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https://github.com/mod-playerbots/mod-playerbots.git
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Big update.
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72
src/strategy/paladin/DpsPaladinStrategy.cpp
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72
src/strategy/paladin/DpsPaladinStrategy.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 "DpsPaladinStrategy.h"
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#include "Playerbots.h"
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class DpsPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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DpsPaladinStrategyActionNodeFactory()
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{
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creators["seal of vengeance"] = &seal_of_vengeance;
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creators["seal of command"] = &seal_of_command;
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creators["blessing of might"] = &blessing_of_might;
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creators["crusader strike"] = &crusader_strike;
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}
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private:
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static ActionNode* seal_of_vengeance(PlayerbotAI* botAI)
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{
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return new ActionNode ("seal of vengeance",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("seal of command"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* seal_of_command(PlayerbotAI* botAI)
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{
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return new ActionNode ("seal of command",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("seal of wisdom"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* blessing_of_might(PlayerbotAI* botAI)
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{
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return new ActionNode ("blessing of might",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("blessing of kings"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* crusader_strike(PlayerbotAI* botAI)
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{
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return new ActionNode ("crusader 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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};
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DpsPaladinStrategy::DpsPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI)
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{
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actionNodeFactories.Add(new DpsPaladinStrategyActionNodeFactory());
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}
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NextAction** DpsPaladinStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("crusader strike", ACTION_NORMAL + 1), nullptr);
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}
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void DpsPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericPaladinStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of wisdom", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("divine shield", ACTION_CRITICAL_HEAL + 2), new NextAction("holy light", ACTION_CRITICAL_HEAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("judgement of wisdom", NextAction::array(0, new NextAction("judgement of wisdom", ACTION_NORMAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("divine storm", ACTION_HIGH + 1), new NextAction("consecration", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("art of war", NextAction::array(0, new NextAction("exorcism", ACTION_HIGH + 2), nullptr)));
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}
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