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https://github.com/mod-playerbots/mod-playerbots.git
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Big update.
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151
src/strategy/mage/GenericMageStrategy.cpp
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151
src/strategy/mage/GenericMageStrategy.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 "GenericMageStrategy.h"
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#include "Playerbots.h"
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class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericMageStrategyActionNodeFactory()
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{
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creators["frostbolt"] = &frostbolt;
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creators["fire blast"] = &fire_blast;
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creators["scorch"] = &scorch;
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creators["frost nova"] = &frost_nova;
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creators["icy veins"] = &icy_veins;
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creators["combustion"] = &combustion;
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creators["evocation"] = &evocation;
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creators["dragon's breath"] = &dragons_breath;
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creators["blast wave"] = &blast_wave;
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creators["remove curse"] = &remove_curse;
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creators["remove curse on party"] = &remove_curse_on_party;
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}
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private:
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static ActionNode* frostbolt(PlayerbotAI* botAI)
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{
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return new ActionNode ("frostbolt",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* fire_blast(PlayerbotAI* botAI)
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{
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return new ActionNode ("fire blast",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("scorch"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* scorch(PlayerbotAI* botAI)
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{
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return new ActionNode ("scorch",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* frost_nova(PlayerbotAI* botAI)
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{
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return new ActionNode ("frost nova",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ NextAction::array(0, new NextAction("flee"), nullptr));
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}
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static ActionNode* icy_veins(PlayerbotAI* botAI)
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{
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return new ActionNode ("icy veins",
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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* combustion(PlayerbotAI* botAI)
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{
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return new ActionNode ("combustion",
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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* evocation(PlayerbotAI* botAI)
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{
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return new ActionNode ("evocation",
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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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static ActionNode* dragons_breath(PlayerbotAI* botAI)
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{
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return new ActionNode ("dragon's breath",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("blast wave"), nullptr),
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/*C*/ NextAction::array(0, new NextAction("flamestrike", 71.0f), nullptr));
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}
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static ActionNode* blast_wave(PlayerbotAI* botAI)
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{
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return new ActionNode ("blast wave",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("frost nova"), nullptr),
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/*C*/ NextAction::array(0, new NextAction("flamestrike", 71.0f), nullptr));
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}
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static ActionNode* remove_curse(PlayerbotAI* botAI)
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{
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return new ActionNode ("remove curse",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("remove lesser curse"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* remove_curse_on_party(PlayerbotAI* botAI)
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{
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return new ActionNode ("remove curse on party",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("remove lesser curse on party"), nullptr),
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/*C*/ nullptr);
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}
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};
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GenericMageStrategy::GenericMageStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericMageStrategyActionNodeFactory());
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}
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void GenericMageStrategy::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("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_MOVE + 9), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("frost nova", 50.0f), nullptr)));
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triggers.push_back(new TriggerNode("counterspell on enemy healer", NextAction::array(0, new NextAction("counterspell on enemy healer", 40.0f), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("ice block", 80.0f), nullptr)));
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triggers.push_back(new TriggerNode("spellsteal", NextAction::array(0, new NextAction("spellsteal", 40.0f), nullptr)));
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triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("invisibility", 60.0f), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("evocation", ACTION_EMERGENCY + 5), nullptr)));
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triggers.push_back(new TriggerNode("fire ward", NextAction::array(0, new NextAction("fire ward", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(new TriggerNode("frost ward", NextAction::array(0, new NextAction("frost ward", ACTION_EMERGENCY), nullptr)));
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}
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void MageCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("remove curse", NextAction::array(0, new NextAction("remove curse", 41.0f), nullptr)));
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triggers.push_back(new TriggerNode("remove curse on party", NextAction::array(0, new NextAction("remove curse on party", 40.0f), nullptr)));
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}
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void MageBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("arcane power", NextAction::array(0, new NextAction("arcane power", 41.0f), nullptr)));
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triggers.push_back(new TriggerNode("presence of mind", NextAction::array(0, new NextAction("presence of mind", 42.0f), nullptr)));
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}
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void MageCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("polymorph", NextAction::array(0, new NextAction("polymorph", 30.0f), nullptr)));
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}
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