mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-06-21 07:59:25 +02:00
<!--
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 -->
Pull strategy migration from cmangos for tank specializations
## 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.
-->
1. Invite bot tank
2. Use `reset boAI` or `nc +pull,+pull back` + `co +pull,+pull back`
3. Order bot to pull using command `pull my target` or `pull rti target`
4. Bot should run to mob, use ranged skill and back to point where he
started pull
Without `pull back` strategy bot run to mob, use ranged skill and wait
on mob until he come to bot
## 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
<!--
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.
-->
Help with migration and solving some problems
<!--
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.
- - [ ] Documentation updated if needed (Conf comments, WiKi commands).
## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
Stability test after randomize new bots
<img width="465" height="172" alt="obraz"
src="https://github.com/user-attachments/assets/6e39a8c0-f23b-47cc-852a-71fa98044a31"
/>
---------
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
328 lines
19 KiB
C++
328 lines
19 KiB
C++
/*
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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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#ifndef _PLAYERBOT_CHATACTIONCONTEXTACTION_H
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#define _PLAYERBOT_CHATACTIONCONTEXTACTION_H
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#include "AddLootAction.h"
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#include "AttackAction.h"
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#include "BankAction.h"
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#include "BuffAction.h"
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#include "BuyAction.h"
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#include "CastCustomSpellAction.h"
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#include "ChangeChatAction.h"
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#include "ChangeStrategyAction.h"
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#include "ChangeTalentsAction.h"
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#include "ChatShortcutActions.h"
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#include "CheatAction.h"
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#include "CustomStrategyEditAction.h"
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#include "DebugAction.h"
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#include "DestroyItemAction.h"
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#include "DropQuestAction.h"
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#include "EquipAction.h"
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#include "FlagAction.h"
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#include "Formations.h"
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#include "GoAction.h"
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#include "GossipHelloAction.h"
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#include "GuildBankAction.h"
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#include "GuildManagementActions.h"
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#include "HelpAction.h"
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#include "HireAction.h"
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#include "InviteToGroupAction.h"
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#include "LeaveGroupAction.h"
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#include "ListQuestsActions.h"
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#include "ListSpellsAction.h"
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#include "LogLevelAction.h"
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#include "LootStrategyAction.h"
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#include "LootRollAction.h"
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#include "SetFocusHealTargetsAction.h"
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#include "MailAction.h"
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#include "NamedObjectContext.h"
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#include "NewRpgAction.h"
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#include "PassLeadershipToMasterAction.h"
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#include "PositionAction.h"
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#include "PullActions.h"
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#include "QueryItemUsageAction.h"
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#include "QueryQuestAction.h"
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#include "RangeAction.h"
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#include "ReleaseSpiritAction.h"
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#include "RepairAllAction.h"
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#include "ResetAiAction.h"
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#include "ReviveFromCorpseAction.h"
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#include "RewardAction.h"
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#include "RtiAction.h"
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#include "RtscAction.h"
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#include "SaveManaAction.h"
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#include "SellAction.h"
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#include "SendMailAction.h"
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#include "SetCraftAction.h"
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#include "SetHomeAction.h"
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#include "ShareQuestAction.h"
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#include "SkipSpellsListAction.h"
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#include "Stances.h"
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#include "StatsAction.h"
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#include "TaxiAction.h"
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#include "TeleportAction.h"
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#include "TellCastFailedAction.h"
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#include "TellItemCountAction.h"
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#include "TellLosAction.h"
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#include "TellReputationAction.h"
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#include "TellPvpStatsAction.h"
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#include "TellTargetAction.h"
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#include "TradeAction.h"
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#include "TrainerAction.h"
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#include "UnequipAction.h"
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#include "UseItemAction.h"
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#include "UseMeetingStoneAction.h"
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#include "WhoAction.h"
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#include "WipeAction.h"
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#include "WtsAction.h"
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#include "OpenItemAction.h"
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#include "UnlockItemAction.h"
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#include "UnlockTradedItemAction.h"
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#include "TameAction.h"
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#include "TellGlyphsAction.h"
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#include "EquipGlyphsAction.h"
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#include "PetsAction.h"
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#include "WaitForAttackAction.h"
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class ChatActionContext : public NamedObjectContext<Action>
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{
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public:
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ChatActionContext()
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{
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creators["open items"] = &ChatActionContext::open_items;
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creators["unlock items"] = &ChatActionContext::unlock_items;
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creators["unlock traded item"] = &ChatActionContext::unlock_traded_item;
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creators["range"] = &ChatActionContext::range;
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creators["stats"] = &ChatActionContext::stats;
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creators["quests"] = &ChatActionContext::quests;
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creators["leave"] = &ChatActionContext::leave;
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creators["reputation"] = &ChatActionContext::reputation;
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creators["tell pvp stats"] = &ChatActionContext::tell_pvp_stats;
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creators["log"] = &ChatActionContext::log;
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creators["los"] = &ChatActionContext::los;
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creators["rpg status"] = &ChatActionContext::rpg_status;
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creators["rpg do quest"] = &ChatActionContext::rpg_do_quest;
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creators["aura"] = &ChatActionContext::aura;
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creators["drop"] = &ChatActionContext::drop;
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creators["clean quest log"] = &ChatActionContext::clean_quest_log;
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creators["share"] = &ChatActionContext::share;
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creators["query quest"] = &ChatActionContext::query_quest;
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creators["query item usage"] = &ChatActionContext::query_item_usage;
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creators["ll"] = &ChatActionContext::ll;
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creators["ss"] = &ChatActionContext::ss;
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creators["add all loot"] = &ChatActionContext::add_all_loot;
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creators["release"] = &ChatActionContext::release;
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creators["repop"] = &ChatActionContext::repop;
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creators["teleport"] = &ChatActionContext::teleport;
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creators["taxi"] = &ChatActionContext::taxi;
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creators["repair"] = &ChatActionContext::repair;
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creators["use"] = &ChatActionContext::use;
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creators["item count"] = &ChatActionContext::item_count;
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creators["equip"] = &ChatActionContext::equip;
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creators["unequip"] = &ChatActionContext::unequip;
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creators["sell"] = &ChatActionContext::sell;
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creators["buy"] = &ChatActionContext::buy;
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creators["reward"] = &ChatActionContext::reward;
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creators["trade"] = &ChatActionContext::trade;
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creators["talents"] = &ChatActionContext::talents;
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creators["spells"] = &ChatActionContext::spells;
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creators["co"] = &ChatActionContext::co;
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creators["nc"] = &ChatActionContext::nc;
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creators["de"] = &ChatActionContext::dead;
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creators["trainer"] = &ChatActionContext::trainer;
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creators["maintenance"] = &ChatActionContext::maintenance;
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creators["remove glyph"] = &ChatActionContext::remove_glyph;
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creators["autogear"] = &ChatActionContext::autogear;
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creators["equip upgrade"] = &ChatActionContext::equip_upgrade;
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creators["attack my target"] = &ChatActionContext::attack_my_target;
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creators["pull my target"] = &ChatActionContext::pull_my_target;
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creators["pull rti target"] = &ChatActionContext::pull_rti_target;
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creators["chat"] = &ChatActionContext::chat;
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creators["home"] = &ChatActionContext::home;
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creators["destroy"] = &ChatActionContext::destroy;
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creators["reset botAI"] = &ChatActionContext::reset_ai;
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creators["buff"] = &ChatActionContext::buff;
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creators["help"] = &ChatActionContext::help;
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creators["gb"] = &ChatActionContext::gb;
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creators["bank"] = &ChatActionContext::bank;
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creators["follow chat shortcut"] = &ChatActionContext::follow_chat_shortcut;
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creators["stay chat shortcut"] = &ChatActionContext::stay_chat_shortcut;
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creators["flee chat shortcut"] = &ChatActionContext::flee_chat_shortcut;
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creators["runaway chat shortcut"] = &ChatActionContext::runaway_chat_shortcut;
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creators["move from group chat shortcut"] = &ChatActionContext::move_from_group_chat_shortcut;
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creators["grind chat shortcut"] = &ChatActionContext::grind_chat_shortcut;
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creators["tank attack chat shortcut"] = &ChatActionContext::tank_attack_chat_shortcut;
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creators["gossip hello"] = &ChatActionContext::gossip_hello;
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creators["cast custom spell"] = &ChatActionContext::cast_custom_spell;
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creators["cast custom nc spell"] = &ChatActionContext::cast_custom_nc_spell;
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creators["invite"] = &ChatActionContext::invite;
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creators["spell"] = &ChatActionContext::spell;
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creators["rti"] = &ChatActionContext::rti;
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creators["spirit healer"] = &ChatActionContext::spirit_healer;
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creators["position"] = &ChatActionContext::position;
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creators["tell target"] = &ChatActionContext::tell_target;
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creators["summon"] = &ChatActionContext::summon;
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creators["who"] = &ChatActionContext::who;
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creators["save mana"] = &ChatActionContext::save_mana;
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creators["max dps chat shortcut"] = &ChatActionContext::max_dps_chat_shortcut;
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creators["tell attackers"] = &ChatActionContext::tell_attackers;
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creators["tell target"] = &ChatActionContext::tell_target;
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creators["formation"] = &ChatActionContext::formation;
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creators["stance"] = &ChatActionContext::stance;
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creators["sendmail"] = &ChatActionContext::sendmail;
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creators["mail"] = &ChatActionContext::mail;
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creators["go"] = &ChatActionContext::go;
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creators["debug"] = &ChatActionContext::debug;
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creators["cdebug"] = &ChatActionContext::debug;
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creators["cs"] = &ChatActionContext::cs;
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creators["wts"] = &ChatActionContext::wts;
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creators["hire"] = &ChatActionContext::hire;
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creators["craft"] = &ChatActionContext::craft;
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creators["flag"] = &ChatActionContext::flag;
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creators["give leader"] = &ChatActionContext::give_leader;
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creators["cheat"] = &ChatActionContext::cheat;
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creators["ginvite"] = &ChatActionContext::ginvite;
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creators["guild promote"] = &ChatActionContext::guild_promote;
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creators["guild demote"] = &ChatActionContext::guild_demote;
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creators["guild remove"] = &ChatActionContext::guild_remove;
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creators["guild leave"] = &ChatActionContext::guild_leave;
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creators["rtsc"] = &ChatActionContext::rtsc;
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creators["bwl chat shortcut"] = &ChatActionContext::bwl_chat_shortcut;
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creators["naxx chat shortcut"] = &ChatActionContext::naxx_chat_shortcut;
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creators["tell estimated dps"] = &ChatActionContext::tell_estimated_dps;
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creators["join"] = &ChatActionContext::join;
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creators["lfg"] = &ChatActionContext::lfg;
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creators["calc"] = &ChatActionContext::calc;
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creators["wipe"] = &ChatActionContext::wipe;
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creators["tame"] = &ChatActionContext::tame;
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creators["glyphs"] = &ChatActionContext::glyphs; // Added for custom Glyphs
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creators["glyph equip"] = &ChatActionContext::glyph_equip; // Added for custom Glyphs
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creators["pet"] = &ChatActionContext::pet;
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creators["pet attack"] = &ChatActionContext::pet_attack;
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creators["roll"] = &ChatActionContext::roll_action;
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creators["wait for attack time"] = &ChatActionContext::wait_for_attack_time;
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creators["focus heal targets"] = &ChatActionContext::focus_heal_targets;
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}
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private:
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static Action* open_items(PlayerbotAI* botAI) { return new OpenItemAction(botAI); }
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static Action* unlock_items(PlayerbotAI* botAI) { return new UnlockItemAction(botAI); }
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static Action* unlock_traded_item(PlayerbotAI* botAI) { return new UnlockTradedItemAction(botAI); }
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static Action* range(PlayerbotAI* botAI) { return new RangeAction(botAI); }
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static Action* flag(PlayerbotAI* botAI) { return new FlagAction(botAI); }
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static Action* craft(PlayerbotAI* botAI) { return new SetCraftAction(botAI); }
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static Action* hire(PlayerbotAI* botAI) { return new HireAction(botAI); }
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static Action* wts(PlayerbotAI* botAI) { return new WtsAction(botAI); }
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static Action* cs(PlayerbotAI* botAI) { return new CustomStrategyEditAction(botAI); }
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static Action* debug(PlayerbotAI* botAI) { return new DebugAction(botAI); }
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static Action* mail(PlayerbotAI* botAI) { return new MailAction(botAI); }
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static Action* go(PlayerbotAI* botAI) { return new GoAction(botAI); }
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static Action* sendmail(PlayerbotAI* botAI) { return new SendMailAction(botAI); }
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static Action* formation(PlayerbotAI* botAI) { return new SetFormationAction(botAI); }
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static Action* stance(PlayerbotAI* botAI) { return new SetStanceAction(botAI); }
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static Action* tell_attackers(PlayerbotAI* botAI) { return new TellAttackersAction(botAI); }
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static Action* max_dps_chat_shortcut(PlayerbotAI* botAI) { return new MaxDpsChatShortcutAction(botAI); }
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static Action* save_mana(PlayerbotAI* botAI) { return new SaveManaAction(botAI); }
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static Action* who(PlayerbotAI* botAI) { return new WhoAction(botAI); }
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static Action* summon(PlayerbotAI* botAI) { return new SummonAction(botAI); }
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static Action* tell_target(PlayerbotAI* botAI) { return new TellTargetAction(botAI); }
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static Action* position(PlayerbotAI* botAI) { return new PositionAction(botAI); }
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static Action* spirit_healer(PlayerbotAI* botAI) { return new SpiritHealerAction(botAI); }
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static Action* rti(PlayerbotAI* botAI) { return new RtiAction(botAI); }
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static Action* invite(PlayerbotAI* botAI) { return new InviteToGroupAction(botAI); }
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static Action* lfg(PlayerbotAI* botAI) { return new LfgAction(botAI); }
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static Action* spell(PlayerbotAI* botAI) { return new TellSpellAction(botAI); }
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static Action* cast_custom_spell(PlayerbotAI* botAI) { return new CastCustomSpellAction(botAI); }
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static Action* cast_custom_nc_spell(PlayerbotAI* botAI) { return new CastCustomNcSpellAction(botAI); }
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static Action* tank_attack_chat_shortcut(PlayerbotAI* botAI) { return new TankAttackChatShortcutAction(botAI); }
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static Action* grind_chat_shortcut(PlayerbotAI* botAI) { return new GrindChatShortcutAction(botAI); }
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static Action* flee_chat_shortcut(PlayerbotAI* botAI) { return new FleeChatShortcutAction(botAI); }
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static Action* runaway_chat_shortcut(PlayerbotAI* botAI) { return new GoawayChatShortcutAction(botAI); }
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static Action* stay_chat_shortcut(PlayerbotAI* botAI) { return new StayChatShortcutAction(botAI); }
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static Action* follow_chat_shortcut(PlayerbotAI* botAI) { return new FollowChatShortcutAction(botAI); }
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static Action* move_from_group_chat_shortcut(PlayerbotAI* botAI) { return new MoveFromGroupChatShortcutAction(botAI); }
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static Action* gb(PlayerbotAI* botAI) { return new GuildBankAction(botAI); }
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static Action* bank(PlayerbotAI* botAI) { return new BankAction(botAI); }
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static Action* help(PlayerbotAI* botAI) { return new HelpAction(botAI); }
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static Action* buff(PlayerbotAI* botAI) { return new BuffAction(botAI); }
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static Action* destroy(PlayerbotAI* botAI) { return new DestroyItemAction(botAI); }
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static Action* home(PlayerbotAI* botAI) { return new SetHomeAction(botAI); }
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static Action* chat(PlayerbotAI* botAI) { return new ChangeChatAction(botAI); }
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static Action* attack_my_target(PlayerbotAI* botAI) { return new AttackMyTargetAction(botAI); }
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static Action* pull_my_target(PlayerbotAI* botAI) { return new PullMyTargetAction(botAI); }
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static Action* pull_rti_target(PlayerbotAI* botAI) { return new PullRtiTargetAction(botAI); }
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static Action* trainer(PlayerbotAI* botAI) { return new TrainerAction(botAI); }
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static Action* maintenance(PlayerbotAI* botAI) { return new MaintenanceAction(botAI); }
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static Action* remove_glyph(PlayerbotAI* botAI) { return new RemoveGlyphAction(botAI); }
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static Action* autogear(PlayerbotAI* botAI) { return new AutoGearAction(botAI); }
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static Action* equip_upgrade(PlayerbotAI* botAI) { return new EquipUpgradeAction(botAI); }
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static Action* co(PlayerbotAI* botAI) { return new ChangeCombatStrategyAction(botAI); }
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static Action* nc(PlayerbotAI* botAI) { return new ChangeNonCombatStrategyAction(botAI); }
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static Action* dead(PlayerbotAI* botAI) { return new ChangeDeadStrategyAction(botAI); }
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static Action* spells(PlayerbotAI* botAI) { return new ListSpellsAction(botAI); }
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static Action* talents(PlayerbotAI* botAI) { return new ChangeTalentsAction(botAI); }
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static Action* equip(PlayerbotAI* botAI) { return new EquipAction(botAI); }
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static Action* unequip(PlayerbotAI* botAI) { return new UnequipAction(botAI); }
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static Action* sell(PlayerbotAI* botAI) { return new SellAction(botAI); }
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static Action* buy(PlayerbotAI* botAI) { return new BuyAction(botAI); }
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static Action* reward(PlayerbotAI* botAI) { return new RewardAction(botAI); }
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static Action* trade(PlayerbotAI* botAI) { return new TradeAction(botAI); }
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static Action* item_count(PlayerbotAI* botAI) { return new TellItemCountAction(botAI); }
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static Action* use(PlayerbotAI* botAI) { return new UseItemAction(botAI); }
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static Action* repair(PlayerbotAI* botAI) { return new RepairAllAction(botAI); }
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static Action* taxi(PlayerbotAI* botAI) { return new TaxiAction(botAI); }
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static Action* teleport(PlayerbotAI* botAI) { return new TeleportAction(botAI); }
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static Action* release(PlayerbotAI* botAI) { return new ReleaseSpiritAction(botAI); }
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static Action* repop(PlayerbotAI* botAI) { return new RepopAction(botAI); }
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static Action* query_item_usage(PlayerbotAI* botAI) { return new QueryItemUsageAction(botAI); }
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static Action* query_quest(PlayerbotAI* botAI) { return new QueryQuestAction(botAI); }
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static Action* drop(PlayerbotAI* botAI) { return new DropQuestAction(botAI); }
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static Action* clean_quest_log(PlayerbotAI* botAI) { return new CleanQuestLogAction(botAI); }
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static Action* share(PlayerbotAI* botAI) { return new ShareQuestAction(botAI); }
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static Action* stats(PlayerbotAI* botAI) { return new StatsAction(botAI); }
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static Action* quests(PlayerbotAI* botAI) { return new ListQuestsAction(botAI); }
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static Action* leave(PlayerbotAI* botAI) { return new LeaveGroupAction(botAI); }
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static Action* reputation(PlayerbotAI* botAI) { return new TellReputationAction(botAI); }
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static Action* tell_pvp_stats(PlayerbotAI* botAI) { return new TellPvpStatsAction(botAI); }
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static Action* log(PlayerbotAI* botAI) { return new LogLevelAction(botAI); }
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static Action* los(PlayerbotAI* botAI) { return new TellLosAction(botAI); }
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static Action* rpg_status(PlayerbotAI* botAI) { return new TellRpgStatusAction(botAI); }
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static Action* rpg_do_quest(PlayerbotAI* botAI) { return new StartRpgDoQuestAction(botAI); }
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static Action* aura(PlayerbotAI* ai) { return new TellAuraAction(ai); }
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static Action* ll(PlayerbotAI* botAI) { return new LootStrategyAction(botAI); }
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static Action* ss(PlayerbotAI* botAI) { return new SkipSpellsListAction(botAI); }
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static Action* add_all_loot(PlayerbotAI* botAI) { return new AddAllLootAction(botAI); }
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static Action* reset_ai(PlayerbotAI* botAI) { return new ResetAiAction(botAI); }
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static Action* gossip_hello(PlayerbotAI* botAI) { return new GossipHelloAction(botAI); }
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static Action* give_leader(PlayerbotAI* botAI) { return new GiveLeaderAction(botAI); }
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static Action* cheat(PlayerbotAI* botAI) { return new CheatAction(botAI); }
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static Action* ginvite(PlayerbotAI* botAI) { return new GuildInviteAction(botAI); }
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static Action* guild_promote(PlayerbotAI* botAI) { return new GuildPromoteAction(botAI); }
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static Action* guild_demote(PlayerbotAI* botAI) { return new GuildDemoteAction(botAI); }
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static Action* guild_remove(PlayerbotAI* botAI) { return new GuildRemoveAction(botAI); }
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static Action* guild_leave(PlayerbotAI* botAI) { return new GuildLeaveAction(botAI); }
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static Action* rtsc(PlayerbotAI* botAI) { return new RTSCAction(botAI); }
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static Action* naxx_chat_shortcut(PlayerbotAI* ai) { return new NaxxChatShortcutAction(ai); }
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static Action* bwl_chat_shortcut(PlayerbotAI* ai) { return new BwlChatShortcutAction(ai); }
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static Action* tell_estimated_dps(PlayerbotAI* ai) { return new TellEstimatedDpsAction(ai); }
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static Action* join(PlayerbotAI* ai) { return new JoinGroupAction(ai); }
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static Action* calc(PlayerbotAI* ai) { return new TellCalculateItemAction(ai); }
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static Action* wipe(PlayerbotAI* ai) { return new WipeAction(ai); }
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static Action* tame(PlayerbotAI* botAI) { return new TameAction(botAI); }
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static Action* glyphs(PlayerbotAI* botAI) { return new TellGlyphsAction(botAI); } // Added for custom Glyphs
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static Action* glyph_equip(PlayerbotAI* ai) { return new EquipGlyphsAction(ai); } // Added for custom Glyphs
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static Action* pet(PlayerbotAI* botAI) { return new PetsAction(botAI); }
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static Action* pet_attack(PlayerbotAI* botAI) { return new PetsAction(botAI, "attack"); }
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static Action* roll_action(PlayerbotAI* botAI) { return new RollAction(botAI); }
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static Action* wait_for_attack_time(PlayerbotAI* botAI) { return new SetWaitForAttackTimeAction(botAI); }
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static Action* focus_heal_targets(PlayerbotAI* botAI) { return new SetFocusHealTargetsAction(botAI); }
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};
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#endif
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