Big update.

This commit is contained in:
UltraNix
2022-03-12 22:27:09 +01:00
parent b3d00ccb26
commit b952636f0d
843 changed files with 1534330 additions and 99 deletions

View File

@@ -0,0 +1,54 @@
/*
* 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.
*/
#include "TankPaladinStrategy.h"
#include "Playerbots.h"
class TankPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
TankPaladinStrategyActionNodeFactory()
{
creators["seal of vengeance"] = &seal_of_vengeance;
creators["hand of reckoning"] = &hand_of_reckoning;
}
private:
static ActionNode* seal_of_vengeance(PlayerbotAI* botAI)
{
return new ActionNode("seal of vengeance",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), nullptr),
/*C*/ nullptr);
}
ACTION_NODE_A(hand_of_reckoning, "hand of reckoning", "righteous defense");
};
TankPaladinStrategy::TankPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI)
{
actionNodeFactories.Add(new TankPaladinStrategyActionNodeFactory());
}
NextAction** TankPaladinStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("melee", ACTION_NORMAL), nullptr);
}
void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericPaladinStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of vengeance", 90.0f), nullptr)));
triggers.push_back(new TriggerNode("judgement of light", NextAction::array(0, new NextAction("judgement of light", ACTION_NORMAL + 2), nullptr)));
triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("judgement of wisdom", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("judgement", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("hammer of the righteous", ACTION_HIGH + 6), new NextAction("avenger's shield", ACTION_HIGH + 6), nullptr)));
triggers.push_back(new TriggerNode("avenger's shield", NextAction::array(0, new NextAction("avenger's shield", ACTION_HIGH + 6), nullptr)));
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 6), nullptr)));
triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 6), nullptr)));
triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("hand of reckoning", ACTION_HIGH + 7), nullptr)));
triggers.push_back(new TriggerNode("holy shield", NextAction::array(0, new NextAction("holy shield", ACTION_HIGH + 7), nullptr)));
triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary", ACTION_HIGH + 9), nullptr)));
}