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Will of the forsaken (#2231)
<!-- Thank you for contributing to mod-playerbots, please make sure that you... 1. Submit your PR to the test-staging branch, not master. 2. Read the guidelines below before submitting. 3. Don't delete parts of this template. DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND PREDICTABILITY over behavioral realism. Every action and decision executes PER BOT AND PER TRIGGER. Small increases in logic complexity scale poorly across thousands of bots and negatively affect all. We prioritize a stable system over a smarter one. Bots don't need to behave perfectly; believable behavior is the goal, not human simulation. Default behavior must be cheap in processing; expensive behavior must be opt-in. Before submitting, make sure your changes aligns with these principles. --> ## Pull Request Description <!-- Describe what this change does and why it is needed --> Added Will of the Forsaken support. Made structure fix for affected files. Partially resolves: #2002 ## How to Test the Changes <!-- - Step-by-step instructions to test the change. - Any required setup (e.g. multiple players, number of bots, specific configuration). - Expected behavior and how to verify it. --> - create/invite undead bot - start fight (you can use dummy target) - use `.aura 6215` to fear bot - bot should use "Will of the Forsaken" to remove debuff ## Impact Assessment <!-- As a generic test, before and after measure of pmon (playerbot pmon tick) can help you here. --> - Does this change increase per-bot/per-tick processing or risk scaling poorly with thousands of bots? - - [x] No, not at all - - [ ] Minimal impact (**explain below**) - - [ ] Moderate impact (**explain below**) - Does this change modify default bot behavior? - - [ ] No - - [x] Yes (**explain why**) Undead bot use now "Will of the Forsaken" to remove charm, fear or sleep. - Does this change add new decision branches or increase maintenance complexity? - - [x] No - - [ ] Yes (**explain below**) ## Messages to Translate <!-- Bot messages have to be translatable, but you don't need to do the translations here. You only need to make sure the message is in a translatable format, and list in the table the message_key and the default English message. Search for GetBotTextOrDefault in the codebase for examples. --> - Does this change add bot messages to translate? - - [x] No - - [ ] Yes (**list messages in the table**) | Message key | Default message | | --------------- | ------------------ | | | | | | | ## AI Assistance <!-- AI assistance is allowed, but all submitted code must be fully understood, reviewed, and owned by the contributor. We expect contributors to be honest about what they do and do not understand. --> - Was AI assistance used while working on this change? - - [ ] No - - [x] Yes (**explain below**) <!-- If yes, please specify: - Purpose of usage (e.g. brainstorming, refactoring, documentation, code generation). - Which parts of the change were influenced or generated, and whether it was thoroughly reviewed. --> OpenCode to review changes ## Final Checklist - - [x] Stability is not compromised. - - [x] Performance impact is understood, tested, and acceptable. - - [x] Added logic complexity is justified and explained. - - [x] Documentation updated if needed (Conf comments, WiKi commands). ## Notes for Reviewers <!-- Anything else that's helpful to review or test your pull request. --> <img width="325" height="77" alt="obraz" src="https://github.com/user-attachments/assets/729cfdf8-3742-457c-9278-7fcce824e6d0" /> --------- Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
This commit is contained in:
parent
45aa6f2f8e
commit
6db44b5296
@ -165,6 +165,7 @@ public:
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creators["blood fury"] = &ActionContext::blood_fury;
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creators["blood fury"] = &ActionContext::blood_fury;
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creators["berserking"] = &ActionContext::berserking;
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creators["berserking"] = &ActionContext::berserking;
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creators["every man for himself"] = &ActionContext::every_man_for_himself;
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creators["every man for himself"] = &ActionContext::every_man_for_himself;
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creators["will of the forsaken"] = &ActionContext::will_of_the_forsaken;
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creators["use trinket"] = &ActionContext::use_trinket;
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creators["use trinket"] = &ActionContext::use_trinket;
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creators["auto talents"] = &ActionContext::auto_talents;
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creators["auto talents"] = &ActionContext::auto_talents;
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creators["auto share quest"] = &ActionContext::auto_share_quest;
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creators["auto share quest"] = &ActionContext::auto_share_quest;
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@ -361,6 +362,7 @@ private:
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static Action* blood_fury(PlayerbotAI* botAI) { return new CastBloodFuryAction(botAI); }
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static Action* blood_fury(PlayerbotAI* botAI) { return new CastBloodFuryAction(botAI); }
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static Action* berserking(PlayerbotAI* botAI) { return new CastBerserkingAction(botAI); }
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static Action* berserking(PlayerbotAI* botAI) { return new CastBerserkingAction(botAI); }
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static Action* every_man_for_himself(PlayerbotAI* botAI) { return new CastEveryManForHimselfAction(botAI); }
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static Action* every_man_for_himself(PlayerbotAI* botAI) { return new CastEveryManForHimselfAction(botAI); }
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static Action* will_of_the_forsaken(PlayerbotAI* botAI) { return new CastWillOfTheForsakenAction(botAI); }
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static Action* use_trinket(PlayerbotAI* botAI) { return new UseTrinketAction(botAI); }
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static Action* use_trinket(PlayerbotAI* botAI) { return new UseTrinketAction(botAI); }
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static Action* auto_talents(PlayerbotAI* botAI) { return new AutoSetTalentsAction(botAI); }
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static Action* auto_talents(PlayerbotAI* botAI) { return new AutoSetTalentsAction(botAI); }
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static Action* auto_share_quest(PlayerbotAI* ai) { return new AutoShareQuestAction(ai); }
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static Action* auto_share_quest(PlayerbotAI* ai) { return new AutoShareQuestAction(ai); }
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@ -1,63 +0,0 @@
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/*
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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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#pragma once
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#include <string>
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#include <functional>
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#include "Common.h"
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#include "Group.h"
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#include "Chat.h"
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#include "Language.h"
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class Player;
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class PlayerbotAI;
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namespace ai::buff
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{
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// Build an aura qualifier "single + greater" to avoid double-buffing
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std::string MakeAuraQualifierForBuff(std::string const& name);
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// Returns the group spell name for a given single-target buff.
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// If no group equivalent exists, returns "".
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std::string GroupVariantFor(std::string const& name);
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// Checks if the bot has the required reagents to cast a spell (by its spellId).
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// Returns false if the spellId is invalid.
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bool HasRequiredReagents(Player* bot, uint32 spellId);
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// Applies the "switch to group buff" policy if: the bot is in a group of size x+,
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// the group variant is known/useful, and reagents are available. Otherwise, returns baseName.
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// If announceOnMissing == true and reagents are missing, calls the 'announce' callback
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// (if provided) to notify the party/raid.
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std::string UpgradeToGroupIfAppropriate(
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Player* bot,
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PlayerbotAI* botAI,
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std::string const& baseName,
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bool announceOnMissing = false,
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std::function<void(std::string const&)> announce = {}
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);
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}
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namespace ai::chat {
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inline std::function<void(std::string const&)> MakeGroupAnnouncer(Player* me)
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{
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return [me](std::string const& msg)
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{
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if (Group* g = me->GetGroup())
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{
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WorldPacket data;
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ChatMsg type = g->isRaidGroup() ? CHAT_MSG_RAID : CHAT_MSG_PARTY;
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ChatHandler::BuildChatPacket(data, type, LANG_UNIVERSAL, me, /*receiver=*/nullptr, msg.c_str());
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g->BroadcastPacket(&data, true, -1, me->GetGUID());
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}
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else
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{
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me->Say(msg, LANG_UNIVERSAL);
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}
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};
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}
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}
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@ -17,10 +17,11 @@
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#include "WorldPacket.h"
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#include "WorldPacket.h"
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#include "Group.h"
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#include "Group.h"
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#include "Chat.h"
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#include "Chat.h"
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#include "GenericBuffUtils.h"
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#include "Ai/Base/Util/GenericBuffUtils.h"
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#include "PlayerbotAI.h"
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#include "PlayerbotAI.h"
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using ai::buff::MakeAuraQualifierForBuff;
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using ai::buff::MakeAuraQualifierForBuff;
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using ai::spell::HasSpellOrCategoryCooldown;
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CastSpellAction::CastSpellAction(PlayerbotAI* botAI, std::string const spell)
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CastSpellAction::CastSpellAction(PlayerbotAI* botAI, std::string const spell)
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: Action(botAI, spell), range(botAI->GetRange("spell")), spell(spell)
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: Action(botAI, spell), range(botAI->GetRange("spell")), spell(spell)
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@ -320,7 +321,7 @@ bool CastEveryManForHimselfAction::isPossible()
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if (!bot->HasSpell(spellId))
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if (!bot->HasSpell(spellId))
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return false;
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return false;
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if (bot->HasSpellCooldown(spellId))
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if (HasSpellOrCategoryCooldown(bot, spellId))
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return false;
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return false;
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return true;
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return true;
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@ -328,11 +329,36 @@ bool CastEveryManForHimselfAction::isPossible()
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bool CastEveryManForHimselfAction::isUseful()
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bool CastEveryManForHimselfAction::isUseful()
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{
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{
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return bot->HasAuraType(SPELL_AURA_MOD_STUN) ||
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return (bot->HasAuraType(SPELL_AURA_MOD_STUN) ||
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bot->HasAuraType(SPELL_AURA_MOD_FEAR) ||
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bot->HasAuraType(SPELL_AURA_MOD_FEAR) ||
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bot->HasAuraType(SPELL_AURA_MOD_ROOT) ||
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bot->HasAuraType(SPELL_AURA_MOD_ROOT) ||
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bot->HasAuraType(SPELL_AURA_MOD_CONFUSE) ||
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bot->HasAuraType(SPELL_AURA_MOD_CONFUSE) ||
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bot->HasAuraType(SPELL_AURA_MOD_CHARM);
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bot->HasAuraType(SPELL_AURA_MOD_CHARM))
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&& CastSpellAction::isUseful();
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}
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bool CastWillOfTheForsakenAction::isPossible()
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{
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uint32 spellId = AI_VALUE2(uint32, "spell id", spell);
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if (!spellId)
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return false;
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if (!bot->HasSpell(spellId))
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return false;
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if (HasSpellOrCategoryCooldown(bot, spellId))
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return false;
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return true;
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}
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bool CastWillOfTheForsakenAction::isUseful()
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{
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return (bot->HasAuraType(SPELL_AURA_MOD_FEAR) ||
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bot->HasAuraType(SPELL_AURA_MOD_CHARM) ||
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bot->HasAuraType(SPELL_AURA_AOE_CHARM) ||
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bot->HasAuraWithMechanic(1 << MECHANIC_SLEEP))
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&& CastSpellAction::isUseful();
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}
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}
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bool UseTrinketAction::Execute(Event /*event*/)
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bool UseTrinketAction::Execute(Event /*event*/)
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@ -294,6 +294,16 @@ public:
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bool isUseful() override;
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bool isUseful() override;
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};
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};
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class CastWillOfTheForsakenAction : public CastSpellAction
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{
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public:
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CastWillOfTheForsakenAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "will of the forsaken") {}
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std::string const GetTargetName() override { return "self target"; }
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bool isPossible() override;
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bool isUseful() override;
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};
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class UseTrinketAction : public Action
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class UseTrinketAction : public Action
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{
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{
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public:
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public:
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"loss of control", { NextAction("every man for himself", ACTION_EMERGENCY + 1) }));
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"loss of control", { NextAction("every man for himself", ACTION_EMERGENCY + 1) }));
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triggers.push_back(new TriggerNode(
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"fear charm sleep", { NextAction("will of the forsaken", ACTION_EMERGENCY + 1) }));
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}
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}
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RacialsStrategy::RacialsStrategy(PlayerbotAI* botAI) : Strategy(botAI)
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RacialsStrategy::RacialsStrategy(PlayerbotAI* botAI) : Strategy(botAI)
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@ -473,6 +473,14 @@ bool LossOfControlTrigger::IsActive()
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bot->HasAuraType(SPELL_AURA_MOD_CHARM);
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bot->HasAuraType(SPELL_AURA_MOD_CHARM);
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}
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}
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bool FearCharmSleepTrigger::IsActive()
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{
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return bot->HasAuraType(SPELL_AURA_MOD_FEAR) ||
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bot->HasAuraType(SPELL_AURA_MOD_CHARM) ||
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bot->HasAuraType(SPELL_AURA_AOE_CHARM) ||
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bot->HasAuraWithMechanic(1 << MECHANIC_SLEEP);
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}
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bool HasAuraStackTrigger::IsActive()
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bool HasAuraStackTrigger::IsActive()
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{
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{
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Aura* aura = botAI->GetAura(getName(), GetTarget(), false, true, stack);
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Aura* aura = botAI->GetAura(getName(), GetTarget(), false, true, stack);
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@ -754,6 +754,14 @@ public:
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bool IsActive() override;
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bool IsActive() override;
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};
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};
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class FearCharmSleepTrigger : public Trigger
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{
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public:
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FearCharmSleepTrigger(PlayerbotAI* botAI) : Trigger(botAI, "fear charm sleep", 1) {}
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bool IsActive() override;
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};
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class IsSwimmingTrigger : public Trigger
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class IsSwimmingTrigger : public Trigger
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{
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{
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public:
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public:
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creators["generic boost"] = &TriggerContext::generic_boost;
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creators["generic boost"] = &TriggerContext::generic_boost;
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creators["loss of control"] = &TriggerContext::loss_of_control;
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creators["loss of control"] = &TriggerContext::loss_of_control;
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creators["fear charm sleep"] = &TriggerContext::fear_charm_sleep;
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creators["protect party member"] = &TriggerContext::protect_party_member;
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creators["protect party member"] = &TriggerContext::protect_party_member;
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@ -367,6 +368,7 @@ private:
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}
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}
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static Trigger* generic_boost(PlayerbotAI* botAI) { return new GenericBoostTrigger(botAI); }
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static Trigger* generic_boost(PlayerbotAI* botAI) { return new GenericBoostTrigger(botAI); }
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static Trigger* loss_of_control(PlayerbotAI* botAI) { return new LossOfControlTrigger(botAI); }
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static Trigger* loss_of_control(PlayerbotAI* botAI) { return new LossOfControlTrigger(botAI); }
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static Trigger* fear_charm_sleep(PlayerbotAI* botAI) { return new FearCharmSleepTrigger(botAI); }
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static Trigger* PartyMemberCriticalHealth(PlayerbotAI* botAI)
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static Trigger* PartyMemberCriticalHealth(PlayerbotAI* botAI)
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{
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{
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return new PartyMemberCriticalHealthTrigger(botAI);
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return new PartyMemberCriticalHealthTrigger(botAI);
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@ -67,7 +67,7 @@ namespace ai::buff
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if (info->Reagent[i] > 0)
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if (info->Reagent[i] > 0)
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{
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{
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uint32 const itemId = info->Reagent[i];
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uint32 const itemId = info->Reagent[i];
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int32 const need = info->ReagentCount[i];
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int32 const need = info->ReagentCount[i];
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if ((int32)bot->GetItemCount(itemId, false) < need)
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if ((int32)bot->GetItemCount(itemId, false) < need)
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return false;
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return false;
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}
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}
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@ -143,3 +143,28 @@ namespace ai::buff
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return castName;
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return castName;
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}
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}
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}
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}
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namespace ai::spell
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{
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bool HasSpellOrCategoryCooldown(Player* bot, uint32 spellId)
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{
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if (bot->HasSpellCooldown(spellId))
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return true;
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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if (!spellInfo)
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return false;
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uint32 category = spellInfo->GetCategory();
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if (!category)
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return false;
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for (auto const& [cooldownSpellId, cooldown] : bot->GetSpellCooldownMap())
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{
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if (cooldown.category == category && bot->GetSpellCooldownDelay(cooldownSpellId) > 0)
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return true;
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}
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return false;
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}
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}
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68
src/Ai/Base/Util/GenericBuffUtils.h
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68
src/Ai/Base/Util/GenericBuffUtils.h
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@ -0,0 +1,68 @@
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/*
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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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#pragma once
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#include <string>
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#include <functional>
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#include "Common.h"
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#include "Group.h"
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#include "Chat.h"
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#include "Language.h"
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class Player;
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class PlayerbotAI;
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namespace ai::buff
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{
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// Build an aura qualifier "single + greater" to avoid double-buffing
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std::string MakeAuraQualifierForBuff(std::string const& name);
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// Returns the group spell name for a given single-target buff.
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// If no group equivalent exists, returns "".
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std::string GroupVariantFor(std::string const& name);
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||||||
|
// Checks if the bot has the required reagents to cast a spell (by its spellId).
|
||||||
|
// Returns false if the spellId is invalid.
|
||||||
|
bool HasRequiredReagents(Player* bot, uint32 spellId);
|
||||||
|
|
||||||
|
// Applies the "switch to group buff" policy if: the bot is in a group of size x+,
|
||||||
|
// the group variant is known/useful, and reagents are available. Otherwise, returns baseName.
|
||||||
|
// If announceOnMissing == true and reagents are missing, calls the 'announce' callback
|
||||||
|
// (if provided) to notify the party/raid.
|
||||||
|
std::string UpgradeToGroupIfAppropriate(
|
||||||
|
Player* bot,
|
||||||
|
PlayerbotAI* botAI,
|
||||||
|
std::string const& baseName,
|
||||||
|
bool announceOnMissing = false,
|
||||||
|
std::function<void(std::string const&)> announce = {}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
namespace ai::spell
|
||||||
|
{
|
||||||
|
bool HasSpellOrCategoryCooldown(Player* bot, uint32 spellId);
|
||||||
|
}
|
||||||
|
|
||||||
|
namespace ai::chat {
|
||||||
|
inline std::function<void(std::string const&)> MakeGroupAnnouncer(Player* me)
|
||||||
|
{
|
||||||
|
return [me](std::string const& msg)
|
||||||
|
{
|
||||||
|
if (Group* g = me->GetGroup())
|
||||||
|
{
|
||||||
|
WorldPacket data;
|
||||||
|
ChatMsg type = g->isRaidGroup() ? CHAT_MSG_RAID : CHAT_MSG_PARTY;
|
||||||
|
ChatHandler::BuildChatPacket(data, type, LANG_UNIVERSAL, me, /*receiver=*/nullptr, msg.c_str());
|
||||||
|
g->BroadcastPacket(&data, true, -1, me->GetGUID());
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
me->Say(msg, LANG_UNIVERSAL);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -11,7 +11,7 @@
|
|||||||
#include "Playerbots.h"
|
#include "Playerbots.h"
|
||||||
#include "SharedDefines.h"
|
#include "SharedDefines.h"
|
||||||
#include "../../../../../src/server/scripts/Spells/spell_generic.cpp"
|
#include "../../../../../src/server/scripts/Spells/spell_generic.cpp"
|
||||||
#include "GenericBuffUtils.h"
|
#include "Ai/Base/Util/GenericBuffUtils.h"
|
||||||
#include "Group.h"
|
#include "Group.h"
|
||||||
#include "ObjectAccessor.h"
|
#include "ObjectAccessor.h"
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user