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https://github.com/mod-playerbots/mod-playerbots.git
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Big update.
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131
src/strategy/druid/GenericDruidStrategy.cpp
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131
src/strategy/druid/GenericDruidStrategy.cpp
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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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*/
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#include "GenericDruidStrategy.h"
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#include "Playerbots.h"
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class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericDruidStrategyActionNodeFactory()
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{
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creators["melee"] = &melee;
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creators["caster form"] = &caster_form;
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creators["cure poison"] = &cure_poison;
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creators["cure poison on party"] = &cure_poison_on_party;
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creators["abolish poison"] = &abolish_poison;
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creators["abolish poison on party"] = &abolish_poison_on_party;
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creators["rebirth"] = &rebirth;
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creators["entangling roots on cc"] = &entangling_roots_on_cc;
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creators["innervate"] = &innervate;
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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*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* caster_form(PlayerbotAI* botAI)
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{
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return new ActionNode ("caster form",
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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* cure_poison(PlayerbotAI* botAI)
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{
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return new ActionNode ("cure poison",
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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* cure_poison_on_party(PlayerbotAI* botAI)
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{
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return new ActionNode ("cure poison on party",
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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* abolish_poison(PlayerbotAI* botAI)
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{
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return new ActionNode ("abolish poison",
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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* abolish_poison_on_party(PlayerbotAI* botAI)
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{
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return new ActionNode ("abolish poison on party",
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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* rebirth(PlayerbotAI* botAI)
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{
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return new ActionNode ("rebirth",
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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* entangling_roots_on_cc(PlayerbotAI* botAI)
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{
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return new ActionNode ("entangling roots on cc",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* innervate(PlayerbotAI* botAI)
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{
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return new ActionNode ("innervate",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("mana potion"), nullptr),
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/*C*/ nullptr);
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}
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};
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GenericDruidStrategy::GenericDruidStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericDruidStrategyActionNodeFactory());
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}
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void GenericDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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CombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("regrowth", ACTION_MEDIUM_HEAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("party member low health", NextAction::array(0, new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("regrowth", ACTION_CRITICAL_HEAL + 2), new NextAction("healing touch", ACTION_CRITICAL_HEAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 1), new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("rebirth", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY + 5), nullptr)));
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}
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void DruidCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("cure poison", NextAction::array(0, new NextAction("abolish poison", ACTION_DISPEL + 2), nullptr)));
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triggers.push_back(new TriggerNode("party member cure poison", NextAction::array(0, new NextAction("abolish poison on party", ACTION_DISPEL + 1), nullptr)));
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}
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void DruidBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("nature's swiftness", NextAction::array(0, new NextAction("nature's swiftness", ACTION_HIGH + 9), nullptr)));
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}
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void DruidCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("entangling roots", NextAction::array(0, new NextAction("entangling roots on cc", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("entangling roots kite", NextAction::array(0, new NextAction("entangling roots", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("hibernate", NextAction::array(0, new NextAction("hibernate on cc", ACTION_HIGH + 3), nullptr)));
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}
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