override;
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};
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class SwitchToMeleeTrigger : public Trigger
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{
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public:
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SwitchToMeleeTrigger(PlayerbotAI* botAI) : Trigger(botAI, "switch to melee") { }
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bool IsActive() override;
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};
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#endif
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