/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version. */ #include "GenericPaladinNonCombatStrategy.h" #include "GenericPaladinStrategyActionNodeFactory.h" #include "Playerbots.h" GenericPaladinNonCombatStrategy::GenericPaladinNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI) { actionNodeFactories.Add(new GenericPaladinStrategyActionNodeFactory()); } void GenericPaladinNonCombatStrategy::InitTriggers(std::vector& triggers) { NonCombatStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("redemption", 30.0f), nullptr))); triggers.push_back(new TriggerNode("almost full health", NextAction::array(0, new NextAction("flash of light", 23.0f), nullptr))); triggers.push_back(new TriggerNode("party member almost full health", NextAction::array(0, new NextAction("flash of light on party", 24.0f), nullptr))); }