Files
mod-playerbots/src/strategy/dungeons/wotlk/nexus/NexusActions.h
Bobblybook d0a9e98801 Dungeon code cleanup
Consistent code, easier to read logic flow and some missing nullptr checks
2024-10-20 15:49:10 +11:00

56 lines
1.4 KiB
C++

#ifndef _PLAYERBOT_WOTLKDUNGEONNEXACTIONS_H
#define _PLAYERBOT_WOTLKDUNGEONNEXACTIONS_H
#include "Action.h"
#include "AttackAction.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "NexusTriggers.h"
class MoveFromWhirlwindAction : public MovementAction
{
public:
MoveFromWhirlwindAction(PlayerbotAI* ai) : MovementAction(ai, "move from whirlwind") {}
bool Execute(Event event) override;
};
class FirebombSpreadAction : public MovementAction
{
public:
FirebombSpreadAction(PlayerbotAI* ai) : MovementAction(ai, "firebomb spread") {}
bool Execute(Event event) override;
};
class TelestraSplitTargetAction : public AttackAction
{
public:
TelestraSplitTargetAction(PlayerbotAI* ai) : AttackAction(ai, "telestra split target") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class ChaoticRiftTargetAction : public AttackAction
{
public:
ChaoticRiftTargetAction(PlayerbotAI* ai) : AttackAction(ai, "chaotic rift target") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class DodgeSpikesAction : public MovementAction
{
public:
DodgeSpikesAction(PlayerbotAI* ai) : MovementAction(ai, "dodge spikes") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class IntenseColdJumpAction : public MovementAction
{
public:
IntenseColdJumpAction(PlayerbotAI* ai) : MovementAction(ai, "intense cold jump") {}
bool Execute(Event event) override;
};
#endif