mod-playerbots/src/Ai/Class/Shaman/ShamanActions.h
Keleborn 714bb6bca3
Shorten paths (#2396)
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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
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poorly across thousands of bots and negatively affect all. We prioritize
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## Pull Request Description
<!-- Describe what this change does and why it is needed -->
This is designed to significantly shorten the overall path while
maintaining the more detailed structure. I tried to follow the principle
of removing any folder that had 1 or 2 files in it, shortenining
dungeon/raid names to acronyms, and removing instances when the base
name was in the file name (Like Raid) etc.


## Feature Evaluation
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- 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
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    - - [x] No
    - - [ ] Yes (**explain below**)



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update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
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## Final Checklist

- - [ ] Stability is not compromised.
- - [ ] Performance impact is understood, tested, and acceptable.
- - [ ] Added logic complexity is justified and explained.
- - [ ] Any new bot dialogue lines are translated.
- - [ ] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
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2026-05-31 18:38:01 +02:00

712 lines
20 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_SHAMANACTIONS_H
#define _PLAYERBOT_SHAMANACTIONS_H
#include "GenericSpellActions.h"
#include "Playerbots.h"
#include "SharedDefines.h"
#include "TotemsShamanStrategy.h"
class PlayerbotAI;
// Buff and Out of Combat Actions
class CastWaterShieldAction : public CastBuffSpellAction
{
public:
CastWaterShieldAction(PlayerbotAI* botAI) :
CastBuffSpellAction(botAI, "water shield") {}
};
class CastLightningShieldAction : public CastBuffSpellAction
{
public:
CastLightningShieldAction(PlayerbotAI* botAI) :
CastBuffSpellAction(botAI, "lightning shield") {}
};
class CastRockbiterWeaponMainHandAction : public CastEnchantItemMainHandAction
{
public:
CastRockbiterWeaponMainHandAction(PlayerbotAI* botAI) :
CastEnchantItemMainHandAction(botAI, "rockbiter weapon") {}
};
class CastFlametongueWeaponMainHandAction : public CastEnchantItemMainHandAction
{
public:
CastFlametongueWeaponMainHandAction(PlayerbotAI* botAI) :
CastEnchantItemMainHandAction(botAI, "flametongue weapon") {}
};
class CastFlametongueWeaponOffHandAction : public CastEnchantItemOffHandAction
{
public:
CastFlametongueWeaponOffHandAction(PlayerbotAI* botAI) :
CastEnchantItemOffHandAction(botAI, "flametongue weapon") {}
};
/* class CastFrostbrandWeaponOffHandAction : public CastEnchantItemOffHandAction
{
public:
CastFrostbrandWeaponOffHandAction(PlayerbotAI* botAI) :
CastEnchantItemOffHandAction(botAI, "frostbrand weapon") {}
}; */
class CastEarthlivingWeaponMainHandAction : public CastEnchantItemMainHandAction
{
public:
CastEarthlivingWeaponMainHandAction(PlayerbotAI* botAI) :
CastEnchantItemMainHandAction(botAI, "earthliving weapon") {}
};
class CastWindfuryWeaponMainHandAction : public CastEnchantItemMainHandAction
{
public:
CastWindfuryWeaponMainHandAction(PlayerbotAI* botAI) :
CastEnchantItemMainHandAction(botAI, "windfury weapon") {}
};
class CastAncestralSpiritAction : public ResurrectPartyMemberAction
{
public:
CastAncestralSpiritAction(PlayerbotAI* botAI) :
ResurrectPartyMemberAction(botAI, "ancestral spirit") {}
};
class CastWaterBreathingAction : public CastBuffSpellAction
{
public:
CastWaterBreathingAction(PlayerbotAI* botAI) :
CastBuffSpellAction(botAI, "water breathing") {}
};
class CastWaterWalkingAction : public CastBuffSpellAction
{
public:
CastWaterWalkingAction(PlayerbotAI* botAI) :
CastBuffSpellAction(botAI, "water walking") {}
};
class CastWaterBreathingOnPartyAction : public BuffOnPartyAction
{
public:
CastWaterBreathingOnPartyAction(PlayerbotAI* botAI) :
BuffOnPartyAction(botAI, "water breathing") {}
};
class CastWaterWalkingOnPartyAction : public BuffOnPartyAction
{
public:
CastWaterWalkingOnPartyAction(PlayerbotAI* botAI) :
BuffOnPartyAction(botAI, "water walking") {}
};
// Boost Actions
class CastHeroismAction : public CastBuffSpellAction
{
public:
CastHeroismAction(PlayerbotAI* botAI) :
CastBuffSpellAction(botAI, "heroism") {}
};
class CastBloodlustAction : public CastBuffSpellAction
{
public:
CastBloodlustAction(PlayerbotAI* botAI) :
CastBuffSpellAction(botAI, "bloodlust") {}
};
class CastElementalMasteryAction : public CastBuffSpellAction
{
public:
CastElementalMasteryAction(PlayerbotAI* botAI) :
CastBuffSpellAction(botAI, "elemental mastery") {}
};
class CastShamanisticRageAction : public CastBuffSpellAction
{
public:
CastShamanisticRageAction(PlayerbotAI* botAI) :
CastBuffSpellAction(botAI, "shamanistic rage") {}
};
class CastFeralSpiritAction : public CastSpellAction
{
public:
CastFeralSpiritAction(PlayerbotAI* botAI) :
CastSpellAction(botAI, "feral spirit") {}
};
class CastSpiritWalkAction : public Action
{
public:
CastSpiritWalkAction(PlayerbotAI* botAI) : Action(botAI, "spirit walk") {}
bool Execute(Event event) override;
};
// CC, Interrupt, and Dispel Actions
class CastWindShearAction : public CastSpellAction
{
public:
CastWindShearAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "wind shear") {}
};
class CastWindShearOnEnemyHealerAction : public CastSpellOnEnemyHealerAction
{
public:
CastWindShearOnEnemyHealerAction(PlayerbotAI* botAI) :
CastSpellOnEnemyHealerAction(botAI, "wind shear") {}
};
class CastPurgeAction : public CastSpellAction
{
public:
CastPurgeAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "purge") {}
};
class CastCleanseSpiritAction : public CastCureSpellAction
{
public:
CastCleanseSpiritAction(PlayerbotAI* botAI) :
CastCureSpellAction(botAI, "cleanse spirit") {}
};
class CastCleanseSpiritPoisonOnPartyAction : public CurePartyMemberAction
{
public:
CastCleanseSpiritPoisonOnPartyAction(PlayerbotAI* botAI) :
CurePartyMemberAction(botAI, "cleanse spirit", DISPEL_POISON) {}
std::string const getName() override { return "cleanse spirit poison on party"; }
};
class CastCleanseSpiritCurseOnPartyAction : public CurePartyMemberAction
{
public:
CastCleanseSpiritCurseOnPartyAction(PlayerbotAI* botAI) :
CurePartyMemberAction(botAI, "cleanse spirit", DISPEL_CURSE) {}
std::string const getName() override { return "cleanse spirit curse on party"; }
};
class CastCleanseSpiritDiseaseOnPartyAction : public CurePartyMemberAction
{
public:
CastCleanseSpiritDiseaseOnPartyAction(PlayerbotAI* botAI) :
CurePartyMemberAction(botAI, "cleanse spirit", DISPEL_DISEASE) {}
std::string const getName() override { return "cleanse spirit disease on party"; }
};
class CastCureToxinsActionSham : public CastCureSpellAction
{
public:
CastCureToxinsActionSham(PlayerbotAI* botAI) :
CastCureSpellAction(botAI, "cure toxins") {}
};
class CastCureToxinsPoisonOnPartyActionSham : public CurePartyMemberAction
{
public:
CastCureToxinsPoisonOnPartyActionSham(PlayerbotAI* botAI) :
CurePartyMemberAction(botAI, "cure toxins", DISPEL_POISON) {}
std::string const getName() override { return "cure toxins poison on party"; }
};
class CastCureToxinsDiseaseOnPartyActionSham : public CurePartyMemberAction
{
public:
CastCureToxinsDiseaseOnPartyActionSham(PlayerbotAI* botAI) :
CurePartyMemberAction(botAI, "cure toxins", DISPEL_DISEASE) {}
std::string const getName() override { return "cure toxins disease on party"; }
};
// Damage and Debuff Actions
class CastFireNovaAction : public CastMeleeSpellAction
{
public:
CastFireNovaAction(PlayerbotAI* botAI) :
CastMeleeSpellAction(botAI, "fire nova") {}
bool isUseful() override;
};
class CastStormstrikeAction : public CastMeleeSpellAction
{
public:
CastStormstrikeAction(PlayerbotAI* botAI) :
CastMeleeSpellAction(botAI, "stormstrike") {}
};
class CastLavaLashAction : public CastMeleeSpellAction
{
public:
CastLavaLashAction(PlayerbotAI* botAI) :
CastMeleeSpellAction(botAI, "lava lash") {}
};
class CastFlameShockAction : public CastDebuffSpellAction
{
public:
CastFlameShockAction(PlayerbotAI* botAI) :
CastDebuffSpellAction(botAI, "flame shock", true, 6.0f) {}
bool isUseful() override { return CastAuraSpellAction::isUseful(); }
};
class CastEarthShockAction : public CastSpellAction
{
public:
CastEarthShockAction(PlayerbotAI* botAI) :
CastSpellAction(botAI, "earth shock") {}
};
class CastFrostShockAction : public CastSnareSpellAction
{
public:
CastFrostShockAction(PlayerbotAI* botAI) :
CastSnareSpellAction(botAI, "frost shock") {}
};
class CastChainLightningAction : public CastSpellAction
{
public:
CastChainLightningAction(PlayerbotAI* botAI) :
CastSpellAction(botAI, "chain lightning") {}
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
};
class CastLightningBoltAction : public CastSpellAction
{
public:
CastLightningBoltAction(PlayerbotAI* botAI) :
CastSpellAction(botAI, "lightning bolt") {}
};
class CastThunderstormAction : public CastSpellAction
{
public:
CastThunderstormAction(PlayerbotAI* botAI) :
CastSpellAction(botAI, "thunderstorm") {}
};
class CastLavaBurstAction : public CastSpellAction
{
public:
CastLavaBurstAction(PlayerbotAI* botAI) :
CastSpellAction(botAI, "lava burst") {}
bool isUseful() override;
};
// Healing Actions
class CastLesserHealingWaveAction : public CastHealingSpellAction
{
public:
CastLesserHealingWaveAction(PlayerbotAI* botAI) :
CastHealingSpellAction(botAI, "lesser healing wave") {}
};
class CastLesserHealingWaveOnPartyAction : public HealPartyMemberAction
{
public:
CastLesserHealingWaveOnPartyAction(PlayerbotAI* botAI) :
HealPartyMemberAction(botAI, "lesser healing wave", 25.0f, HealingManaEfficiency::LOW) {}
};
class CastHealingWaveAction : public CastHealingSpellAction
{
public:
CastHealingWaveAction(PlayerbotAI* botAI) :
CastHealingSpellAction(botAI, "healing wave") {}
};
class CastHealingWaveOnPartyAction : public HealPartyMemberAction
{
public:
CastHealingWaveOnPartyAction(PlayerbotAI* botAI) :
HealPartyMemberAction(botAI, "healing wave", 50.0f, HealingManaEfficiency::MEDIUM) {}
};
class CastChainHealAction : public HealPartyMemberAction
{
public:
CastChainHealAction(PlayerbotAI* botAI) :
HealPartyMemberAction(botAI, "chain heal", 15.0f, HealingManaEfficiency::HIGH) {}
};
class CastRiptideAction : public CastHealingSpellAction
{
public:
CastRiptideAction(PlayerbotAI* botAI) :
CastHealingSpellAction(botAI, "riptide") {}
};
class CastRiptideOnPartyAction : public HealPartyMemberAction
{
public:
CastRiptideOnPartyAction(PlayerbotAI* botAI) :
HealPartyMemberAction(botAI, "riptide", 15.0f, HealingManaEfficiency::VERY_HIGH) {}
};
class CastEarthShieldAction : public CastBuffSpellAction
{
public:
CastEarthShieldAction(PlayerbotAI* botAI) :
CastBuffSpellAction(botAI, "earth shield") {}
};
class CastEarthShieldOnPartyAction : public BuffOnPartyAction
{
public:
CastEarthShieldOnPartyAction(PlayerbotAI* botAI) :
BuffOnPartyAction(botAI, "earth shield") {}
};
class CastEarthShieldOnMainTankAction : public BuffOnMainTankAction
{
public:
CastEarthShieldOnMainTankAction(PlayerbotAI* botAI) :
BuffOnMainTankAction(botAI, "earth shield", false) {}
};
// Totem Spells
class CastTotemAction : public CastBuffSpellAction
{
public:
CastTotemAction(
PlayerbotAI* botAI, std::string const spell,
std::string const buffName = "") : CastBuffSpellAction(botAI, spell)
{
buff = (buffName == "") ? spell : buffName;
}
bool isUseful() override;
protected:
std::string buff;
};
class CastCallOfTheElementsAction : public CastSpellAction
{
public:
CastCallOfTheElementsAction(PlayerbotAI* botAI) :
CastSpellAction(botAI, "call of the elements") {}
};
class CastTotemicRecallAction : public CastSpellAction
{
public:
CastTotemicRecallAction(PlayerbotAI* botAI) :
CastSpellAction(botAI, "totemic recall") {}
};
class CastStrengthOfEarthTotemAction : public CastTotemAction
{
public:
CastStrengthOfEarthTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "strength of earth totem", "strength of earth") {}
};
class CastStoneskinTotemAction : public CastTotemAction
{
public:
CastStoneskinTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "stoneskin totem", "stoneskin") {}
};
class CastTremorTotemAction : public CastTotemAction
{
public:
CastTremorTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "tremor totem", "") {}
};
class CastEarthbindTotemAction : public CastTotemAction
{
public:
CastEarthbindTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "earthbind totem", "") {}
};
class CastStoneclawTotemAction : public CastTotemAction
{
public:
CastStoneclawTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "stoneclaw totem", "") {}
bool isUseful() override;
};
class CastSearingTotemAction : public CastTotemAction
{
public:
CastSearingTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "searing totem", "") {}
};
class CastMagmaTotemAction : public CastTotemAction
{
public:
CastMagmaTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "magma totem", "") {}
std::string const GetTargetName() override { return "self target"; }
bool isUseful() override;
};
class CastFlametongueTotemAction : public CastTotemAction
{
public:
CastFlametongueTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "flametongue totem", "flametongue totem") {}
};
class CastTotemOfWrathAction : public CastTotemAction
{
public:
CastTotemOfWrathAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "totem of wrath", "totem of wrath") {}
};
class CastFrostResistanceTotemAction : public CastTotemAction
{
public:
CastFrostResistanceTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "frost resistance totem", "frost resistance") {}
};
class CastFireElementalTotemAction : public CastTotemAction
{
public:
CastFireElementalTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "fire elemental totem", "") {}
virtual std::string const GetTargetName() override { return "self target"; }
virtual bool isUseful() override { return CastTotemAction::isUseful(); }
};
class CastFireElementalTotemMeleeAction : public CastTotemAction
{
public:
CastFireElementalTotemMeleeAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "fire elemental totem", "") {}
virtual std::string const GetTargetName() override { return "self target"; }
virtual bool isUseful() override
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target || !bot->IsWithinMeleeRange(target))
return false;
return CastTotemAction::isUseful();
}
};
class CastHealingStreamTotemAction : public CastTotemAction
{
public:
CastHealingStreamTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "healing stream totem", "") {}
};
class CastManaSpringTotemAction : public CastTotemAction
{
public:
CastManaSpringTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "mana spring totem", "mana spring") {}
};
class CastCleansingTotemAction : public CastTotemAction
{
public:
CastCleansingTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "cleansing totem", "") {}
virtual bool isUseful();
};
class CastManaTideTotemAction : public CastTotemAction
{
public:
CastManaTideTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "mana tide totem", "") {}
std::string const GetTargetName() override { return "self target"; }
};
class CastFireResistanceTotemAction : public CastTotemAction
{
public:
CastFireResistanceTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "fire resistance totem", "fire resistance") {}
};
class CastWrathOfAirTotemAction : public CastTotemAction
{
public:
CastWrathOfAirTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "wrath of air totem", "wrath of air totem") {}
};
class CastWindfuryTotemAction : public CastTotemAction
{
public:
CastWindfuryTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "windfury totem", "windfury totem") {}
};
class CastNatureResistanceTotemAction : public CastTotemAction
{
public:
CastNatureResistanceTotemAction(PlayerbotAI* botAI) :
CastTotemAction(botAI, "nature resistance totem", "nature resistance") {}
};
// Set Strategy Assigned Totems
class SetTotemAction : public Action
{
public:
// Template constructor: infers N (size of the id array) at compile time
template <size_t N>
SetTotemAction(PlayerbotAI* botAI, std::string const& totemName, const uint32 (&ids)[N], int actionButtonId) :
Action(botAI, "set " + totemName), totemSpellIds(ids), totemSpellIdsCount(N), actionButtonId(actionButtonId) {}
bool Execute(Event event) override;
uint32 const* totemSpellIds;
size_t totemSpellIdsCount;
int actionButtonId;
};
class SetStrengthOfEarthTotemAction : public SetTotemAction
{
public:
SetStrengthOfEarthTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "strength of earth totem", STRENGTH_OF_EARTH_TOTEM, TOTEM_BAR_SLOT_EARTH) {}
};
class SetStoneskinTotemAction : public SetTotemAction
{
public:
SetStoneskinTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "stoneskin totem", STONESKIN_TOTEM, TOTEM_BAR_SLOT_EARTH) {}
};
class SetTremorTotemAction : public SetTotemAction
{
public:
SetTremorTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "tremor totem", TREMOR_TOTEM, TOTEM_BAR_SLOT_EARTH) {}
};
class SetEarthbindTotemAction : public SetTotemAction
{
public:
SetEarthbindTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "earthbind totem", EARTHBIND_TOTEM, TOTEM_BAR_SLOT_EARTH) {}
};
class SetSearingTotemAction : public SetTotemAction
{
public:
SetSearingTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "searing totem", SEARING_TOTEM, TOTEM_BAR_SLOT_FIRE) {}
};
class SetMagmaTotemAction : public SetTotemAction
{
public:
SetMagmaTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "magma totem", MAGMA_TOTEM, TOTEM_BAR_SLOT_FIRE) {}
};
class SetFlametongueTotemAction : public SetTotemAction
{
public:
SetFlametongueTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "flametongue totem", FLAMETONGUE_TOTEM, TOTEM_BAR_SLOT_FIRE) {}
};
class SetTotemOfWrathAction : public SetTotemAction
{
public:
SetTotemOfWrathAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "totem of wrath", TOTEM_OF_WRATH, TOTEM_BAR_SLOT_FIRE) {}
};
class SetFrostResistanceTotemAction : public SetTotemAction
{
public:
SetFrostResistanceTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "frost resistance totem", FROST_RESISTANCE_TOTEM, TOTEM_BAR_SLOT_FIRE) {}
};
class SetHealingStreamTotemAction : public SetTotemAction
{
public:
SetHealingStreamTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "healing stream totem", HEALING_STREAM_TOTEM, TOTEM_BAR_SLOT_WATER) {}
};
class SetManaSpringTotemAction : public SetTotemAction
{
public:
SetManaSpringTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "mana spring totem", MANA_SPRING_TOTEM, TOTEM_BAR_SLOT_WATER) {}
};
class SetCleansingTotemAction : public SetTotemAction
{
public:
SetCleansingTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "cleansing totem", CLEANSING_TOTEM, TOTEM_BAR_SLOT_WATER) {}
};
class SetFireResistanceTotemAction : public SetTotemAction
{
public:
SetFireResistanceTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "fire resistance totem", FIRE_RESISTANCE_TOTEM, TOTEM_BAR_SLOT_WATER) {}
};
class SetWrathOfAirTotemAction : public SetTotemAction
{
public:
SetWrathOfAirTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "wrath of air totem", WRATH_OF_AIR_TOTEM, TOTEM_BAR_SLOT_AIR) {}
};
class SetWindfuryTotemAction : public SetTotemAction
{
public:
SetWindfuryTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "windfury totem", WINDFURY_TOTEM, TOTEM_BAR_SLOT_AIR) {}
};
class SetNatureResistanceTotemAction : public SetTotemAction
{
public:
SetNatureResistanceTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "nature resistance totem", NATURE_RESISTANCE_TOTEM, TOTEM_BAR_SLOT_AIR) {}
};
class SetGroundingTotemAction : public SetTotemAction
{
public:
SetGroundingTotemAction(PlayerbotAI* botAI) :
SetTotemAction(botAI, "grounding totem", GROUNDING_TOTEM, TOTEM_BAR_SLOT_AIR) {}
};
#endif