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https://github.com/mod-playerbots/mod-playerbots.git
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[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)
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194
src/Ai/Class/Druid/Strategy/GenericDruidNonCombatStrategy.cpp
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194
src/Ai/Class/Druid/Strategy/GenericDruidNonCombatStrategy.cpp
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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 "GenericDruidNonCombatStrategy.h"
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#include "Playerbots.h"
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#include "AiFactory.h"
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class GenericDruidNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericDruidNonCombatStrategyActionNodeFactory()
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{
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creators["thorns"] = þs;
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creators["thorns on party"] = þs_on_party;
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creators["mark of the wild"] = &mark_of_the_wild;
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creators["mark of the wild on party"] = &mark_of_the_wild_on_party;
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// creators["innervate"] = &innervate;
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creators["regrowth_on_party"] = ®rowth_on_party;
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creators["rejuvenation on party"] = &rejuvenation_on_party;
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creators["remove curse on party"] = &remove_curse_on_party;
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creators["abolish poison on party"] = &abolish_poison_on_party;
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creators["revive"] = &revive;
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}
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private:
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static ActionNode* thorns([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("thorns",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* thorns_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("thorns on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* mark_of_the_wild([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("mark of the wild",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* mark_of_the_wild_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("mark of the wild on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* regrowth_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("regrowth on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* rejuvenation_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rejuvenation on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* remove_curse_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("remove curse on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("abolish poison on party",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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static ActionNode* revive([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("revive",
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/*P*/ { NextAction("caster form") },
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/*A*/ {},
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/*C*/ {});
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}
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};
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GenericDruidNonCombatStrategy::GenericDruidNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericDruidNonCombatStrategyActionNodeFactory());
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}
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void GenericDruidNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("mark of the wild", { NextAction("mark of the wild", 14.0f) }));
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triggers.push_back(new TriggerNode("party member cure poison", { NextAction("abolish poison on party", 20.0f) }));
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triggers.push_back(new TriggerNode("party member dead", { NextAction("revive", ACTION_CRITICAL_HEAL + 10) }));
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triggers.push_back(new TriggerNode("often", { NextAction("apply oil", 1.0f) }));
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triggers.push_back(
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new TriggerNode("party member critical health",
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{
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NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 7),
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NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6),
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NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 5),
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}));
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triggers.push_back(
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new TriggerNode("party member low health",
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{
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NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 5),
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NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 4),
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NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
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}));
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triggers.push_back(
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new TriggerNode("party member medium health",
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{ NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 3),
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NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
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NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 1),
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}));
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triggers.push_back(
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new TriggerNode("party member almost full health",
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{ NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3), NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2) }));
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triggers.push_back(
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new TriggerNode("party member remove curse",
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{ NextAction("remove curse on party", ACTION_DISPEL + 7) }));
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triggers.push_back(
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new TriggerNode("new pet", { NextAction("set pet stance", 60.0f) }));
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triggers.push_back(new TriggerNode("party member critical health", {
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NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 7),
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NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6),
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NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 5),
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}));
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triggers.push_back(new TriggerNode("party member low health", {
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NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 5),
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NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 4),
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NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
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}));
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triggers.push_back(new TriggerNode("party member medium health", {
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NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 3),
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NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
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NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 1),
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}));
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triggers.push_back(new TriggerNode("party member almost full health", {
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NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3),
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NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2),
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}));
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triggers.push_back(new TriggerNode("party member remove curse", {
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NextAction("remove curse on party", ACTION_DISPEL + 7),
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}));
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int specTab = AiFactory::GetPlayerSpecTab(botAI->GetBot());
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if (specTab == 0 || specTab == 2) // Balance or Restoration
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triggers.push_back(new TriggerNode("often", { NextAction("apply oil", 1.0f) }));
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if (specTab == 1) // Feral
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triggers.push_back(new TriggerNode("often", { NextAction("apply stone", 1.0f) }));
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}
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GenericDruidBuffStrategy::GenericDruidBuffStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericDruidNonCombatStrategyActionNodeFactory());
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}
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void GenericDruidBuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("mark of the wild on party", {
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NextAction("mark of the wild on party", 13.0f),
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}));
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triggers.push_back(new TriggerNode("thorns on main tank", {
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NextAction("thorns on main tank", 11.0f),
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}));
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triggers.push_back(new TriggerNode("thorns", {
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NextAction("thorns", 10.0f),
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}));
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}
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