/*
 * Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, 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 "RangedCombatStrategy.h"
#include "Playerbots.h"

void RangedCombatStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
{
    CombatStrategy::InitTriggers(triggers);

    triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
    // triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing", ACTION_MOVE + 7), nullptr)));
}
