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Refactor: Clean up triggers and reorganize supported commands (#2327)
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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
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one. Bots don't need to behave perfectly; believable behavior is the
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Before submitting, make sure your changes aligns with these principles.
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## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Removed duplicate and dead trigger-action mappings in
ChatCommandHandlerStrategy. Noticed while reviewing the recent edits to
test-staging. Also when trigger name == action name, that belongs to
supported in supported, so `wipe` and `roll` were moved there.
Beyond that, `InitTriggers` commands were changed to be in a single
line. Really it's easier to read that way, except multi-action lines,
where I gave each action a line of its own.
## Feature Evaluation
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Logic has been further minimized to eliminate redundancies.
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Test the affected commands. They should work same as before.
Removed duplicates from `InitTriggers` that are already in `supported`:
1. open items
2. unlock items
3. unlock traded item
4. tame
5. glyphs
6. glyph equip
7. pet
8. pet attack
9. emblems
Dead entries that were in `supported` but already worked through
`InitTriggers`:
1. qi
2. focus heal
Triggers that were moved from `InitTriggers` to `supported`:
1. wipe
2. roll
## 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?
- - [x] No
- - [ ] Yes (**explain why**)
- Does this change add new decision branches or increase maintenance
complexity?
- - [x] No
- - [ ] Yes (**explain below**)
## AI Assistance
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- - [ ] Yes (**explain below**)
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TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->
## Final Checklist
- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).
## Notes for Reviewers
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This commit is contained in:
parent
eb3c101959
commit
dbea1203b4
@ -20,20 +20,23 @@ private:
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}
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};
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// Commands where trigger name =/= action name.
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void ChatCommandHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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PassTroughStrategy::InitTriggers(triggers);
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// Keep single action triggers on one line, and multi-action triggers on multiple lines.
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triggers.push_back(new TriggerNode("rep", { NextAction("reputation", relevance) }));
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triggers.push_back(new TriggerNode("pvp stats", { NextAction("tell pvp stats", relevance) }));
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triggers.push_back(new TriggerNode("q", { NextAction("query quest", relevance),
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NextAction("query item usage", relevance) }));
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triggers.push_back(new TriggerNode("add all loot", { NextAction("add all loot", relevance),
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NextAction("loot", relevance) }));
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triggers.push_back(new TriggerNode("q",
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{ NextAction("query quest", relevance),
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NextAction("query item usage", relevance) }));
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triggers.push_back(new TriggerNode("add all loot",
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{ NextAction("add all loot", relevance),
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NextAction("loot", relevance) }));
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triggers.push_back(new TriggerNode("u", { NextAction("use", relevance) }));
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triggers.push_back(new TriggerNode("c", { NextAction("item count", relevance) }));
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triggers.push_back(
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new TriggerNode("items", { NextAction("item count", relevance) }));
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triggers.push_back(new TriggerNode("items", { NextAction("item count", relevance) }));
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triggers.push_back(new TriggerNode("inv", { NextAction("item count", relevance) }));
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triggers.push_back(new TriggerNode("e", { NextAction("equip", relevance) }));
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triggers.push_back(new TriggerNode("ue", { NextAction("unequip", relevance) }));
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@ -42,81 +45,40 @@ void ChatCommandHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
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triggers.push_back(new TriggerNode("s", { NextAction("sell", relevance) }));
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triggers.push_back(new TriggerNode("b", { NextAction("buy", relevance) }));
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triggers.push_back(new TriggerNode("r", { NextAction("reward", relevance) }));
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triggers.push_back(
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new TriggerNode("attack", { NextAction("attack my target", relevance) }));
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triggers.push_back(
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new TriggerNode("accept", { NextAction("accept quest", relevance) }));
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triggers.push_back(
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new TriggerNode("follow", { NextAction("follow chat shortcut", relevance) }));
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triggers.push_back(
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new TriggerNode("stay", { NextAction("stay chat shortcut", relevance) }));
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triggers.push_back(
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new TriggerNode("move from group", { NextAction("move from group chat shortcut", relevance) }));
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triggers.push_back(
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new TriggerNode("flee", { NextAction("flee chat shortcut", relevance) }));
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triggers.push_back(new TriggerNode(
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"tank attack", { NextAction("tank attack chat shortcut", relevance) }));
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triggers.push_back(
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new TriggerNode("grind", { NextAction("grind chat shortcut", relevance) }));
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triggers.push_back(
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new TriggerNode("talk", { NextAction("gossip hello", relevance),
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NextAction("talk to quest giver", relevance) }));
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triggers.push_back(
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new TriggerNode("enter vehicle", { NextAction("enter vehicle", relevance) }));
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triggers.push_back(
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new TriggerNode("leave vehicle", { NextAction("leave vehicle", relevance) }));
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triggers.push_back(
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new TriggerNode("cast", { NextAction("cast custom spell", relevance) }));
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triggers.push_back(
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new TriggerNode("castnc", { NextAction("cast custom nc spell", relevance) }));
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triggers.push_back(
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new TriggerNode("revive", { NextAction("spirit healer", relevance) }));
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triggers.push_back(
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new TriggerNode("runaway", { NextAction("runaway chat shortcut", relevance) }));
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triggers.push_back(
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new TriggerNode("warning", { NextAction("runaway chat shortcut", relevance) }));
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triggers.push_back(
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new TriggerNode("max dps", { NextAction("max dps chat shortcut", relevance) }));
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triggers.push_back(
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new TriggerNode("attackers", { NextAction("tell attackers", relevance) }));
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triggers.push_back(
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new TriggerNode("target", { NextAction("tell target", relevance) }));
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triggers.push_back(
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new TriggerNode("pull", { NextAction("pull my target", relevance) }));
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triggers.push_back(
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new TriggerNode("pull back", { NextAction("pull my target", relevance) }));
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triggers.push_back(
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new TriggerNode("pull rti", { NextAction("pull rti target", relevance) }));
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triggers.push_back(
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new TriggerNode("ready", { NextAction("ready check", relevance) }));
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triggers.push_back(
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new TriggerNode("naxx", {NextAction("naxx chat shortcut", relevance)}));
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triggers.push_back(
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new TriggerNode("bwl", { NextAction("bwl chat shortcut", relevance) }));
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triggers.push_back(
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new TriggerNode("dps", { NextAction("tell estimated dps", relevance) }));
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triggers.push_back(
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new TriggerNode("disperse", { NextAction("disperse set", relevance) }));
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triggers.push_back(
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new TriggerNode("open items", { NextAction("open items", relevance) }));
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triggers.push_back(
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new TriggerNode("qi", { NextAction("query item usage", relevance) }));
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triggers.push_back(
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new TriggerNode("unlock items", { NextAction("unlock items", relevance) }));
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triggers.push_back(
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new TriggerNode("unlock traded item", { NextAction("unlock traded item", relevance) }));
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triggers.push_back(
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new TriggerNode("wipe", { NextAction("wipe", relevance) }));
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triggers.push_back(new TriggerNode("tame", { NextAction("tame", relevance) }));
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triggers.push_back(new TriggerNode("glyphs", { NextAction("glyphs", relevance) })); // Added for custom Glyphs
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triggers.push_back(new TriggerNode("glyph equip", { NextAction("glyph equip", relevance) })); // Added for custom Glyphs
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triggers.push_back(new TriggerNode("pet", { NextAction("pet", relevance) }));
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triggers.push_back(new TriggerNode("pet attack", { NextAction("pet attack", relevance) }));
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triggers.push_back(new TriggerNode("roll", { NextAction("roll", relevance) }));
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triggers.push_back(new TriggerNode("attack", { NextAction("attack my target", relevance) }));
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triggers.push_back(new TriggerNode("accept", { NextAction("accept quest", relevance) }));
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triggers.push_back(new TriggerNode("follow", { NextAction("follow chat shortcut", relevance) }));
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triggers.push_back(new TriggerNode("stay", { NextAction("stay chat shortcut", relevance) }));
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triggers.push_back(new TriggerNode("move from group", { NextAction("move from group chat shortcut", relevance) }));
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triggers.push_back(new TriggerNode("flee", { NextAction("flee chat shortcut", relevance) }));
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triggers.push_back(new TriggerNode("tank attack", { NextAction("tank attack chat shortcut", relevance) }));
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triggers.push_back(new TriggerNode("grind", { NextAction("grind chat shortcut", relevance) }));
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triggers.push_back(new TriggerNode("talk",
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{ NextAction("gossip hello", relevance),
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NextAction("talk to quest giver", relevance) }));
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triggers.push_back(new TriggerNode("enter vehicle", { NextAction("enter vehicle", relevance) }));
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triggers.push_back(new TriggerNode("leave vehicle", { NextAction("leave vehicle", relevance) }));
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triggers.push_back(new TriggerNode("cast", { NextAction("cast custom spell", relevance) }));
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triggers.push_back(new TriggerNode("castnc", { NextAction("cast custom nc spell", relevance) }));
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triggers.push_back(new TriggerNode("revive", { NextAction("spirit healer", relevance) }));
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triggers.push_back(new TriggerNode("runaway", { NextAction("runaway chat shortcut", relevance) }));
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triggers.push_back(new TriggerNode("warning", { NextAction("runaway chat shortcut", relevance) }));
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triggers.push_back(new TriggerNode("max dps", { NextAction("max dps chat shortcut", relevance) }));
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triggers.push_back(new TriggerNode("attackers", { NextAction("tell attackers", relevance) }));
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triggers.push_back(new TriggerNode("target", { NextAction("tell target", relevance) }));
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triggers.push_back(new TriggerNode("pull", { NextAction("pull my target", relevance) }));
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triggers.push_back(new TriggerNode("pull back", { NextAction("pull my target", relevance) }));
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triggers.push_back(new TriggerNode("pull rti", { NextAction("pull rti target", relevance) }));
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triggers.push_back(new TriggerNode("ready", { NextAction("ready check", relevance) }));
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triggers.push_back(new TriggerNode("naxx", {NextAction("naxx chat shortcut", relevance) }));
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triggers.push_back(new TriggerNode("bwl", { NextAction("bwl chat shortcut", relevance) }));
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triggers.push_back(new TriggerNode("dps", { NextAction("tell estimated dps", relevance) }));
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triggers.push_back(new TriggerNode("disperse", { NextAction("disperse set", relevance) }));
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triggers.push_back(new TriggerNode("qi", { NextAction("query item usage", relevance) }));
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triggers.push_back(new TriggerNode("focus heal", { NextAction("focus heal targets", relevance) }));
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triggers.push_back(new TriggerNode("emblems", { NextAction("emblems", relevance) }));
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}
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// Commands where trigger name == action name.
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ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI)
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{
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actionNodeFactories.Add(new ChatCommandActionNodeFactoryInternal());
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@ -199,15 +161,15 @@ ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : Pas
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supported.push_back("rtsc");
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supported.push_back("drink");
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supported.push_back("calc");
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supported.push_back("roll");
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supported.push_back("open items");
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supported.push_back("qi");
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supported.push_back("unlock items");
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supported.push_back("unlock traded item");
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supported.push_back("wipe");
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supported.push_back("tame");
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supported.push_back("glyphs");
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supported.push_back("glyph equip");
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supported.push_back("pet");
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supported.push_back("pet attack");
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supported.push_back("wait for attack time");
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supported.push_back("focus heal");
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}
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}
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