/* * Copyright (C) 2016+ AzerothCore , released under GNU AGPL v3 license, you may redistribute it * and/or modify it under version 3 of the License, or (at your option), any later version. */ #include "NewRpgStrategy.h" #include "Playerbots.h" NewRpgStrategy::NewRpgStrategy(PlayerbotAI* botAI) : Strategy(botAI) {} std::vector NewRpgStrategy::getDefaultActions() { // the releavance should be greater than grind return { NextAction("new rpg status update", 11.0f) }; } void NewRpgStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode( "go grind status", { NextAction("new rpg go grind", 3.0f) } ) ); triggers.push_back( new TriggerNode( "go camp status", { NextAction("new rpg go camp", 3.0f) } ) ); triggers.push_back( new TriggerNode( "wander random status", { NextAction("new rpg wander random", 3.0f) } ) ); triggers.push_back( new TriggerNode( "wander npc status", { NextAction("new rpg wander npc", 3.0f) } ) ); triggers.push_back( new TriggerNode( "do quest status", { NextAction("new rpg do quest", 3.0f) } ) ); triggers.push_back( new TriggerNode( "travel flight status", { NextAction("new rpg travel flight", 3.0f) } ) ); } void NewRpgStrategy::InitMultipliers(std::vector& multipliers) { }