mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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262 lines
7.0 KiB
C++
262 lines
7.0 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "GenericWarlockStrategy.h"
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#include "Strategy.h"
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#include "Playerbots.h"
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class GenericWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericWarlockStrategyActionNodeFactory()
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{
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creators["banish on cc"] = &banish_on_cc;
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creators["fear on cc"] = &fear_on_cc;
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creators["spell lock"] = &spell_lock;
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creators["devour magic purge"] = &devour_magic_purge;
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creators["devour magic cleanse"] = &devour_magic_cleanse;
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}
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private:
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static ActionNode* banish_on_cc(PlayerbotAI*) { return new ActionNode("banish on cc", {}, {}, {}); }
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static ActionNode* fear_on_cc(PlayerbotAI*) { return new ActionNode("fear on cc", {}, {}, {}); }
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static ActionNode* spell_lock(PlayerbotAI*) { return new ActionNode("spell lock", {}, {}, {}); }
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static ActionNode* devour_magic_purge(PlayerbotAI*) { return new ActionNode("devour magic purge", {}, {}, {}); }
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static ActionNode* devour_magic_cleanse(PlayerbotAI*) { return new ActionNode("devour magic cleanse", {}, {}, {}); }
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};
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GenericWarlockStrategy::GenericWarlockStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericWarlockStrategyActionNodeFactory());
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}
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std::vector<NextAction> GenericWarlockStrategy::getDefaultActions()
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{
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return {};
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}
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void GenericWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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CombatStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode(
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"low mana",
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{
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NextAction("life tap", 95.0f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"medium threat",
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{
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NextAction("soulshatter", 55.0f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"spell lock",
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{
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NextAction("spell lock", 40.0f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"no soul shard",
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{
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NextAction("create soul shard", 60.0f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"too many soul shards",
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{
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NextAction("destroy soul shard", 60.0f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"devour magic purge",
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{
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NextAction("devour magic purge", 50.0f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"devour magic cleanse",
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{
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NextAction("devour magic cleanse", 50.0f)
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}
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)
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);
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}
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// ===== AoE Strategy, 3+ enemies =====
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void AoEWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"medium aoe",
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{
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NextAction("immolation aura", 26.0f),
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NextAction("shadowfury", 23.0f),
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NextAction("shadowflame", 22.5f),
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NextAction("seed of corruption on attacker", 22.0f),
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NextAction("seed of corruption", 21.5f),
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NextAction("rain of fire", 21.0f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode("rain of fire channel check",
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{
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NextAction("cancel channel", 21.5f)
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}
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)
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);
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}
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void WarlockBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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// Placeholder for future boost triggers
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}
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void WarlockPetStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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// Placeholder for future pet triggers
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}
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void WarlockCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"banish",
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{
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NextAction("banish on cc", 33.0f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"fear",
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{
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NextAction("fear on cc", 32.0f)
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}
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)
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);
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}
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// Combat strategy for using Curse of Agony
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// Enabled by default for the Affliction spec
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// To enable, type "co +curse of agony"
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// To disable, type "co -curse of agony"
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void WarlockCurseOfAgonyStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"curse of agony on attacker",
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{
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NextAction("curse of agony on attacker", 18.5f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"curse of agony",
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{
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NextAction("curse of agony", 17.0f)
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}
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)
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);
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}
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// Combat strategy for using Curse of the Elements
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// Enabled by default for the Destruction spec
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// To enable, type "co +curse of elements"
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// To disable, type "co -curse of elements"
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void WarlockCurseOfTheElementsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"curse of the elements",
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{
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NextAction("curse of the elements", 29.0f)
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}
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)
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);
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}
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// Combat strategy for using Curse of Doom
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// Disabled by default
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// To enable, type "co +curse of doom"
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// To disable, type "co -curse of doom"
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void WarlockCurseOfDoomStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"curse of doom",
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{
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NextAction("curse of doom", 29.0f)
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}
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)
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);
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}
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// Combat strategy for using Curse of Exhaustion
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// Disabled by default
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// To enable, type "co +curse of exhaustion"
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// To disable, type "co -curse of exhaustion"
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void WarlockCurseOfExhaustionStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"curse of exhaustion",
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{
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NextAction("curse of exhaustion", 29.0f)
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}
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)
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);
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}
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// Combat strategy for using Curse of Tongues
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// Disabled by default
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// To enable, type "co +curse of tongues"
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// To disable, type "co -curse of tongues"
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void WarlockCurseOfTonguesStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"curse of tongues",
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{
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NextAction("curse of tongues", 29.0f)
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}
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)
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);
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}
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// Combat strategy for using Curse of Weakness
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// Disabled by default
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// To enable, type "co +curse of weakness"
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// To disable, type "co -curse of weakness"
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void WarlockCurseOfWeaknessStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"curse of weakness",
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{
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NextAction("curse of weakness", 29.0f)
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}
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)
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);
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}
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