//请求回城复活 class AINodeReturnRelive : public AINodeBase { private: static AINodeRegister reg; public: virtual NodeExecState Execute(CRobotClient* pActor, int level = 0, bool isLog = false); }; //请求元宝复活 class AINodeYBRelive : public AINodeBase { private: static AINodeRegister reg; public: virtual NodeExecState Execute(CRobotClient* pActor, int level = 0, bool isLog = false); }; //往 (移动)坐标点 移动一步 class AINodeMovePoint : public AINodeBase { private: static AINodeRegister reg; public: virtual NodeExecState Execute(CRobotClient* pActor, int level = 0, bool isLog = false); }; //设置目标 - 怪物 class AINodeSetTarMonster : public AINodeBase { private: static AINodeRegister reg; public: virtual NodeExecState Execute(CRobotClient* pActor, int level = 0, bool isLog = false); }; //设置目标 - 物品 class AINodeSetTarItem : public AINodeBase { private: static AINodeRegister reg; public: virtual NodeExecState Execute(CRobotClient* pActor, int level = 0, bool isLog = false); }; //设置(移动)坐标点 - 挂机点(并寻路) class AINodeSetMovePointAsHook : public AINodeBase { private: static AINodeRegister reg; public: virtual NodeExecState Execute(CRobotClient* pActor, int level = 0, bool isLog = false); }; //设置(移动)坐标点 - 目标旁(并寻路) class AINodeSetMovePointAsTar : public AINodeBase { private: static AINodeRegister reg; public: virtual NodeExecState Execute(CRobotClient* pActor, int level = 0, bool isLog = false); }; //攻击目标 class AINodeAttackTarget : public AINodeBase { private: static AINodeRegister reg; public: virtual NodeExecState Execute(CRobotClient* pActor, int level = 0, bool isLog = false); }; //改变目标 - 怪物(非本目标) class AINodeChangeTarMonster : public AINodeBase { private: static AINodeRegister reg; public: virtual NodeExecState Execute(CRobotClient* pActor, int level = 0, bool isLog = false); }; //设置挂机点 class AINodeSetHook : public AINodeBase { private: static AINodeRegister reg; public: virtual NodeExecState Execute(CRobotClient* pActor, int level = 0, bool isLog = false); };