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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,75 +1,76 @@
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "DpsRogueStrategy.h"
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#include "Playerbots.h"
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class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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DpsRogueStrategyActionNodeFactory()
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{
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creators["mutilate"] = &mutilate;
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creators["sinister strike"] = &sinister_strike;
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creators["kick"] = &kick;
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creators["kidney shot"] = &kidney_shot;
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creators["backstab"] = &backstab;
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creators["melee"] = &melee;
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creators["rupture"] = &rupture;
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}
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public:
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DpsRogueStrategyActionNodeFactory()
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{
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creators["mutilate"] = &mutilate;
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creators["sinister strike"] = &sinister_strike;
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creators["kick"] = &kick;
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creators["kidney shot"] = &kidney_shot;
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creators["backstab"] = &backstab;
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creators["melee"] = &melee;
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creators["rupture"] = &rupture;
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}
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private:
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static ActionNode* melee(PlayerbotAI* botAI)
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{
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return new ActionNode ("melee",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* mutilate(PlayerbotAI* botAI)
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{
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return new ActionNode ("mutilate",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("sinister strike"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* sinister_strike(PlayerbotAI* botAI)
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{
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return new ActionNode ("sinister strike",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* kick(PlayerbotAI* botAI)
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{
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return new ActionNode ("kick",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("kidney shot"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* kidney_shot(PlayerbotAI* botAI)
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{
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return new ActionNode ("kidney shot",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* backstab(PlayerbotAI* botAI)
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{
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return new ActionNode ("backstab",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* rupture(PlayerbotAI* botAI)
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{
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return new ActionNode ("rupture",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("eviscerate"), nullptr),
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/*C*/ nullptr);
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}
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private:
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static ActionNode* melee(PlayerbotAI* botAI)
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{
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return new ActionNode("melee",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* mutilate(PlayerbotAI* botAI)
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{
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return new ActionNode("mutilate",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("sinister strike"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* sinister_strike(PlayerbotAI* botAI)
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{
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return new ActionNode("sinister strike",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* kick(PlayerbotAI* botAI)
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{
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return new ActionNode("kick",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("kidney shot"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* kidney_shot(PlayerbotAI* botAI)
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{
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return new ActionNode("kidney shot",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* backstab(PlayerbotAI* botAI)
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{
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return new ActionNode("backstab",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* rupture(PlayerbotAI* botAI)
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{
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return new ActionNode("rupture",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("eviscerate"), nullptr),
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/*C*/ nullptr);
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}
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};
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DpsRogueStrategy::DpsRogueStrategy(PlayerbotAI* botAI) : MeleeCombatStrategy(botAI)
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@@ -79,132 +80,116 @@ DpsRogueStrategy::DpsRogueStrategy(PlayerbotAI* botAI) : MeleeCombatStrategy(bot
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NextAction** DpsRogueStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("killing spree", ACTION_DEFAULT + 0.1f),
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new NextAction("melee", ACTION_DEFAULT), nullptr);
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return NextAction::array(0, new NextAction("killing spree", ACTION_DEFAULT + 0.1f),
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new NextAction("melee", ACTION_DEFAULT), nullptr);
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}
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void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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MeleeCombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode(
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"high energy available",
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NextAction::array(0,
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new NextAction("garrote", ACTION_HIGH + 7),
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new NextAction("ambush", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("high energy available",
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NextAction::array(0, new NextAction("garrote", ACTION_HIGH + 7),
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new NextAction("ambush", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode(
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"high energy available",
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NextAction::array(0, new NextAction("sinister strike", ACTION_NORMAL + 3), nullptr)));
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"high energy available", NextAction::array(0, new NextAction("sinister strike", ACTION_NORMAL + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"slice and dice",
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NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 2), nullptr)));
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"slice and dice", NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode(
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"combo points available",
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NextAction::array(0,
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new NextAction("rupture", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("combo points available",
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NextAction::array(0, new NextAction("rupture", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"target with combo points almost dead",
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NextAction::array(0,
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new NextAction("eviscerate", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("target with combo points almost dead",
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NextAction::array(0, new NextAction("eviscerate", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"medium threat",
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NextAction::array(0, new NextAction("vanish", ACTION_HIGH), nullptr)));
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triggers.push_back(
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new TriggerNode("medium threat", NextAction::array(0, new NextAction("vanish", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode(
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"low health",
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NextAction::array(0, new NextAction("evasion", ACTION_EMERGENCY), new NextAction("feint", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(
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new TriggerNode("low health", NextAction::array(0, new NextAction("evasion", ACTION_EMERGENCY),
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new NextAction("feint", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(new TriggerNode(
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"kick",
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NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), nullptr)));
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triggers.push_back(
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new TriggerNode("kick", NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), nullptr)));
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triggers.push_back(new TriggerNode(
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"kick on enemy healer",
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NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), nullptr)));
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triggers.push_back(
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new TriggerNode("kick on enemy healer",
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NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), nullptr)));
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// triggers.push_back(new TriggerNode(
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// "behind target",
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// NextAction::array(0, new NextAction("backstab", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode(
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"light aoe",
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NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee",
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NextAction::array(0,
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new NextAction("stealth", ACTION_NORMAL + 9),
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new NextAction("sprint", ACTION_NORMAL + 8),
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new NextAction("reach melee", ACTION_NORMAL + 7),
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nullptr)));
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triggers.push_back(
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new TriggerNode("light aoe", NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"expose armor",
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NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), nullptr)));
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"enemy out of melee",
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NextAction::array(0, new NextAction("stealth", ACTION_NORMAL + 9), new NextAction("sprint", ACTION_NORMAL + 8),
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new NextAction("reach melee", ACTION_NORMAL + 7), nullptr)));
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triggers.push_back(new TriggerNode("expose armor",
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NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"tricks of the trade on main tank",
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NextAction::array(0, new NextAction("tricks of the trade on main tank", ACTION_HIGH + 7), nullptr)));
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"tricks of the trade on main tank",
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NextAction::array(0, new NextAction("tricks of the trade on main tank", ACTION_HIGH + 7), nullptr)));
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}
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class StealthedRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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StealthedRogueStrategyActionNodeFactory()
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{
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creators["ambush"] = &ambush;
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creators["cheap shot"] = &cheap_shot;
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creators["garrote"] = &garrote;
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creators["sap"] = &sap;
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creators["sinister strike"] = &sinister_strike;
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}
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public:
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StealthedRogueStrategyActionNodeFactory()
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{
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creators["ambush"] = &ambush;
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creators["cheap shot"] = &cheap_shot;
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creators["garrote"] = &garrote;
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creators["sap"] = &sap;
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creators["sinister strike"] = &sinister_strike;
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}
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private:
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static ActionNode* ambush(PlayerbotAI* botAI)
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{
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return new ActionNode("ambush",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("garrote"), nullptr),
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/*C*/ nullptr);
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}
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private:
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static ActionNode* ambush(PlayerbotAI* botAI)
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{
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return new ActionNode("ambush",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("garrote"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* cheap_shot(PlayerbotAI* botAI)
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{
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return new ActionNode("cheap shot",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* cheap_shot(PlayerbotAI* botAI)
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{
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return new ActionNode("cheap shot",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* garrote(PlayerbotAI* botAI)
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{
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return new ActionNode("garrote",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* garrote(PlayerbotAI* botAI)
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{
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return new ActionNode("garrote",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
|
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}
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static ActionNode* sap(PlayerbotAI* botAI)
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{
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return new ActionNode("sap",
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/*P*/ nullptr,
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/*A*/ nullptr,
|
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/*C*/ nullptr);
|
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}
|
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static ActionNode* sap(PlayerbotAI* botAI)
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{
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return new ActionNode("sap",
|
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/*P*/ nullptr,
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/*A*/ nullptr,
|
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/*C*/ nullptr);
|
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}
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|
||||
static ActionNode* sinister_strike(PlayerbotAI* botAI)
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{
|
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return new ActionNode("sinister strike",
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/*P*/ nullptr,
|
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/*A*/ NextAction::array(0, new NextAction("cheap shot"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* sinister_strike(PlayerbotAI* botAI)
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||||
{
|
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return new ActionNode("sinister strike",
|
||||
/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("cheap shot"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
};
|
||||
|
||||
StealthedRogueStrategy::StealthedRogueStrategy(PlayerbotAI* botAI) : Strategy(botAI)
|
||||
@@ -214,44 +199,58 @@ StealthedRogueStrategy::StealthedRogueStrategy(PlayerbotAI* botAI) : Strategy(bo
|
||||
|
||||
NextAction** StealthedRogueStrategy::getDefaultActions()
|
||||
{
|
||||
return NextAction::array(0, new NextAction("ambush", ACTION_NORMAL + 4), new NextAction("backstab", ACTION_NORMAL + 3), new NextAction("cheap shot", ACTION_NORMAL + 2),
|
||||
new NextAction("sinister strike", ACTION_NORMAL + 1), new NextAction("melee", ACTION_NORMAL), nullptr);
|
||||
return NextAction::array(
|
||||
0, new NextAction("ambush", ACTION_NORMAL + 4), new NextAction("backstab", ACTION_NORMAL + 3),
|
||||
new NextAction("cheap shot", ACTION_NORMAL + 2), new NextAction("sinister strike", ACTION_NORMAL + 1),
|
||||
new NextAction("melee", ACTION_NORMAL), nullptr);
|
||||
}
|
||||
|
||||
void StealthedRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("combo points available", NextAction::array(0, new NextAction("eviscerate", ACTION_HIGH), nullptr)));
|
||||
triggers.push_back(new TriggerNode("kick", NextAction::array(0, new NextAction("cheap shot", ACTION_INTERRUPT), nullptr)));
|
||||
triggers.push_back(new TriggerNode("kick on enemy healer", NextAction::array(0, new NextAction("cheap shot", ACTION_INTERRUPT), nullptr)));
|
||||
triggers.push_back(new TriggerNode("behind target", NextAction::array(0, new NextAction("ambush", ACTION_HIGH), nullptr)));
|
||||
triggers.push_back(new TriggerNode("not behind target", NextAction::array(0, new NextAction("cheap shot", ACTION_HIGH), nullptr)));
|
||||
triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("sprint", ACTION_EMERGENCY + 1), nullptr)));
|
||||
triggers.push_back(new TriggerNode("unstealth", NextAction::array(0, new NextAction("unstealth", ACTION_NORMAL), nullptr)));
|
||||
/*triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("food", ACTION_EMERGENCY + 1), nullptr)));*/
|
||||
triggers.push_back(new TriggerNode("no stealth", NextAction::array(0, new NextAction("check stealth", ACTION_EMERGENCY), nullptr)));
|
||||
triggers.push_back(new TriggerNode("sprint", NextAction::array(0, new NextAction("sprint", ACTION_INTERRUPT), nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode("combo points available",
|
||||
NextAction::array(0, new NextAction("eviscerate", ACTION_HIGH), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("kick", NextAction::array(0, new NextAction("cheap shot", ACTION_INTERRUPT), nullptr)));
|
||||
triggers.push_back(new TriggerNode("kick on enemy healer",
|
||||
NextAction::array(0, new NextAction("cheap shot", ACTION_INTERRUPT), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("behind target", NextAction::array(0, new NextAction("ambush", ACTION_HIGH), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("not behind target", NextAction::array(0, new NextAction("cheap shot", ACTION_HIGH), nullptr)));
|
||||
triggers.push_back(new TriggerNode("enemy flagcarrier near",
|
||||
NextAction::array(0, new NextAction("sprint", ACTION_EMERGENCY + 1), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("unstealth", NextAction::array(0, new NextAction("unstealth", ACTION_NORMAL), nullptr)));
|
||||
/*triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("food", ACTION_EMERGENCY +
|
||||
* 1), nullptr)));*/
|
||||
triggers.push_back(new TriggerNode(
|
||||
"no stealth", NextAction::array(0, new NextAction("check stealth", ACTION_EMERGENCY), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("sprint", NextAction::array(0, new NextAction("sprint", ACTION_INTERRUPT), nullptr)));
|
||||
}
|
||||
|
||||
void StealthStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("stealth", NextAction::array(0, new NextAction("stealth", ACTION_INTERRUPT), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("stealth", NextAction::array(0, new NextAction("stealth", ACTION_INTERRUPT), nullptr)));
|
||||
}
|
||||
|
||||
void RogueAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("light aoe", NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH), nullptr)));
|
||||
triggers.push_back(new TriggerNode(
|
||||
"medium aoe",
|
||||
NextAction::array(0, new NextAction("fan of knives", ACTION_NORMAL + 5), nullptr)));
|
||||
"medium aoe", NextAction::array(0, new NextAction("fan of knives", ACTION_NORMAL + 5), nullptr)));
|
||||
}
|
||||
|
||||
void RogueBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("adrenaline rush", NextAction::array(0, new NextAction("adrenaline rush", ACTION_HIGH + 2), nullptr)));
|
||||
triggers.push_back(new TriggerNode(
|
||||
"adrenaline rush", NextAction::array(0, new NextAction("adrenaline rush", ACTION_HIGH + 2), nullptr)));
|
||||
}
|
||||
|
||||
void RogueCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("sap", NextAction::array(0, new NextAction("stealth", ACTION_INTERRUPT), new NextAction("sap", ACTION_INTERRUPT), nullptr)));
|
||||
triggers.push_back(new TriggerNode("sap", NextAction::array(0, new NextAction("stealth", ACTION_INTERRUPT),
|
||||
new NextAction("sap", ACTION_INTERRUPT), nullptr)));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user