Warlock overhaul (#1397)

This is a complete overhaul of the warlock class, making 3 new strategies (affliction, demonology, and destruction), as well as finishing the warlock tank strategy (shadow ward and searing pain). It also includes a soulstone fix, where the bots can change who they soulstone based on the non-combat strategies you set for them. It also includes a self-resurrect action and trigger that allows the bots to resurrect using a soulstone or reincarnation. Many other skills were added to finish out the warlock skillset.
This commit is contained in:
ThePenguinMan96
2025-06-27 11:00:38 -07:00
committed by GitHub
parent cf8253579e
commit 00cc2468f1
29 changed files with 1762 additions and 573 deletions

View File

@@ -4,7 +4,7 @@
*/
#include "GenericWarlockNonCombatStrategy.h"
#include "AiFactory.h"
#include "Playerbots.h"
class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
@@ -20,6 +20,10 @@ public:
creators["summon felhunter"] = &summon_felhunter;
}
// Pet skills are setup in pass-through fashion, so if one fails, it attempts to cast the next one
// The order goes Felguard -> Felhunter -> Succubus -> Voidwalker -> Imp
// Pets are summoned based on the non-combat strategy you have active, the warlock's level, and if they have a soulstone available
private:
static ActionNode* fel_armor([[maybe_unused]] PlayerbotAI* botAI)
{
@@ -36,7 +40,6 @@ private:
/*A*/ NextAction::array(0, new NextAction("demon skin"), nullptr),
/*C*/ nullptr);
}
static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("summon voidwalker",
@@ -62,7 +65,7 @@ private:
{
return new ActionNode("summon felguard",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("summon succubus"), nullptr),
/*A*/ NextAction::array(0, new NextAction("summon felhunter"), nullptr),
/*C*/ nullptr);
}
};
@@ -75,45 +78,133 @@ GenericWarlockNonCombatStrategy::GenericWarlockNonCombatStrategy(PlayerbotAI* bo
void GenericWarlockNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("fel domination", 30.0f), nullptr)));
triggers.push_back(new TriggerNode("soul link", NextAction::array(0, new NextAction("soul link", 28.0f), nullptr)));
triggers.push_back(new TriggerNode("demon armor", NextAction::array(0, new NextAction("fel armor", 27.0f), nullptr)));
triggers.push_back(new TriggerNode("no healthstone", NextAction::array(0, new NextAction("create healthstone", 26.0f), nullptr)));
triggers.push_back(new TriggerNode("no soulstone", NextAction::array(0, new NextAction("create soulstone", 25.0f), nullptr)));
triggers.push_back(new TriggerNode("life tap", NextAction::array(0, new NextAction("life tap", 23.0f), nullptr)));
triggers.push_back(
new TriggerNode("demon armor", NextAction::array(0, new NextAction("fel armor", 21.0f), nullptr)));
// triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
triggers.push_back(
new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
triggers.push_back(
new TriggerNode("no healthstone", NextAction::array(0, new NextAction("create healthstone", 15.0f), nullptr)));
triggers.push_back(
new TriggerNode("no spellstone", NextAction::array(0, new NextAction("create spellstone", 13.0f), nullptr)));
triggers.push_back(
new TriggerNode("spellstone", NextAction::array(0, new NextAction("spellstone", 13.0f), nullptr)));
}
void WarlockPetStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
// triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 60.0f),
// nullptr)));
// TODO Warlock pets
Player* bot = botAI->GetBot();
int tab = AiFactory::GetPlayerSpecTab(bot);
if (tab == 2) // Destruction uses Firestone
{
triggers.push_back(
new TriggerNode("no firestone", NextAction::array(0, new NextAction("create firestone", 24.0f), nullptr)));
triggers.push_back(
new TriggerNode("firestone", NextAction::array(0, new NextAction("firestone", 24.0f), nullptr)));
}
else // Affliction and Demonology use Spellstone
{
triggers.push_back(new TriggerNode("no spellstone",
NextAction::array(0, new NextAction("create spellstone", 24.0f), nullptr)));
triggers.push_back(
new TriggerNode("spellstone", NextAction::array(0, new NextAction("spellstone", 24.0f), nullptr)));
}
}
// Non-combat strategy for summoning a Imp
// Enabled by default for the Destruction spec
// To enable, type "nc +imp"
// To disable, type "nc -imp"
SummonImpStrategy::SummonImpStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SummonImpStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon imp", 11.0f), NULL)));
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon imp", 29.0f), NULL)));
}
SummonFelguardStrategy::SummonFelguardStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
// Non-combat strategy for summoning a Voidwalker
// Disabled by default
// To enable, type "nc +voidwalker"
// To disable, type "nc -voidwalker"
SummonVoidwalkerStrategy::SummonVoidwalkerStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SummonFelguardStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
void SummonVoidwalkerStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 11.0f), NULL)));
triggers.push_back(
new TriggerNode("no pet", NextAction::array(0, new NextAction("summon voidwalker", 29.0f), NULL)));
}
// Non-combat strategy for summoning a Succubus
// Disabled by default
// To enable, type "nc +succubus"
// To disable, type "nc -succubus"
SummonSuccubusStrategy::SummonSuccubusStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SummonSuccubusStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon succubus", 29.0f), NULL)));
}
// Non-combat strategy for summoning a Felhunter
// Enabled by default for the Affliction spec
// To enable, type "nc +felhunter"
// To disable, type "nc -felhunter"
SummonFelhunterStrategy::SummonFelhunterStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SummonFelhunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felhunter", 11.0f), NULL)));
}
new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felhunter", 29.0f), NULL)));
}
// Non-combat strategy for summoning a Felguard
// Enabled by default for the Demonology spec
// To enable, type "nc +felguard"
// To disable, type "nc -felguard"
SummonFelguardStrategy::SummonFelguardStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SummonFelguardStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 29.0f), NULL)));
}
// Non-combat strategy for selecting themselves to receive soulstone
// Disabled by default
// To enable, type "nc +ss self"
// To disable, type "nc -ss self"
SoulstoneSelfStrategy::SoulstoneSelfStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SoulstoneSelfStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("soulstone", NextAction::array(0, new NextAction("soulstone self", 24.0f), NULL)));
}
// Non-combat strategy for selecting the master to receive soulstone
// Disabled by default
// To enable, type "nc +ss master"
// To disable, type "nc -ss master"
SoulstoneMasterStrategy::SoulstoneMasterStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SoulstoneMasterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("soulstone", NextAction::array(0, new NextAction("soulstone master", 24.0f), NULL)));
}
// Non-combat strategy for selecting tanks to receive soulstone
// Disabled by default
// To enable, type "nc +ss tank"
// To disable, type "nc -ss tank"
SoulstoneTankStrategy::SoulstoneTankStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SoulstoneTankStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("soulstone", NextAction::array(0, new NextAction("soulstone tank", 24.0f), NULL)));
}
// Non-combat strategy for selecting healers to receive soulstone
// Disabled by default
// To enable, type "nc +ss healer"
// To disable, type "nc -ss healer"
SoulstoneHealerStrategy::SoulstoneHealerStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
void SoulstoneHealerStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("soulstone", NextAction::array(0, new NextAction("soulstone healer", 24.0f), NULL)));
}