/* * 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 "LootNonCombatStrategy.h" #include "Playerbots.h" void LootNonCombatStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("loot available", NextAction::array(0, new NextAction("loot", 6.0f), nullptr))); triggers.push_back( new TriggerNode("far from loot target", NextAction::array(0, new NextAction("move to loot", 7.0f), nullptr))); triggers.push_back(new TriggerNode("can loot", NextAction::array(0, new NextAction("open loot", 8.0f), nullptr))); triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("add all loot", 5.0f), nullptr))); } void GatherStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("timer", NextAction::array(0, new NextAction("add gathering loot", 5.0f), nullptr))); } void RevealStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("often", NextAction::array(0, new NextAction("reveal gathering item", 50.0f), nullptr))); }