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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,44 +1,46 @@
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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 "TankWarriorStrategy.h"
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#include "Playerbots.h"
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class TankWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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TankWarriorStrategyActionNodeFactory()
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{
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creators["charge"] = &charge;
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creators["sunder armor"] = &sunder_armor;
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creators["commanding shout"] = &commanding_shout;
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// creators["shield slam"] = &shield_slam;
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creators["devastate"] = &devastate;
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creators["last stand"] = &last_stand;
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creators["heroic throw on snare target"] = &heroic_throw_on_snare_target;
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creators["heroic throw taunt"] = &heroic_throw_taunt;
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creators["taunt"] = &taunt;
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creators["taunt spell"] = &taunt;
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}
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public:
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TankWarriorStrategyActionNodeFactory()
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{
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creators["charge"] = &charge;
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creators["sunder armor"] = &sunder_armor;
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creators["commanding shout"] = &commanding_shout;
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// creators["shield slam"] = &shield_slam;
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creators["devastate"] = &devastate;
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creators["last stand"] = &last_stand;
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creators["heroic throw on snare target"] = &heroic_throw_on_snare_target;
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creators["heroic throw taunt"] = &heroic_throw_taunt;
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creators["taunt"] = &taunt;
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creators["taunt spell"] = &taunt;
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}
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private:
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//ACTION_NODE_A(charge, "charge", "intercept with stance");
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ACTION_NODE_A(charge, "charge", "reach melee");
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ACTION_NODE_A(sunder_armor, "sunder armor", "melee");
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ACTION_NODE_A(commanding_shout, "commanding shout", "battle shout");
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// ACTION_NODE_A(shield_slam, "shield slam", "heroic strike");
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ACTION_NODE_A(devastate, "devastate", "sunder armor");
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ACTION_NODE_A(last_stand, "last stand", "intimidating shout");
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ACTION_NODE_A(heroic_throw_on_snare_target, "heroic throw on snare target", "taunt on snare target");
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ACTION_NODE_A(heroic_throw_taunt, "heroic throw", "shield slam");
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static ActionNode* taunt(PlayerbotAI* botAI)
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{
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return new ActionNode("taunt",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("heroic throw taunt"), nullptr),
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/*C*/ nullptr);
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}
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private:
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// ACTION_NODE_A(charge, "charge", "intercept with stance");
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ACTION_NODE_A(charge, "charge", "reach melee");
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ACTION_NODE_A(sunder_armor, "sunder armor", "melee");
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ACTION_NODE_A(commanding_shout, "commanding shout", "battle shout");
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// ACTION_NODE_A(shield_slam, "shield slam", "heroic strike");
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ACTION_NODE_A(devastate, "devastate", "sunder armor");
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ACTION_NODE_A(last_stand, "last stand", "intimidating shout");
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ACTION_NODE_A(heroic_throw_on_snare_target, "heroic throw on snare target", "taunt on snare target");
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ACTION_NODE_A(heroic_throw_taunt, "heroic throw", "shield slam");
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static ActionNode* taunt(PlayerbotAI* botAI)
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{
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return new ActionNode("taunt",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("heroic throw taunt"), nullptr),
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/*C*/ nullptr);
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}
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};
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TankWarriorStrategy::TankWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
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@@ -48,46 +50,74 @@ TankWarriorStrategy::TankWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStr
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NextAction** TankWarriorStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("devastate", ACTION_DEFAULT + 0.3f),
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new NextAction("revenge", ACTION_DEFAULT + 0.2f),
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new NextAction("demoralizing shout", ACTION_DEFAULT + 0.1f),
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new NextAction("melee", ACTION_DEFAULT),
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NULL);
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return NextAction::array(
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0, new NextAction("devastate", ACTION_DEFAULT + 0.3f), new NextAction("revenge", ACTION_DEFAULT + 0.2f),
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new NextAction("demoralizing shout", ACTION_DEFAULT + 0.1f), new NextAction("melee", ACTION_DEFAULT), NULL);
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}
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void TankWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericWarriorStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("heroic throw", ACTION_MOVE + 11), new NextAction("charge", ACTION_MOVE + 10), nullptr)));
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// triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("berserker stance", ACTION_MOVE + 14), nullptr)));
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// triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("intercept", ACTION_MOVE + 13), nullptr)));
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// triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("battle stance", ACTION_MOVE + 12), nullptr)));
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triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("thunder clap", ACTION_MOVE + 11), nullptr)));
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triggers.push_back(new TriggerNode("defensive stance", NextAction::array(0, new NextAction("defensive stance", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode("commanding shout", NextAction::array(0, new NextAction("commanding shout", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("sunder armor", NextAction::array(0, new NextAction("devastate", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("medium rage available", NextAction::array(0, new NextAction("shield slam", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("shield block", NextAction::array(0, new NextAction("shield block", ACTION_INTERRUPT + 1), nullptr)));
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triggers.push_back(new TriggerNode("revenge", NextAction::array(0, new NextAction("revenge", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("disarm", NextAction::array(0, new NextAction("disarm", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("taunt", ACTION_INTERRUPT + 1), nullptr)));
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triggers.push_back(new TriggerNode("taunt on snare target", NextAction::array(0, new NextAction("heroic throw on snare target", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("shield wall", ACTION_MEDIUM_HEAL), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("last stand", ACTION_EMERGENCY + 3), nullptr)));
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// triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("battle shout taunt", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("high aoe", NextAction::array(0, new NextAction("challenging shout", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("concussion blow", NextAction::array(0, new NextAction("concussion blow", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("shield bash", NextAction::array(0, new NextAction("shield bash", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("shield bash on enemy healer", NextAction::array(0, new NextAction("shield bash on enemy healer", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("spell reflection", NextAction::array(0, new NextAction("spell reflection", ACTION_INTERRUPT + 1), nullptr)));
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triggers.push_back(new TriggerNode("victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("sword and board", NextAction::array(0, new NextAction("shield slam", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("rend", NextAction::array(0, new NextAction("rend", ACTION_NORMAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("rend on attacker", NextAction::array(0, new NextAction("rend on attacker", ACTION_NORMAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("protect party member", NextAction::array(0, new NextAction("intervene", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("medium rage available", NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(
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new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("heroic throw", ACTION_MOVE + 11),
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new NextAction("charge", ACTION_MOVE + 10), nullptr)));
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// triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("berserker stance",
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// ACTION_MOVE + 14), nullptr))); triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new
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// NextAction("intercept", ACTION_MOVE + 13), nullptr))); triggers.push_back(new TriggerNode("thunder clap and
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// rage", NextAction::array(0, new NextAction("battle stance", ACTION_MOVE + 12), nullptr)));
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triggers.push_back(new TriggerNode(
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"thunder clap and rage", NextAction::array(0, new NextAction("thunder clap", ACTION_MOVE + 11), nullptr)));
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triggers.push_back(new TriggerNode(
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"defensive stance", NextAction::array(0, new NextAction("defensive stance", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode(
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"commanding shout", NextAction::array(0, new NextAction("commanding shout", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(
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new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(
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new TriggerNode("sunder armor", NextAction::array(0, new NextAction("devastate", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("medium rage available",
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NextAction::array(0, new NextAction("shield slam", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"shield block", NextAction::array(0, new NextAction("shield block", ACTION_INTERRUPT + 1), nullptr)));
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triggers.push_back(
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new TriggerNode("revenge", NextAction::array(0, new NextAction("revenge", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(
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new TriggerNode("disarm", NextAction::array(0, new NextAction("disarm", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(
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new TriggerNode("lose aggro", NextAction::array(0, new NextAction("taunt", ACTION_INTERRUPT + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"taunt on snare target",
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NextAction::array(0, new NextAction("heroic throw on snare target", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode(
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"low health", NextAction::array(0, new NextAction("shield wall", ACTION_MEDIUM_HEAL), nullptr)));
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triggers.push_back(new TriggerNode(
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"critical health", NextAction::array(0, new NextAction("last stand", ACTION_EMERGENCY + 3), nullptr)));
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// triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("battle shout taunt",
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// ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"high aoe", NextAction::array(0, new NextAction("challenging shout", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"concussion blow", NextAction::array(0, new NextAction("concussion blow", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(
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new TriggerNode("shield bash", NextAction::array(0, new NextAction("shield bash", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode(
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"shield bash on enemy healer",
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NextAction::array(0, new NextAction("shield bash on enemy healer", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode(
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"spell reflection", NextAction::array(0, new NextAction("spell reflection", ACTION_INTERRUPT + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("sword and board",
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NextAction::array(0, new NextAction("shield slam", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(
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new TriggerNode("rend", NextAction::array(0, new NextAction("rend", ACTION_NORMAL + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"rend on attacker", NextAction::array(0, new NextAction("rend on attacker", ACTION_NORMAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("protect party member",
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NextAction::array(0, new NextAction("intervene", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(new TriggerNode(
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"high rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("medium rage available",
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NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 1), nullptr)));
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}
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