mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-04 03:13:48 +00:00
[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)
This commit is contained in:
50
src/Ai/Class/Dk/Action/DKActions.cpp
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50
src/Ai/Class/Dk/Action/DKActions.cpp
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@@ -0,0 +1,50 @@
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/*
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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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#include "DKActions.h"
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#include "Duration.h"
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#include "GenericSpellActions.h"
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#include "Playerbots.h"
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#include "SpellInfo.h"
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#include "SpellMgr.h"
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std::vector<NextAction> CastDeathchillAction::getPrerequisites()
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{
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return NextAction::merge({ NextAction("frost presence") },
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CastSpellAction::getPrerequisites());
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}
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std::vector<NextAction> CastUnholyMeleeSpellAction::getPrerequisites()
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{
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return NextAction::merge({ NextAction("unholy presence") },
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CastMeleeSpellAction::getPrerequisites());
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}
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std::vector<NextAction> CastFrostMeleeSpellAction::getPrerequisites()
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{
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return NextAction::merge({ NextAction("frost presence") },
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CastMeleeSpellAction::getPrerequisites());
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}
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std::vector<NextAction> CastBloodMeleeSpellAction::getPrerequisites()
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{
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return NextAction::merge({ NextAction("blood presence") },
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CastMeleeSpellAction::getPrerequisites());
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}
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bool CastRaiseDeadAction::Execute(Event event)
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{
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const bool result = CastBuffSpellAction::Execute(event);
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if (!result)
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return false;
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const uint32_t spellId = AI_VALUE2(uint32_t, "spell id", spell);
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bot->AddSpellCooldown(spellId, 0, 3 * 60 * 1000);
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return true;
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}
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343
src/Ai/Class/Dk/Action/DKActions.h
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343
src/Ai/Class/Dk/Action/DKActions.h
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@@ -0,0 +1,343 @@
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/*
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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_DKACTIONS_H
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#define _PLAYERBOT_DKACTIONS_H
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#include "Event.h"
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#include "GenericSpellActions.h"
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class PlayerbotAI;
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class CastBloodPresenceAction : public CastBuffSpellAction
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{
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public:
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CastBloodPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "blood presence") {}
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};
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class CastFrostPresenceAction : public CastBuffSpellAction
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{
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public:
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CastFrostPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "frost presence") {}
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};
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class CastUnholyPresenceAction : public CastBuffSpellAction
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{
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public:
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CastUnholyPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unholy presence") {}
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};
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class CastDeathchillAction : public CastBuffSpellAction
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{
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public:
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CastDeathchillAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "deathchill") {}
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std::vector<NextAction> getPrerequisites() override;
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};
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class CastDarkCommandAction : public CastSpellAction
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{
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public:
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CastDarkCommandAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "dark command") {}
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};
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BEGIN_RANGED_SPELL_ACTION(CastDeathGripAction, "death grip")
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END_SPELL_ACTION()
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// Unholy presence
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class CastUnholyMeleeSpellAction : public CastMeleeSpellAction
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{
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public:
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CastUnholyMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) {}
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std::vector<NextAction> getPrerequisites() override;
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};
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// Frost presence
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class CastFrostMeleeSpellAction : public CastMeleeSpellAction
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{
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public:
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CastFrostMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) {}
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std::vector<NextAction> getPrerequisites() override;
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};
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// Blood presence
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class CastBloodMeleeSpellAction : public CastMeleeSpellAction
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{
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public:
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CastBloodMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) {}
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std::vector<NextAction> getPrerequisites() override;
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};
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class CastRuneStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastRuneStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "rune strike") {}
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};
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class CastPestilenceAction : public CastSpellAction
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{
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public:
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CastPestilenceAction(PlayerbotAI* ai) : CastSpellAction(ai, "pestilence") {}
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ActionThreatType getThreatType() override { return ActionThreatType::None; }
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};
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class CastHowlingBlastAction : public CastSpellAction
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{
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public:
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CastHowlingBlastAction(PlayerbotAI* ai) : CastSpellAction(ai, "howling blast") {}
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};
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class CastIcyTouchAction : public CastSpellAction
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{
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public:
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CastIcyTouchAction(PlayerbotAI* ai) : CastSpellAction(ai, "icy touch") {}
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};
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class CastIcyTouchOnAttackerAction : public CastDebuffSpellOnAttackerAction
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{
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public:
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CastIcyTouchOnAttackerAction(PlayerbotAI* botAI)
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: CastDebuffSpellOnAttackerAction(botAI, "icy touch", true, .0f)
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{
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}
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};
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// debuff ps
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class CastPlagueStrikeAction : public CastSpellAction
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{
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public:
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CastPlagueStrikeAction(PlayerbotAI* ai) : CastSpellAction(ai, "plague strike") {}
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};
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class CastPlagueStrikeOnAttackerAction : public CastDebuffSpellOnMeleeAttackerAction
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{
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public:
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CastPlagueStrikeOnAttackerAction(PlayerbotAI* botAI)
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: CastDebuffSpellOnMeleeAttackerAction(botAI, "plague strike", true, .0f)
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{
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}
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};
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// debuff
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BEGIN_DEBUFF_ACTION(CastMarkOfBloodAction, "mark of blood")
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END_SPELL_ACTION()
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class CastMarkOfBloodOnAttackerAction : public CastDebuffSpellOnAttackerAction
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{
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public:
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CastMarkOfBloodOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "mark of blood", true)
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{
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}
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};
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class CastUnholyBlightAction : public CastBuffSpellAction
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{
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public:
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CastUnholyBlightAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unholy blight") {}
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};
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class CastSummonGargoyleAction : public CastSpellAction
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{
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public:
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CastSummonGargoyleAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "summon gargoyle") {}
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};
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class CastGhoulFrenzyAction : public CastBuffSpellAction
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{
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public:
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CastGhoulFrenzyAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "ghoul frenzy", false, 5000) {}
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std::string const GetTargetName() override { return "pet target"; }
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};
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BEGIN_MELEE_SPELL_ACTION(CastCorpseExplosionAction, "corpse explosion")
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END_SPELL_ACTION()
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BEGIN_MELEE_SPELL_ACTION(CastAntiMagicShellAction, "anti magic shell")
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END_SPELL_ACTION()
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BEGIN_MELEE_SPELL_ACTION(CastAntiMagicZoneAction, "anti magic zone")
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END_SPELL_ACTION()
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class CastChainsOfIceAction : public CastSpellAction
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{
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public:
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CastChainsOfIceAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "chains of ice") {}
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};
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class CastHungeringColdAction : public CastMeleeSpellAction
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{
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public:
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CastHungeringColdAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "hungering cold") {}
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};
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class CastHeartStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastHeartStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "heart strike") {}
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};
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class CastBloodStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastBloodStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "blood strike") {}
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};
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class CastFrostStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastFrostStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "frost strike") {}
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};
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class CastObliterateAction : public CastMeleeSpellAction
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{
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public:
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CastObliterateAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "obliterate") {}
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};
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class CastDeathStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastDeathStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "death strike") {}
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};
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class CastScourgeStrikeAction : public CastMeleeSpellAction
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{
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public:
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CastScourgeStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "scourge strike") {}
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};
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class CastDeathCoilAction : public CastSpellAction
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{
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public:
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CastDeathCoilAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death coil") {}
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};
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class CastBloodBoilAction : public CastMeleeSpellAction
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{
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public:
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CastBloodBoilAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "blood boil") {}
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};
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class CastDeathAndDecayAction : public CastSpellAction
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{
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public:
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CastDeathAndDecayAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death and decay") {}
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// ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
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};
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class CastHornOfWinterAction : public CastSpellAction
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{
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public:
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CastHornOfWinterAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "horn of winter") {}
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};
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class CastImprovedIcyTalonsAction : public CastBuffSpellAction
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{
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public:
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CastImprovedIcyTalonsAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "improved icy talons") {}
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};
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class CastBoneShieldAction : public CastBuffSpellAction
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{
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public:
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CastBoneShieldAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "bone shield") {}
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};
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class CastDeathPactAction : public CastBuffSpellAction
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{
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public:
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CastDeathPactAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "death pact") {}
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};
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class CastDeathRuneMasteryAction : public CastBuffSpellAction
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{
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public:
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CastDeathRuneMasteryAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "death rune mastery") {}
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};
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class CastDancingRuneWeaponAction : public CastSpellAction
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{
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public:
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CastDancingRuneWeaponAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "dancing rune weapon") {}
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};
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class CastEmpowerRuneWeaponAction : public CastBuffSpellAction
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{
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public:
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CastEmpowerRuneWeaponAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "empower rune weapon") {}
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};
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class CastArmyOfTheDeadAction : public CastBuffSpellAction
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{
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public:
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CastArmyOfTheDeadAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "army of the dead") {}
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};
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class CastRaiseDeadAction : public CastBuffSpellAction
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{
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public:
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CastRaiseDeadAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "raise dead") {}
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virtual bool Execute(Event event) override;
|
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};
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|
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class CastKillingMachineAction : public CastBuffSpellAction
|
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{
|
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public:
|
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CastKillingMachineAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "killing machine") {}
|
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};
|
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|
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class CastIceboundFortitudeAction : public CastBuffSpellAction
|
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{
|
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public:
|
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CastIceboundFortitudeAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "icebound fortitude") {}
|
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};
|
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|
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class CastUnbreakableArmorAction : public CastBuffSpellAction
|
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{
|
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public:
|
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CastUnbreakableArmorAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unbreakable armor") {}
|
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};
|
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|
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class CastVampiricBloodAction : public CastBuffSpellAction
|
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{
|
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public:
|
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CastVampiricBloodAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "vampiric blood") {}
|
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};
|
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|
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class CastMindFreezeAction : public CastMeleeSpellAction
|
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{
|
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public:
|
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CastMindFreezeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "mind freeze") {}
|
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};
|
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|
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class CastStrangulateAction : public CastMeleeSpellAction
|
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{
|
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public:
|
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CastStrangulateAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "strangulate") {}
|
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};
|
||||
|
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class CastMindFreezeOnEnemyHealerAction : public CastSpellOnEnemyHealerAction
|
||||
{
|
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public:
|
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CastMindFreezeOnEnemyHealerAction(PlayerbotAI* botAI) : CastSpellOnEnemyHealerAction(botAI, "mind freeze") {}
|
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};
|
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|
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class CastRuneTapAction : public CastMeleeSpellAction
|
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{
|
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public:
|
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CastRuneTapAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "rune tap") {}
|
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};
|
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|
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class CastBloodTapAction : public CastMeleeSpellAction
|
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{
|
||||
public:
|
||||
CastBloodTapAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "blood tap") {}
|
||||
};
|
||||
|
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#endif
|
||||
318
src/Ai/Class/Dk/DKAiObjectContext.cpp
Normal file
318
src/Ai/Class/Dk/DKAiObjectContext.cpp
Normal file
@@ -0,0 +1,318 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#include "DKAiObjectContext.h"
|
||||
|
||||
#include "BloodDKStrategy.h"
|
||||
#include "DKActions.h"
|
||||
#include "DKTriggers.h"
|
||||
#include "FrostDKStrategy.h"
|
||||
#include "GenericDKNonCombatStrategy.h"
|
||||
#include "GenericTriggers.h"
|
||||
#include "Playerbots.h"
|
||||
#include "PullStrategy.h"
|
||||
#include "UnholyDKStrategy.h"
|
||||
|
||||
class DeathKnightStrategyFactoryInternal : public NamedObjectContext<Strategy>
|
||||
{
|
||||
public:
|
||||
DeathKnightStrategyFactoryInternal()
|
||||
{
|
||||
creators["nc"] = &DeathKnightStrategyFactoryInternal::nc;
|
||||
creators["pull"] = &DeathKnightStrategyFactoryInternal::pull;
|
||||
creators["frost aoe"] = &DeathKnightStrategyFactoryInternal::frost_aoe;
|
||||
creators["unholy aoe"] = &DeathKnightStrategyFactoryInternal::unholy_aoe;
|
||||
}
|
||||
|
||||
private:
|
||||
static Strategy* nc(PlayerbotAI* botAI) { return new GenericDKNonCombatStrategy(botAI); }
|
||||
static Strategy* pull(PlayerbotAI* botAI) { return new PullStrategy(botAI, "icy touch"); }
|
||||
static Strategy* frost_aoe(PlayerbotAI* botAI) { return new FrostDKAoeStrategy(botAI); }
|
||||
static Strategy* unholy_aoe(PlayerbotAI* botAI) { return new UnholyDKAoeStrategy(botAI); }
|
||||
};
|
||||
|
||||
class DeathKnightCombatStrategyFactoryInternal : public NamedObjectContext<Strategy>
|
||||
{
|
||||
public:
|
||||
DeathKnightCombatStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true)
|
||||
{
|
||||
creators["tank"] = &DeathKnightCombatStrategyFactoryInternal::blood;
|
||||
creators["blood"] = &DeathKnightCombatStrategyFactoryInternal::blood;
|
||||
creators["frost"] = &DeathKnightCombatStrategyFactoryInternal::frost_dps;
|
||||
creators["unholy"] = &DeathKnightCombatStrategyFactoryInternal::unholy_dps;
|
||||
}
|
||||
|
||||
private:
|
||||
static Strategy* frost_dps(PlayerbotAI* botAI) { return new FrostDKStrategy(botAI); }
|
||||
static Strategy* unholy_dps(PlayerbotAI* botAI) { return new UnholyDKStrategy(botAI); }
|
||||
static Strategy* tank(PlayerbotAI* botAI) { return new BloodDKStrategy(botAI); }
|
||||
static Strategy* blood(PlayerbotAI* botAI) { return new BloodDKStrategy(botAI); }
|
||||
};
|
||||
|
||||
class DeathKnightDKBuffStrategyFactoryInternal : public NamedObjectContext<Strategy>
|
||||
{
|
||||
public:
|
||||
DeathKnightDKBuffStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true)
|
||||
{
|
||||
creators["bdps"] = &DeathKnightDKBuffStrategyFactoryInternal::bdps;
|
||||
}
|
||||
|
||||
private:
|
||||
static Strategy* bdps(PlayerbotAI* botAI) { return new DKBuffDpsStrategy(botAI); }
|
||||
};
|
||||
|
||||
class DeathKnightTriggerFactoryInternal : public NamedObjectContext<Trigger>
|
||||
{
|
||||
public:
|
||||
DeathKnightTriggerFactoryInternal()
|
||||
{
|
||||
creators["bone shield"] = &DeathKnightTriggerFactoryInternal::bone_shield;
|
||||
creators["pestilence glyph"] = &DeathKnightTriggerFactoryInternal::pestilence_glyph;
|
||||
creators["blood strike"] = &DeathKnightTriggerFactoryInternal::blood_strike;
|
||||
creators["plague strike"] = &DeathKnightTriggerFactoryInternal::plague_strike;
|
||||
creators["plague strike on attacker"] = &DeathKnightTriggerFactoryInternal::plague_strike_on_attacker;
|
||||
creators["icy touch"] = &DeathKnightTriggerFactoryInternal::icy_touch;
|
||||
creators["icy touch 3s"] = &DeathKnightTriggerFactoryInternal::icy_touch_3s;
|
||||
creators["dd cd and icy touch 3s"] = &DeathKnightTriggerFactoryInternal::dd_cd_and_icy_touch_3s;
|
||||
creators["death coil"] = &DeathKnightTriggerFactoryInternal::death_coil;
|
||||
creators["icy touch on attacker"] = &DeathKnightTriggerFactoryInternal::icy_touch_on_attacker;
|
||||
creators["improved icy talons"] = &DeathKnightTriggerFactoryInternal::improved_icy_talons;
|
||||
creators["plague strike"] = &DeathKnightTriggerFactoryInternal::plague_strike;
|
||||
creators["plague strike 3s"] = &DeathKnightTriggerFactoryInternal::plague_strike_3s;
|
||||
creators["dd cd and plague strike 3s"] = &DeathKnightTriggerFactoryInternal::dd_cd_and_plague_strike_3s;
|
||||
creators["horn of winter"] = &DeathKnightTriggerFactoryInternal::horn_of_winter;
|
||||
creators["mind freeze"] = &DeathKnightTriggerFactoryInternal::mind_freeze;
|
||||
creators["mind freeze on enemy healer"] = &DeathKnightTriggerFactoryInternal::mind_freeze_on_enemy_healer;
|
||||
creators["strangulate"] = &DeathKnightTriggerFactoryInternal::strangulate;
|
||||
creators["strangulate on enemy healer"] = &DeathKnightTriggerFactoryInternal::strangulate_on_enemy_healer;
|
||||
creators["blood tap"] = &DeathKnightTriggerFactoryInternal::blood_tap;
|
||||
creators["raise dead"] = &DeathKnightTriggerFactoryInternal::raise_dead;
|
||||
creators["chains of ice"] = &DeathKnightTriggerFactoryInternal::chains_of_ice;
|
||||
creators["unbreakable armor"] = &DeathKnightTriggerFactoryInternal::unbreakable_armor;
|
||||
creators["high blood rune"] = &DeathKnightTriggerFactoryInternal::high_blood_rune;
|
||||
creators["high frost rune"] = &DeathKnightTriggerFactoryInternal::high_frost_rune;
|
||||
creators["high unholy rune"] = &DeathKnightTriggerFactoryInternal::high_unholy_rune;
|
||||
creators["no rune"] = &DeathKnightTriggerFactoryInternal::no_rune;
|
||||
creators["freezing fog"] = &DeathKnightTriggerFactoryInternal::freezing_fog;
|
||||
creators["no desolation"] = &DeathKnightTriggerFactoryInternal::no_desolation;
|
||||
creators["dd cd and no desolation"] = &DeathKnightTriggerFactoryInternal::dd_cd_and_no_desolation;
|
||||
creators["death and decay cooldown"] = &DeathKnightTriggerFactoryInternal::death_and_decay_cooldown;
|
||||
creators["army of the dead"] = &DeathKnightTriggerFactoryInternal::army_of_the_dead;
|
||||
}
|
||||
|
||||
private:
|
||||
static Trigger* bone_shield(PlayerbotAI* botAI) { return new BoneShieldTrigger(botAI); }
|
||||
static Trigger* pestilence_glyph(PlayerbotAI* botAI) { return new PestilenceGlyphTrigger(botAI); }
|
||||
static Trigger* blood_strike(PlayerbotAI* botAI) { return new BloodStrikeTrigger(botAI); }
|
||||
static Trigger* plague_strike(PlayerbotAI* botAI) { return new PlagueStrikeDebuffTrigger(botAI); }
|
||||
static Trigger* plague_strike_3s(PlayerbotAI* botAI) { return new PlagueStrike3sDebuffTrigger(botAI); }
|
||||
static Trigger* dd_cd_and_plague_strike_3s(PlayerbotAI* botAI)
|
||||
{
|
||||
return new TwoTriggers(botAI, "death and decay cooldown", "plague strike 3s");
|
||||
}
|
||||
static Trigger* plague_strike_on_attacker(PlayerbotAI* botAI)
|
||||
{
|
||||
return new PlagueStrikeDebuffOnAttackerTrigger(botAI);
|
||||
}
|
||||
static Trigger* icy_touch(PlayerbotAI* botAI) { return new IcyTouchDebuffTrigger(botAI); }
|
||||
static Trigger* icy_touch_3s(PlayerbotAI* botAI) { return new IcyTouch3sDebuffTrigger(botAI); }
|
||||
static Trigger* dd_cd_and_icy_touch_3s(PlayerbotAI* botAI)
|
||||
{
|
||||
return new TwoTriggers(botAI, "death and decay cooldown", "icy touch 3s");
|
||||
}
|
||||
static Trigger* death_coil(PlayerbotAI* botAI) { return new DeathCoilTrigger(botAI); }
|
||||
static Trigger* icy_touch_on_attacker(PlayerbotAI* botAI) { return new IcyTouchDebuffOnAttackerTrigger(botAI); }
|
||||
static Trigger* improved_icy_talons(PlayerbotAI* botAI) { return new ImprovedIcyTalonsTrigger(botAI); }
|
||||
static Trigger* horn_of_winter(PlayerbotAI* botAI) { return new HornOfWinterTrigger(botAI); }
|
||||
static Trigger* mind_freeze(PlayerbotAI* botAI) { return new MindFreezeInterruptSpellTrigger(botAI); }
|
||||
static Trigger* mind_freeze_on_enemy_healer(PlayerbotAI* botAI)
|
||||
{
|
||||
return new MindFreezeOnEnemyHealerTrigger(botAI);
|
||||
}
|
||||
static Trigger* strangulate(PlayerbotAI* botAI) { return new StrangulateInterruptSpellTrigger(botAI); }
|
||||
static Trigger* strangulate_on_enemy_healer(PlayerbotAI* botAI)
|
||||
{
|
||||
return new StrangulateOnEnemyHealerTrigger(botAI);
|
||||
}
|
||||
static Trigger* blood_tap(PlayerbotAI* botAI) { return new BloodTapTrigger(botAI); }
|
||||
static Trigger* raise_dead(PlayerbotAI* botAI) { return new RaiseDeadTrigger(botAI); }
|
||||
static Trigger* chains_of_ice(PlayerbotAI* botAI) { return new ChainsOfIceSnareTrigger(botAI); }
|
||||
static Trigger* unbreakable_armor(PlayerbotAI* botAI) { return new UnbreakableArmorTrigger(botAI); }
|
||||
static Trigger* high_blood_rune(PlayerbotAI* botAI) { return new HighBloodRuneTrigger(botAI); }
|
||||
static Trigger* high_frost_rune(PlayerbotAI* botAI) { return new HighFrostRuneTrigger(botAI); }
|
||||
static Trigger* high_unholy_rune(PlayerbotAI* botAI) { return new HighUnholyRuneTrigger(botAI); }
|
||||
static Trigger* no_rune(PlayerbotAI* botAI) { return new NoRuneTrigger(botAI); }
|
||||
static Trigger* freezing_fog(PlayerbotAI* botAI) { return new FreezingFogTrigger(botAI); }
|
||||
static Trigger* no_desolation(PlayerbotAI* botAI) { return new DesolationTrigger(botAI); }
|
||||
static Trigger* dd_cd_and_no_desolation(PlayerbotAI* botAI)
|
||||
{
|
||||
return new TwoTriggers(botAI, "death and decay cooldown", "no desolation");
|
||||
}
|
||||
static Trigger* death_and_decay_cooldown(PlayerbotAI* botAI) { return new DeathAndDecayCooldownTrigger(botAI); }
|
||||
static Trigger* army_of_the_dead(PlayerbotAI* botAI) { return new ArmyOfTheDeadTrigger(botAI); }
|
||||
};
|
||||
|
||||
class DeathKnightAiObjectContextInternal : public NamedObjectContext<Action>
|
||||
{
|
||||
public:
|
||||
DeathKnightAiObjectContextInternal()
|
||||
{
|
||||
// Unholy
|
||||
creators["bone shield"] = &DeathKnightAiObjectContextInternal::bone_shield;
|
||||
creators["plague strike"] = &DeathKnightAiObjectContextInternal::plague_strike;
|
||||
creators["plague strike on attacker"] = &DeathKnightAiObjectContextInternal::plague_strike_on_attacker;
|
||||
creators["death grip"] = &DeathKnightAiObjectContextInternal::death_grip;
|
||||
creators["death coil"] = &DeathKnightAiObjectContextInternal::death_coil;
|
||||
creators["death strike"] = &DeathKnightAiObjectContextInternal::death_strike;
|
||||
creators["unholy blight"] = &DeathKnightAiObjectContextInternal::unholy_blight;
|
||||
creators["scourge strike"] = &DeathKnightAiObjectContextInternal::scourge_strike;
|
||||
creators["death and decay"] = &DeathKnightAiObjectContextInternal::death_and_decay;
|
||||
creators["unholy presence"] = &DeathKnightAiObjectContextInternal::unholy_presence;
|
||||
creators["raise dead"] = &DeathKnightAiObjectContextInternal::raise_dead;
|
||||
creators["army of the dead"] = &DeathKnightAiObjectContextInternal::army_of_the_dead;
|
||||
creators["summon gargoyle"] = &DeathKnightAiObjectContextInternal::summon_gargoyle;
|
||||
creators["anti magic shell"] = &DeathKnightAiObjectContextInternal::anti_magic_shell;
|
||||
creators["anti magic zone"] = &DeathKnightAiObjectContextInternal::anti_magic_zone;
|
||||
creators["ghoul frenzy"] = &DeathKnightAiObjectContextInternal::ghoul_frenzy;
|
||||
creators["corpse explosion"] = &DeathKnightAiObjectContextInternal::corpse_explosion;
|
||||
// Frost
|
||||
creators["icy touch"] = &DeathKnightAiObjectContextInternal::icy_touch;
|
||||
creators["icy touch on attacker"] = &DeathKnightAiObjectContextInternal::icy_touch_on_attacker;
|
||||
creators["obliterate"] = &DeathKnightAiObjectContextInternal::obliterate;
|
||||
creators["howling blast"] = &DeathKnightAiObjectContextInternal::howling_blast;
|
||||
creators["frost strike"] = &DeathKnightAiObjectContextInternal::frost_strike;
|
||||
creators["chains of ice"] = &DeathKnightAiObjectContextInternal::chains_of_ice;
|
||||
creators["rune strike"] = &DeathKnightAiObjectContextInternal::rune_strike;
|
||||
// creators["icy clutch"] = &DeathKnightAiObjectContextInternal::icy_clutch;
|
||||
creators["horn of winter"] = &DeathKnightAiObjectContextInternal::horn_of_winter;
|
||||
creators["killing machine"] = &DeathKnightAiObjectContextInternal::killing_machine;
|
||||
creators["frost presence"] = &DeathKnightAiObjectContextInternal::frost_presence;
|
||||
creators["deathchill"] = &DeathKnightAiObjectContextInternal::deathchill;
|
||||
creators["icebound fortitude"] = &DeathKnightAiObjectContextInternal::icebound_fortitude;
|
||||
creators["mind freeze"] = &DeathKnightAiObjectContextInternal::mind_freeze;
|
||||
creators["empower rune weapon"] = &DeathKnightAiObjectContextInternal::empower_rune_weapon;
|
||||
creators["hungering cold"] = &DeathKnightAiObjectContextInternal::hungering_cold;
|
||||
creators["unbreakable armor"] = &DeathKnightAiObjectContextInternal::unbreakable_armor;
|
||||
creators["improved icy talons"] = &DeathKnightAiObjectContextInternal::improved_icy_talons;
|
||||
// blood
|
||||
creators["blood strike"] = &DeathKnightAiObjectContextInternal::blood_strike;
|
||||
creators["blood tap"] = &DeathKnightAiObjectContextInternal::blood_tap;
|
||||
creators["pestilence"] = &DeathKnightAiObjectContextInternal::pestilence;
|
||||
creators["strangulate"] = &DeathKnightAiObjectContextInternal::strangulate;
|
||||
creators["blood boil"] = &DeathKnightAiObjectContextInternal::blood_boil;
|
||||
creators["heart strike"] = &DeathKnightAiObjectContextInternal::heart_strike;
|
||||
creators["mark of_blood"] = &DeathKnightAiObjectContextInternal::mark_of_blood;
|
||||
creators["blood presence"] = &DeathKnightAiObjectContextInternal::blood_presence;
|
||||
creators["rune tap"] = &DeathKnightAiObjectContextInternal::rune_tap;
|
||||
creators["vampiric blood"] = &DeathKnightAiObjectContextInternal::vampiric_blood;
|
||||
creators["death pact"] = &DeathKnightAiObjectContextInternal::death_pact;
|
||||
creators["death rune_mastery"] = &DeathKnightAiObjectContextInternal::death_rune_mastery;
|
||||
// creators["hysteria"] = &DeathKnightAiObjectContextInternal::hysteria;
|
||||
creators["dancing rune weapon"] = &DeathKnightAiObjectContextInternal::dancing_rune_weapon;
|
||||
creators["dark command"] = &DeathKnightAiObjectContextInternal::dark_command;
|
||||
}
|
||||
|
||||
private:
|
||||
// Unholy
|
||||
static Action* bone_shield(PlayerbotAI* botAI) { return new CastBoneShieldAction(botAI); }
|
||||
static Action* plague_strike(PlayerbotAI* botAI) { return new CastPlagueStrikeAction(botAI); }
|
||||
static Action* plague_strike_on_attacker(PlayerbotAI* botAI) { return new CastPlagueStrikeOnAttackerAction(botAI); }
|
||||
static Action* death_grip(PlayerbotAI* botAI) { return new CastDeathGripAction(botAI); }
|
||||
static Action* death_coil(PlayerbotAI* botAI) { return new CastDeathCoilAction(botAI); }
|
||||
static Action* death_strike(PlayerbotAI* botAI) { return new CastDeathStrikeAction(botAI); }
|
||||
static Action* unholy_blight(PlayerbotAI* botAI) { return new CastUnholyBlightAction(botAI); }
|
||||
static Action* scourge_strike(PlayerbotAI* botAI) { return new CastScourgeStrikeAction(botAI); }
|
||||
static Action* death_and_decay(PlayerbotAI* botAI) { return new CastDeathAndDecayAction(botAI); }
|
||||
static Action* unholy_presence(PlayerbotAI* botAI) { return new CastUnholyPresenceAction(botAI); }
|
||||
static Action* raise_dead(PlayerbotAI* botAI) { return new CastRaiseDeadAction(botAI); }
|
||||
static Action* army_of_the_dead(PlayerbotAI* botAI) { return new CastArmyOfTheDeadAction(botAI); }
|
||||
static Action* summon_gargoyle(PlayerbotAI* botAI) { return new CastSummonGargoyleAction(botAI); }
|
||||
static Action* anti_magic_shell(PlayerbotAI* botAI) { return new CastAntiMagicShellAction(botAI); }
|
||||
static Action* anti_magic_zone(PlayerbotAI* botAI) { return new CastAntiMagicZoneAction(botAI); }
|
||||
static Action* ghoul_frenzy(PlayerbotAI* botAI) { return new CastGhoulFrenzyAction(botAI); }
|
||||
static Action* corpse_explosion(PlayerbotAI* botAI) { return new CastCorpseExplosionAction(botAI); }
|
||||
// Frost
|
||||
static Action* icy_touch(PlayerbotAI* botAI) { return new CastIcyTouchAction(botAI); }
|
||||
static Action* icy_touch_on_attacker(PlayerbotAI* botAI) { return new CastIcyTouchOnAttackerAction(botAI); }
|
||||
static Action* obliterate(PlayerbotAI* botAI) { return new CastObliterateAction(botAI); }
|
||||
static Action* howling_blast(PlayerbotAI* botAI) { return new CastHowlingBlastAction(botAI); }
|
||||
static Action* frost_strike(PlayerbotAI* botAI) { return new CastFrostStrikeAction(botAI); }
|
||||
static Action* chains_of_ice(PlayerbotAI* botAI) { return new CastChainsOfIceAction(botAI); }
|
||||
static Action* rune_strike(PlayerbotAI* botAI) { return new CastRuneStrikeAction(botAI); }
|
||||
// static Action* icy_clutch(PlayerbotAI* botAI) { return new CastIcyClutchAction(botAI); }
|
||||
static Action* horn_of_winter(PlayerbotAI* botAI) { return new CastHornOfWinterAction(botAI); }
|
||||
static Action* killing_machine(PlayerbotAI* botAI) { return new CastKillingMachineAction(botAI); }
|
||||
static Action* frost_presence(PlayerbotAI* botAI) { return new CastFrostPresenceAction(botAI); }
|
||||
static Action* deathchill(PlayerbotAI* botAI) { return new CastDeathchillAction(botAI); }
|
||||
static Action* icebound_fortitude(PlayerbotAI* botAI) { return new CastIceboundFortitudeAction(botAI); }
|
||||
static Action* mind_freeze(PlayerbotAI* botAI) { return new CastMindFreezeAction(botAI); }
|
||||
static Action* empower_rune_weapon(PlayerbotAI* botAI) { return new CastEmpowerRuneWeaponAction(botAI); }
|
||||
static Action* hungering_cold(PlayerbotAI* botAI) { return new CastHungeringColdAction(botAI); }
|
||||
static Action* unbreakable_armor(PlayerbotAI* botAI) { return new CastUnbreakableArmorAction(botAI); }
|
||||
static Action* improved_icy_talons(PlayerbotAI* botAI) { return new CastImprovedIcyTalonsAction(botAI); }
|
||||
// blood
|
||||
static Action* blood_strike(PlayerbotAI* botAI) { return new CastBloodStrikeAction(botAI); }
|
||||
static Action* blood_tap(PlayerbotAI* botAI) { return new CastBloodTapAction(botAI); }
|
||||
static Action* pestilence(PlayerbotAI* botAI) { return new CastPestilenceAction(botAI); }
|
||||
static Action* strangulate(PlayerbotAI* botAI) { return new CastStrangulateAction(botAI); }
|
||||
static Action* blood_boil(PlayerbotAI* botAI) { return new CastBloodBoilAction(botAI); }
|
||||
static Action* heart_strike(PlayerbotAI* botAI) { return new CastHeartStrikeAction(botAI); }
|
||||
static Action* mark_of_blood(PlayerbotAI* botAI) { return new CastMarkOfBloodAction(botAI); }
|
||||
static Action* blood_presence(PlayerbotAI* botAI) { return new CastBloodPresenceAction(botAI); }
|
||||
static Action* rune_tap(PlayerbotAI* botAI) { return new CastRuneTapAction(botAI); }
|
||||
static Action* vampiric_blood(PlayerbotAI* botAI) { return new CastVampiricBloodAction(botAI); }
|
||||
static Action* death_pact(PlayerbotAI* botAI) { return new CastDeathPactAction(botAI); }
|
||||
static Action* death_rune_mastery(PlayerbotAI* botAI) { return new CastDeathRuneMasteryAction(botAI); }
|
||||
// static Action* hysteria(PlayerbotAI* botAI) { return new CastHysteriaAction(botAI); }
|
||||
static Action* dancing_rune_weapon(PlayerbotAI* botAI) { return new CastDancingRuneWeaponAction(botAI); }
|
||||
static Action* dark_command(PlayerbotAI* botAI) { return new CastDarkCommandAction(botAI); }
|
||||
static Action* mind_freeze_on_enemy_healer(PlayerbotAI* botAI)
|
||||
{
|
||||
return new CastMindFreezeOnEnemyHealerAction(botAI);
|
||||
}
|
||||
};
|
||||
|
||||
SharedNamedObjectContextList<Strategy> DKAiObjectContext::sharedStrategyContexts;
|
||||
SharedNamedObjectContextList<Action> DKAiObjectContext::sharedActionContexts;
|
||||
SharedNamedObjectContextList<Trigger> DKAiObjectContext::sharedTriggerContexts;
|
||||
SharedNamedObjectContextList<UntypedValue> DKAiObjectContext::sharedValueContexts;
|
||||
|
||||
DKAiObjectContext::DKAiObjectContext(PlayerbotAI* botAI)
|
||||
: AiObjectContext(botAI, sharedStrategyContexts, sharedActionContexts, sharedTriggerContexts, sharedValueContexts)
|
||||
{
|
||||
}
|
||||
|
||||
void DKAiObjectContext::BuildSharedContexts()
|
||||
{
|
||||
BuildSharedStrategyContexts(sharedStrategyContexts);
|
||||
BuildSharedActionContexts(sharedActionContexts);
|
||||
BuildSharedTriggerContexts(sharedTriggerContexts);
|
||||
BuildSharedValueContexts(sharedValueContexts);
|
||||
}
|
||||
|
||||
void DKAiObjectContext::BuildSharedStrategyContexts(SharedNamedObjectContextList<Strategy>& strategyContexts)
|
||||
{
|
||||
AiObjectContext::BuildSharedStrategyContexts(strategyContexts);
|
||||
strategyContexts.Add(new DeathKnightStrategyFactoryInternal());
|
||||
strategyContexts.Add(new DeathKnightCombatStrategyFactoryInternal());
|
||||
strategyContexts.Add(new DeathKnightDKBuffStrategyFactoryInternal());
|
||||
}
|
||||
|
||||
void DKAiObjectContext::BuildSharedActionContexts(SharedNamedObjectContextList<Action>& actionContexts)
|
||||
{
|
||||
AiObjectContext::BuildSharedActionContexts(actionContexts);
|
||||
actionContexts.Add(new DeathKnightAiObjectContextInternal());
|
||||
}
|
||||
|
||||
void DKAiObjectContext::BuildSharedTriggerContexts(SharedNamedObjectContextList<Trigger>& triggerContexts)
|
||||
{
|
||||
AiObjectContext::BuildSharedTriggerContexts(triggerContexts);
|
||||
triggerContexts.Add(new DeathKnightTriggerFactoryInternal());
|
||||
}
|
||||
|
||||
void DKAiObjectContext::BuildSharedValueContexts(SharedNamedObjectContextList<UntypedValue>& valueContexts)
|
||||
{
|
||||
AiObjectContext::BuildSharedValueContexts(valueContexts);
|
||||
}
|
||||
30
src/Ai/Class/Dk/DKAiObjectContext.h
Normal file
30
src/Ai/Class/Dk/DKAiObjectContext.h
Normal file
@@ -0,0 +1,30 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#ifndef _PLAYERBOT_DKAIOBJECTCONTEXT_H
|
||||
#define _PLAYERBOT_DKAIOBJECTCONTEXT_H
|
||||
|
||||
#include "AiObjectContext.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
class DKAiObjectContext : public AiObjectContext
|
||||
{
|
||||
public:
|
||||
DKAiObjectContext(PlayerbotAI* botAI);
|
||||
|
||||
static void BuildSharedContexts();
|
||||
static void BuildSharedStrategyContexts(SharedNamedObjectContextList<Strategy>& strategyContexts);
|
||||
static void BuildSharedActionContexts(SharedNamedObjectContextList<Action>& actionContexts);
|
||||
static void BuildSharedTriggerContexts(SharedNamedObjectContextList<Trigger>& triggerContexts);
|
||||
static void BuildSharedValueContexts(SharedNamedObjectContextList<UntypedValue>& valueContexts);
|
||||
|
||||
static SharedNamedObjectContextList<Strategy> sharedStrategyContexts;
|
||||
static SharedNamedObjectContextList<Action> sharedActionContexts;
|
||||
static SharedNamedObjectContextList<Trigger> sharedTriggerContexts;
|
||||
static SharedNamedObjectContextList<UntypedValue> sharedValueContexts;
|
||||
};
|
||||
|
||||
#endif
|
||||
165
src/Ai/Class/Dk/Strategy/BloodDKStrategy.cpp
Normal file
165
src/Ai/Class/Dk/Strategy/BloodDKStrategy.cpp
Normal file
@@ -0,0 +1,165 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#include "BloodDKStrategy.h"
|
||||
|
||||
#include "Playerbots.h"
|
||||
|
||||
class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
BloodDKStrategyActionNodeFactory()
|
||||
{
|
||||
creators["rune strike"] = &rune_strike;
|
||||
creators["heart strike"] = &heart_strike;
|
||||
creators["death strike"] = &death_strike;
|
||||
creators["icy touch"] = &icy_touch;
|
||||
creators["dark command"] = &dark_command;
|
||||
creators["taunt spell"] = &dark_command;
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"rune strike",
|
||||
{
|
||||
NextAction("frost presence")
|
||||
},
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"icy touch",
|
||||
{
|
||||
NextAction("frost presence")
|
||||
},
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"heart strike",
|
||||
{
|
||||
NextAction("frost presence")
|
||||
},
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"death strike",
|
||||
{
|
||||
NextAction("frost presence")
|
||||
},
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
static ActionNode* dark_command([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"dark command",
|
||||
{
|
||||
NextAction("frost presence")
|
||||
},
|
||||
/*A*/ {
|
||||
NextAction("death grip")
|
||||
},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
BloodDKStrategy::BloodDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
|
||||
{
|
||||
actionNodeFactories.Add(new BloodDKStrategyActionNodeFactory());
|
||||
}
|
||||
|
||||
std::vector<NextAction> BloodDKStrategy::getDefaultActions()
|
||||
{
|
||||
return {
|
||||
NextAction("rune strike", ACTION_DEFAULT + 0.8f),
|
||||
NextAction("icy touch", ACTION_DEFAULT + 0.7f),
|
||||
NextAction("heart strike", ACTION_DEFAULT + 0.6f),
|
||||
NextAction("blood strike", ACTION_DEFAULT + 0.5f),
|
||||
NextAction("dancing rune weapon", ACTION_DEFAULT + 0.4f),
|
||||
NextAction("death coil", ACTION_DEFAULT + 0.3f),
|
||||
NextAction("plague strike", ACTION_DEFAULT + 0.2f),
|
||||
NextAction("horn of winter", ACTION_DEFAULT + 0.1f),
|
||||
NextAction("melee", ACTION_DEFAULT)
|
||||
};
|
||||
}
|
||||
|
||||
void BloodDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
GenericDKStrategy::InitTriggers(triggers);
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"rune strike",
|
||||
{
|
||||
NextAction("rune strike", ACTION_NORMAL + 3)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"blood tap",
|
||||
{
|
||||
NextAction("blood tap", ACTION_HIGH + 5)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"lose aggro",
|
||||
{
|
||||
NextAction("dark command", ACTION_HIGH + 3)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"low health",
|
||||
{
|
||||
NextAction("army of the dead", ACTION_HIGH + 4),
|
||||
NextAction("death strike", ACTION_HIGH + 3)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"critical health",
|
||||
{
|
||||
NextAction("vampiric blood", ACTION_HIGH + 5)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"icy touch",
|
||||
{
|
||||
NextAction("icy touch", ACTION_HIGH + 2)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"plague strike",
|
||||
{
|
||||
NextAction("plague strike", ACTION_HIGH + 2)
|
||||
}
|
||||
)
|
||||
);
|
||||
}
|
||||
24
src/Ai/Class/Dk/Strategy/BloodDKStrategy.h
Normal file
24
src/Ai/Class/Dk/Strategy/BloodDKStrategy.h
Normal file
@@ -0,0 +1,24 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#ifndef _PLAYERBOT_BLOODDKSTRATEGY_H
|
||||
#define _PLAYERBOT_BLOODDKSTRATEGY_H
|
||||
|
||||
#include "GenericDKStrategy.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
class BloodDKStrategy : public GenericDKStrategy
|
||||
{
|
||||
public:
|
||||
BloodDKStrategy(PlayerbotAI* botAI);
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "blood"; }
|
||||
std::vector<NextAction> getDefaultActions() override;
|
||||
uint32 GetType() const override { return STRATEGY_TYPE_TANK | STRATEGY_TYPE_MELEE; }
|
||||
};
|
||||
|
||||
#endif
|
||||
169
src/Ai/Class/Dk/Strategy/FrostDKStrategy.cpp
Normal file
169
src/Ai/Class/Dk/Strategy/FrostDKStrategy.cpp
Normal file
@@ -0,0 +1,169 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#include "FrostDKStrategy.h"
|
||||
|
||||
#include "Playerbots.h"
|
||||
|
||||
class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
FrostDKStrategyActionNodeFactory()
|
||||
{
|
||||
creators["icy touch"] = &icy_touch;
|
||||
creators["obliterate"] = &obliterate;
|
||||
creators["howling blast"] = &howling_blast;
|
||||
creators["frost strike"] = &frost_strike;
|
||||
creators["rune strike"] = &rune_strike;
|
||||
creators["unbreakable armor"] = &unbreakable_armor;
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"icy touch",
|
||||
/*P*/ { NextAction("blood presence") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* obliterate([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"obliterate",
|
||||
/*P*/ { NextAction("blood presence") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"rune strike",
|
||||
/*P*/ { NextAction("blood presence") },
|
||||
/*A*/ { NextAction("melee") },
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* frost_strike([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"frost strike",
|
||||
/*P*/ { NextAction("blood presence") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* howling_blast([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"howling blast",
|
||||
/*P*/ { NextAction("blood presence") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
static ActionNode* unbreakable_armor([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"unbreakable armor",
|
||||
/*P*/ { NextAction("blood tap") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
FrostDKStrategy::FrostDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
|
||||
{
|
||||
actionNodeFactories.Add(new FrostDKStrategyActionNodeFactory());
|
||||
}
|
||||
|
||||
std::vector<NextAction> FrostDKStrategy::getDefaultActions()
|
||||
{
|
||||
return {
|
||||
NextAction("obliterate", ACTION_DEFAULT + 0.7f),
|
||||
NextAction("frost strike", ACTION_DEFAULT + 0.4f),
|
||||
NextAction("empower rune weapon", ACTION_DEFAULT + 0.3f),
|
||||
NextAction("horn of winter", ACTION_DEFAULT + 0.1f),
|
||||
NextAction("melee", ACTION_DEFAULT)
|
||||
};
|
||||
}
|
||||
|
||||
void FrostDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
GenericDKStrategy::InitTriggers(triggers);
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"unbreakable armor",
|
||||
{
|
||||
NextAction("unbreakable armor", ACTION_DEFAULT + 0.6f)
|
||||
}
|
||||
)
|
||||
);
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"freezing fog",
|
||||
{
|
||||
NextAction("howling blast", ACTION_DEFAULT + 0.5f)
|
||||
}
|
||||
)
|
||||
);
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"high blood rune",
|
||||
{
|
||||
NextAction("blood strike", ACTION_DEFAULT + 0.2f)
|
||||
}
|
||||
)
|
||||
);
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"army of the dead",
|
||||
{
|
||||
NextAction("army of the dead", ACTION_HIGH + 6)
|
||||
}
|
||||
)
|
||||
);
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"icy touch",
|
||||
{
|
||||
NextAction("icy touch", ACTION_HIGH + 2)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"plague strike",
|
||||
{
|
||||
NextAction("plague strike", ACTION_HIGH + 2)
|
||||
}
|
||||
)
|
||||
);
|
||||
|
||||
}
|
||||
|
||||
void FrostDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"medium aoe",
|
||||
{
|
||||
NextAction("howling blast", ACTION_HIGH + 4)
|
||||
}
|
||||
)
|
||||
);
|
||||
}
|
||||
33
src/Ai/Class/Dk/Strategy/FrostDKStrategy.h
Normal file
33
src/Ai/Class/Dk/Strategy/FrostDKStrategy.h
Normal file
@@ -0,0 +1,33 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#ifndef _PLAYERBOT_FROSTDKSTRATEGY_H
|
||||
#define _PLAYERBOT_FROSTDKSTRATEGY_H
|
||||
|
||||
#include "GenericDKStrategy.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
class FrostDKStrategy : public GenericDKStrategy
|
||||
{
|
||||
public:
|
||||
FrostDKStrategy(PlayerbotAI* botAI);
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "frost"; }
|
||||
std::vector<NextAction> getDefaultActions() override;
|
||||
uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_DPS | STRATEGY_TYPE_MELEE; }
|
||||
};
|
||||
|
||||
class FrostDKAoeStrategy : public CombatStrategy
|
||||
{
|
||||
public:
|
||||
FrostDKAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "frost aoe"; }
|
||||
};
|
||||
|
||||
#endif
|
||||
61
src/Ai/Class/Dk/Strategy/GenericDKNonCombatStrategy.cpp
Normal file
61
src/Ai/Class/Dk/Strategy/GenericDKNonCombatStrategy.cpp
Normal file
@@ -0,0 +1,61 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#include "GenericDKNonCombatStrategy.h"
|
||||
|
||||
#include "Playerbots.h"
|
||||
|
||||
class GenericDKNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
GenericDKNonCombatStrategyActionNodeFactory()
|
||||
{
|
||||
creators["bone shield"] = &bone_shield;
|
||||
creators["horn of winter"] = &horn_of_winter;
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("bone shield",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {});
|
||||
}
|
||||
|
||||
static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("horn of winter",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {});
|
||||
}
|
||||
};
|
||||
|
||||
GenericDKNonCombatStrategy::GenericDKNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
|
||||
{
|
||||
actionNodeFactories.Add(new GenericDKNonCombatStrategyActionNodeFactory());
|
||||
}
|
||||
|
||||
void GenericDKNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
NonCombatStrategy::InitTriggers(triggers);
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("no pet", { NextAction("raise dead", ACTION_NORMAL + 1) }));
|
||||
triggers.push_back(
|
||||
new TriggerNode("horn of winter", { NextAction("horn of winter", 21.0f) }));
|
||||
triggers.push_back(
|
||||
new TriggerNode("bone shield", { NextAction("bone shield", 21.0f) }));
|
||||
triggers.push_back(
|
||||
new TriggerNode("has pet", { NextAction("toggle pet spell", 60.0f) }));
|
||||
triggers.push_back(
|
||||
new TriggerNode("new pet", { NextAction("set pet stance", 60.0f) }));
|
||||
}
|
||||
|
||||
void DKBuffDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
|
||||
}
|
||||
32
src/Ai/Class/Dk/Strategy/GenericDKNonCombatStrategy.h
Normal file
32
src/Ai/Class/Dk/Strategy/GenericDKNonCombatStrategy.h
Normal file
@@ -0,0 +1,32 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#ifndef _PLAYERBOT_GENERICDKNONCOMBATSTRATEGY_H
|
||||
#define _PLAYERBOT_GENERICDKNONCOMBATSTRATEGY_H
|
||||
|
||||
#include "GenericDKStrategy.h"
|
||||
#include "NonCombatStrategy.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
class GenericDKNonCombatStrategy : public NonCombatStrategy
|
||||
{
|
||||
public:
|
||||
GenericDKNonCombatStrategy(PlayerbotAI* botAI);
|
||||
|
||||
std::string const getName() override { return "nc"; }
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
class DKBuffDpsStrategy : public Strategy
|
||||
{
|
||||
public:
|
||||
DKBuffDpsStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "bdps"; }
|
||||
};
|
||||
|
||||
#endif
|
||||
193
src/Ai/Class/Dk/Strategy/GenericDKStrategy.cpp
Normal file
193
src/Ai/Class/Dk/Strategy/GenericDKStrategy.cpp
Normal file
@@ -0,0 +1,193 @@
|
||||
#/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#include "GenericDKStrategy.h"
|
||||
|
||||
#include "DKAiObjectContext.h"
|
||||
#include "Playerbots.h"
|
||||
|
||||
class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
GenericDKStrategyActionNodeFactory()
|
||||
{
|
||||
// blood
|
||||
// creators["rune tap"] = &rune_tap; cd
|
||||
// creators["vampiric blood"] = &vampiric_blood;
|
||||
// creators["death pact"] = &death_pact;
|
||||
// creators["hysteria"] = &hysteria; boost party
|
||||
// creators["dancing rune weapon"] = &dancing_rune_weapon; //cd
|
||||
// creators["dark command"] = &dark_command; taunt
|
||||
|
||||
// frost
|
||||
// creators["chains of ice"] = &chains_of_ice;
|
||||
// creators["icy clutch"] = &icy_clutch;
|
||||
creators["horn of winter"] = &horn_of_winter;
|
||||
creators["killing machine"] = &killing_machine; // buff
|
||||
// creators["deathchill"] = &deathchill; //boost
|
||||
creators["icebound fortitude"] = &icebound_fortitude;
|
||||
// creators["mind freeze"] = &mind_freeze; interrupt
|
||||
// creators["empower rune weapon"] = &empower_rune_weapon; boost
|
||||
// creators["hungering cold"] = &hungering_cold; snare
|
||||
// creators["unbreakable armor"] = &unbreakable_armor; boost +cd
|
||||
// creators["improved icy talons"] = &improved_icy_talons; boost party
|
||||
|
||||
// unholy
|
||||
creators["death and decay"] = &death_and_decay;
|
||||
// creators["raise dead"] = &raise_dead;
|
||||
// creators["army of the dead"] = &army of the dead;
|
||||
// creators["summon gargoyle"] = &army of the dead;
|
||||
// creators["anti magic shell"] = &anti_magic_shell; cd
|
||||
creators["anti magic zone"] = &anti_magic_zone;
|
||||
// creators["ghoul frenzy"] = &ghoul_frenzy;
|
||||
creators["corpse explosion"] = &corpse_explosion;
|
||||
creators["bone shield"] = &bone_shield;
|
||||
creators["heart strike"] = &heart_strike;
|
||||
creators["death grip"] = &death_grip;
|
||||
creators["plague strike"] = &plague_strike;
|
||||
creators["pestilence"] = &pestilence;
|
||||
creators["icy touch"] = &icy_touch;
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* death_coil([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("death coil",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {});
|
||||
}
|
||||
|
||||
static ActionNode* death_grip([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("death grip",
|
||||
/*P*/ {},
|
||||
/*A*/ { NextAction("icy touch") },
|
||||
/*C*/ {});
|
||||
}
|
||||
|
||||
static ActionNode* plague_strike([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("plague strike",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {});
|
||||
}
|
||||
|
||||
static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("icy touch",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {});
|
||||
}
|
||||
|
||||
static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("heart strike",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {});
|
||||
}
|
||||
|
||||
static ActionNode* pestilence([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("pestilence",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {});
|
||||
}
|
||||
|
||||
static ActionNode* horn_of_winter([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("horn of winter",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {});
|
||||
}
|
||||
|
||||
static ActionNode* bone_shield([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("bone shield",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {});
|
||||
}
|
||||
|
||||
static ActionNode* killing_machine([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("killing machine",
|
||||
/*P*/ {},
|
||||
/*A*/ { NextAction("improved icy talons") },
|
||||
/*C*/ {});
|
||||
}
|
||||
|
||||
static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("corpse explosion",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {});
|
||||
}
|
||||
|
||||
static ActionNode* death_and_decay([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("death and decay",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {});
|
||||
}
|
||||
|
||||
static ActionNode* anti_magic_zone([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("anti magic zone",
|
||||
/*P*/ {},
|
||||
/*A*/ { NextAction("anti magic shell") },
|
||||
/*C*/ {});
|
||||
}
|
||||
|
||||
static ActionNode* icebound_fortitude([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("icebound fortitude",
|
||||
/*P*/ {},
|
||||
/*A*/ {},
|
||||
/*C*/ {});
|
||||
}
|
||||
};
|
||||
|
||||
GenericDKStrategy::GenericDKStrategy(PlayerbotAI* botAI) : MeleeCombatStrategy(botAI)
|
||||
{
|
||||
actionNodeFactories.Add(new GenericDKStrategyActionNodeFactory());
|
||||
}
|
||||
|
||||
void GenericDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
MeleeCombatStrategy::InitTriggers(triggers);
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("no pet", { NextAction("raise dead", ACTION_NORMAL + 5) }));
|
||||
triggers.push_back(
|
||||
new TriggerNode("has pet", { NextAction("toggle pet spell", 60.0f) }));
|
||||
triggers.push_back(
|
||||
new TriggerNode("new pet", { NextAction("set pet stance", 60.0f) }));
|
||||
triggers.push_back(
|
||||
new TriggerNode("mind freeze", { NextAction("mind freeze", ACTION_HIGH + 1) }));
|
||||
triggers.push_back(
|
||||
new TriggerNode("mind freeze on enemy healer",
|
||||
{ NextAction("mind freeze on enemy healer", ACTION_HIGH + 1) }));
|
||||
triggers.push_back(new TriggerNode(
|
||||
"horn of winter", { NextAction("horn of winter", ACTION_NORMAL + 1) }));
|
||||
triggers.push_back(new TriggerNode("critical health",
|
||||
{ NextAction("death pact", ACTION_HIGH + 5) }));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("low health", { NextAction("icebound fortitude", ACTION_HIGH + 5),
|
||||
NextAction("rune tap", ACTION_HIGH + 4) }));
|
||||
triggers.push_back(
|
||||
new TriggerNode("medium aoe", { NextAction("death and decay", ACTION_HIGH + 9),
|
||||
NextAction("pestilence", ACTION_NORMAL + 4),
|
||||
NextAction("blood boil", ACTION_NORMAL + 3) }));
|
||||
triggers.push_back(
|
||||
new TriggerNode("pestilence glyph", { NextAction("pestilence", ACTION_HIGH + 9) }));
|
||||
}
|
||||
22
src/Ai/Class/Dk/Strategy/GenericDKStrategy.h
Normal file
22
src/Ai/Class/Dk/Strategy/GenericDKStrategy.h
Normal file
@@ -0,0 +1,22 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#ifndef _PLAYERBOT_GENERICDKSTRATEGY_H
|
||||
#define _PLAYERBOT_GENERICDKSTRATEGY_H
|
||||
|
||||
#include "MeleeCombatStrategy.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
class GenericDKStrategy : public MeleeCombatStrategy
|
||||
{
|
||||
public:
|
||||
GenericDKStrategy(PlayerbotAI* botAI);
|
||||
|
||||
std::string const getName() override { return "DK"; }
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
#endif
|
||||
192
src/Ai/Class/Dk/Strategy/UnholyDKStrategy.cpp
Normal file
192
src/Ai/Class/Dk/Strategy/UnholyDKStrategy.cpp
Normal file
@@ -0,0 +1,192 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#include "UnholyDKStrategy.h"
|
||||
|
||||
#include "Playerbots.h"
|
||||
|
||||
class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
UnholyDKStrategyActionNodeFactory()
|
||||
{
|
||||
creators["death strike"] = &death_strike;
|
||||
creators["scourge strike"] = &scourge_strike;
|
||||
creators["ghoul frenzy"] = &ghoul_frenzy;
|
||||
creators["corpse explosion"] = &corpse_explosion;
|
||||
creators["icy touch"] = &icy_touch;
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"death strike",
|
||||
/*P*/ { NextAction("blood presence") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
static ActionNode* ghoul_frenzy([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"ghoul frenzy",
|
||||
/*P*/ { NextAction("blood presence") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"corpse explosion",
|
||||
/*P*/ { NextAction("blood presence") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
|
||||
static ActionNode* scourge_strike([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"scourge strike",
|
||||
/*P*/ { NextAction("blood presence") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode(
|
||||
"icy touch",
|
||||
/*P*/ { NextAction("blood presence") },
|
||||
/*A*/ {},
|
||||
/*C*/ {}
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
UnholyDKStrategy::UnholyDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
|
||||
{
|
||||
actionNodeFactories.Add(new UnholyDKStrategyActionNodeFactory());
|
||||
}
|
||||
|
||||
std::vector<NextAction> UnholyDKStrategy::getDefaultActions()
|
||||
{
|
||||
return {
|
||||
NextAction("death and decay", ACTION_HIGH + 5),
|
||||
NextAction("summon gargoyle", ACTION_DEFAULT + 0.4f),
|
||||
NextAction("horn of winter", ACTION_DEFAULT + 0.2f),
|
||||
NextAction("death coil", ACTION_DEFAULT + 0.1f),
|
||||
NextAction("melee", ACTION_DEFAULT)
|
||||
};
|
||||
}
|
||||
|
||||
void UnholyDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
GenericDKStrategy::InitTriggers(triggers);
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"death and decay cooldown",
|
||||
{
|
||||
NextAction("ghoul frenzy", ACTION_DEFAULT + 0.9f),
|
||||
NextAction("scourge strike", ACTION_DEFAULT + 0.8f),
|
||||
NextAction("icy touch", ACTION_DEFAULT + 0.7f),
|
||||
NextAction("blood strike", ACTION_DEFAULT + 0.6f),
|
||||
NextAction("plague strike", ACTION_DEFAULT + 0.5f),
|
||||
}
|
||||
)
|
||||
);
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"dd cd and no desolation",
|
||||
{
|
||||
NextAction("blood strike", ACTION_DEFAULT + 0.75f)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"high frost rune",
|
||||
{
|
||||
NextAction("icy touch", ACTION_NORMAL + 3)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"high blood rune",
|
||||
{
|
||||
NextAction("blood strike", ACTION_NORMAL + 2)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"high unholy rune",
|
||||
{
|
||||
NextAction("plague strike", ACTION_NORMAL + 1)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode("dd cd and plague strike 3s",
|
||||
{
|
||||
NextAction("plague strike", ACTION_HIGH + 1)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode("dd cd and icy touch 3s",
|
||||
{
|
||||
NextAction("icy touch", ACTION_HIGH + 2)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode("no rune",
|
||||
{
|
||||
NextAction("empower rune weapon", ACTION_HIGH + 1)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"army of the dead",
|
||||
{
|
||||
NextAction("army of the dead", ACTION_HIGH + 6)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode("bone shield",
|
||||
{
|
||||
NextAction("bone shield", ACTION_HIGH + 3)
|
||||
}
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
void UnholyDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"loot available",
|
||||
{
|
||||
NextAction("corpse explosion", ACTION_NORMAL + 1)
|
||||
}
|
||||
)
|
||||
);
|
||||
triggers.push_back(
|
||||
new TriggerNode(
|
||||
"medium aoe",
|
||||
{
|
||||
NextAction("death and decay", ACTION_NORMAL + 3),
|
||||
NextAction("corpse explosion", ACTION_NORMAL + 3)
|
||||
}
|
||||
)
|
||||
);
|
||||
}
|
||||
33
src/Ai/Class/Dk/Strategy/UnholyDKStrategy.h
Normal file
33
src/Ai/Class/Dk/Strategy/UnholyDKStrategy.h
Normal file
@@ -0,0 +1,33 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#ifndef _PLAYERBOT_UNHOLYDKSTRATEGY_H
|
||||
#define _PLAYERBOT_UNHOLYDKSTRATEGY_H
|
||||
|
||||
#include "GenericDKStrategy.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
class UnholyDKStrategy : public GenericDKStrategy
|
||||
{
|
||||
public:
|
||||
UnholyDKStrategy(PlayerbotAI* botAI);
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "unholy"; }
|
||||
std::vector<NextAction> getDefaultActions() override;
|
||||
uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_DPS | STRATEGY_TYPE_MELEE; }
|
||||
};
|
||||
|
||||
class UnholyDKAoeStrategy : public CombatStrategy
|
||||
{
|
||||
public:
|
||||
UnholyDKAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "unholy aoe"; }
|
||||
};
|
||||
|
||||
#endif
|
||||
78
src/Ai/Class/Dk/Trigger/DKTriggers.cpp
Normal file
78
src/Ai/Class/Dk/Trigger/DKTriggers.cpp
Normal file
@@ -0,0 +1,78 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#include "DKTriggers.h"
|
||||
|
||||
#include <string>
|
||||
|
||||
#include "GenericTriggers.h"
|
||||
#include "Playerbots.h"
|
||||
#include "SharedDefines.h"
|
||||
|
||||
bool DKPresenceTrigger::IsActive()
|
||||
{
|
||||
Unit* target = GetTarget();
|
||||
return !botAI->HasAura("blood presence", target) && !botAI->HasAura("unholy presence", target) &&
|
||||
!botAI->HasAura("frost presence", target);
|
||||
}
|
||||
|
||||
bool PestilenceGlyphTrigger::IsActive()
|
||||
{
|
||||
if (!SpellTrigger::IsActive())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!bot->HasAura(63334))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
Aura* blood_plague = botAI->GetAura("blood plague", GetTarget(), true, true);
|
||||
Aura* frost_fever = botAI->GetAura("frost fever", GetTarget(), true, true);
|
||||
if ((blood_plague && blood_plague->GetDuration() <= 3000) || (frost_fever && frost_fever->GetDuration() <= 3000))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Based on runeSlotTypes
|
||||
bool HighBloodRuneTrigger::IsActive()
|
||||
{
|
||||
return bot->GetRuneCooldown(0) <= 2000 && bot->GetRuneCooldown(1) <= 2000;
|
||||
}
|
||||
|
||||
bool HighFrostRuneTrigger::IsActive()
|
||||
{
|
||||
return bot->GetRuneCooldown(4) <= 2000 && bot->GetRuneCooldown(5) <= 2000;
|
||||
}
|
||||
|
||||
bool HighUnholyRuneTrigger::IsActive()
|
||||
{
|
||||
return bot->GetRuneCooldown(2) <= 2000 && bot->GetRuneCooldown(3) <= 2000;
|
||||
}
|
||||
|
||||
bool NoRuneTrigger::IsActive()
|
||||
{
|
||||
for (uint32 i = 0; i < MAX_RUNES; ++i)
|
||||
{
|
||||
if (!bot->GetRuneCooldown(i))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool DesolationTrigger::IsActive()
|
||||
{
|
||||
return bot->HasAura(66817) && BuffTrigger::IsActive();
|
||||
}
|
||||
|
||||
bool DeathAndDecayCooldownTrigger::IsActive()
|
||||
{
|
||||
uint32 spellId = AI_VALUE2(uint32, "spell id", name);
|
||||
if (!spellId)
|
||||
return true;
|
||||
|
||||
return bot->GetSpellCooldownDelay(spellId) >= 2000;
|
||||
}
|
||||
201
src/Ai/Class/Dk/Trigger/DKTriggers.h
Normal file
201
src/Ai/Class/Dk/Trigger/DKTriggers.h
Normal file
@@ -0,0 +1,201 @@
|
||||
/*
|
||||
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
|
||||
* and/or modify it under version 3 of the License, or (at your option), any later version.
|
||||
*/
|
||||
|
||||
#ifndef _PLAYERBOT_DKTRIGGERS_H
|
||||
#define _PLAYERBOT_DKTRIGGERS_H
|
||||
|
||||
#include "GenericTriggers.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
BUFF_TRIGGER(HornOfWinterTrigger, "horn of winter");
|
||||
BUFF_TRIGGER(BoneShieldTrigger, "bone shield");
|
||||
BUFF_TRIGGER(ImprovedIcyTalonsTrigger, "improved icy talons");
|
||||
// DEBUFF_CHECKISOWNER_TRIGGER(PlagueStrikeDebuffTrigger, "blood plague");
|
||||
class PlagueStrikeDebuffTrigger : public DebuffTrigger
|
||||
{
|
||||
public:
|
||||
PlagueStrikeDebuffTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "blood plague", 1, true, .0f) {}
|
||||
};
|
||||
|
||||
class PlagueStrike3sDebuffTrigger : public DebuffTrigger
|
||||
{
|
||||
public:
|
||||
PlagueStrike3sDebuffTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "blood plague", 1, true, .0f, 3000) {}
|
||||
};
|
||||
|
||||
// DEBUFF_CHECKISOWNER_TRIGGER(IcyTouchDebuffTrigger, "frost fever");
|
||||
class IcyTouchDebuffTrigger : public DebuffTrigger
|
||||
{
|
||||
public:
|
||||
IcyTouchDebuffTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "frost fever", 1, true, .0f) {}
|
||||
};
|
||||
|
||||
class IcyTouch3sDebuffTrigger : public DebuffTrigger
|
||||
{
|
||||
public:
|
||||
IcyTouch3sDebuffTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "frost fever", 1, true, .0f, 3000) {}
|
||||
};
|
||||
|
||||
BUFF_TRIGGER(UnbreakableArmorTrigger, "unbreakable armor");
|
||||
class PlagueStrikeDebuffOnAttackerTrigger : public DebuffOnMeleeAttackerTrigger
|
||||
{
|
||||
public:
|
||||
PlagueStrikeDebuffOnAttackerTrigger(PlayerbotAI* botAI)
|
||||
: DebuffOnMeleeAttackerTrigger(botAI, "blood plague", true, .0f)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
class IcyTouchDebuffOnAttackerTrigger : public DebuffOnMeleeAttackerTrigger
|
||||
{
|
||||
public:
|
||||
IcyTouchDebuffOnAttackerTrigger(PlayerbotAI* botAI) : DebuffOnMeleeAttackerTrigger(botAI, "frost fever", true, .0f)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
class DKPresenceTrigger : public BuffTrigger
|
||||
{
|
||||
public:
|
||||
DKPresenceTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "blood presence") {}
|
||||
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class BloodTapTrigger : public BuffTrigger
|
||||
{
|
||||
public:
|
||||
BloodTapTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "blood tap") {}
|
||||
};
|
||||
|
||||
class RaiseDeadTrigger : public BuffTrigger
|
||||
{
|
||||
public:
|
||||
RaiseDeadTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "raise dead") {}
|
||||
};
|
||||
|
||||
class RuneStrikeTrigger : public SpellCanBeCastTrigger
|
||||
{
|
||||
public:
|
||||
RuneStrikeTrigger(PlayerbotAI* botAI) : SpellCanBeCastTrigger(botAI, "rune strike") {}
|
||||
};
|
||||
|
||||
class DeathCoilTrigger : public SpellCanBeCastTrigger
|
||||
{
|
||||
public:
|
||||
DeathCoilTrigger(PlayerbotAI* botAI) : SpellCanBeCastTrigger(botAI, "death coil") {}
|
||||
};
|
||||
|
||||
class PestilenceGlyphTrigger : public SpellTrigger
|
||||
{
|
||||
public:
|
||||
PestilenceGlyphTrigger(PlayerbotAI* botAI) : SpellTrigger(botAI, "pestilence") {}
|
||||
virtual bool IsActive() override;
|
||||
};
|
||||
|
||||
class BloodStrikeTrigger : public DebuffTrigger
|
||||
{
|
||||
public:
|
||||
BloodStrikeTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "blood strike", 1, true) {}
|
||||
};
|
||||
|
||||
class HowlingBlastTrigger : public DebuffTrigger
|
||||
{
|
||||
public:
|
||||
HowlingBlastTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "howling blast", 1, true) {}
|
||||
};
|
||||
|
||||
class MindFreezeInterruptSpellTrigger : public InterruptSpellTrigger
|
||||
{
|
||||
public:
|
||||
MindFreezeInterruptSpellTrigger(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, "mind freeze") {}
|
||||
};
|
||||
|
||||
class StrangulateInterruptSpellTrigger : public InterruptSpellTrigger
|
||||
{
|
||||
public:
|
||||
StrangulateInterruptSpellTrigger(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, "strangulate") {}
|
||||
};
|
||||
|
||||
class KillingMachineTrigger : public BoostTrigger
|
||||
{
|
||||
public:
|
||||
KillingMachineTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "killing machine") {}
|
||||
};
|
||||
|
||||
class MindFreezeOnEnemyHealerTrigger : public InterruptEnemyHealerTrigger
|
||||
{
|
||||
public:
|
||||
MindFreezeOnEnemyHealerTrigger(PlayerbotAI* botAI) : InterruptEnemyHealerTrigger(botAI, "mind freeze") {}
|
||||
};
|
||||
|
||||
class ChainsOfIceSnareTrigger : public SnareTargetTrigger
|
||||
{
|
||||
public:
|
||||
ChainsOfIceSnareTrigger(PlayerbotAI* botAI) : SnareTargetTrigger(botAI, "chains of ice") {}
|
||||
};
|
||||
|
||||
class StrangulateOnEnemyHealerTrigger : public InterruptEnemyHealerTrigger
|
||||
{
|
||||
public:
|
||||
StrangulateOnEnemyHealerTrigger(PlayerbotAI* botAI) : InterruptEnemyHealerTrigger(botAI, "strangulate") {}
|
||||
};
|
||||
|
||||
class HighBloodRuneTrigger : public Trigger
|
||||
{
|
||||
public:
|
||||
HighBloodRuneTrigger(PlayerbotAI* botAI) : Trigger(botAI, "high blood rune") {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class HighFrostRuneTrigger : public Trigger
|
||||
{
|
||||
public:
|
||||
HighFrostRuneTrigger(PlayerbotAI* botAI) : Trigger(botAI, "high frost rune") {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class HighUnholyRuneTrigger : public Trigger
|
||||
{
|
||||
public:
|
||||
HighUnholyRuneTrigger(PlayerbotAI* botAI) : Trigger(botAI, "high unholy rune") {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class NoRuneTrigger : public Trigger
|
||||
{
|
||||
public:
|
||||
NoRuneTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no rune") {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class FreezingFogTrigger : public HasAuraTrigger
|
||||
{
|
||||
public:
|
||||
FreezingFogTrigger(PlayerbotAI* botAI) : HasAuraTrigger(botAI, "freezing fog") {}
|
||||
};
|
||||
|
||||
class DesolationTrigger : public BuffTrigger
|
||||
{
|
||||
public:
|
||||
DesolationTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "desolation", 1, false, true, 10000) {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class DeathAndDecayCooldownTrigger : public SpellCooldownTrigger
|
||||
{
|
||||
public:
|
||||
DeathAndDecayCooldownTrigger(PlayerbotAI* botAI) : SpellCooldownTrigger(botAI, "death and decay") {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class ArmyOfTheDeadTrigger : public BoostTrigger
|
||||
{
|
||||
public:
|
||||
ArmyOfTheDeadTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "army of the dead") {}
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user