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https://github.com/mod-playerbots/mod-playerbots.git
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Big update.
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54
src/strategy/paladin/TankPaladinStrategy.cpp
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54
src/strategy/paladin/TankPaladinStrategy.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 "TankPaladinStrategy.h"
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#include "Playerbots.h"
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class TankPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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TankPaladinStrategyActionNodeFactory()
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{
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creators["seal of vengeance"] = &seal_of_vengeance;
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creators["hand of reckoning"] = &hand_of_reckoning;
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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 righteousness"), nullptr),
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/*C*/ nullptr);
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}
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ACTION_NODE_A(hand_of_reckoning, "hand of reckoning", "righteous defense");
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};
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TankPaladinStrategy::TankPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI)
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{
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actionNodeFactories.Add(new TankPaladinStrategyActionNodeFactory());
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}
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NextAction** TankPaladinStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("melee", ACTION_NORMAL), nullptr);
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}
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void TankPaladinStrategy::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 vengeance", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("judgement of light", NextAction::array(0, new NextAction("judgement of light", ACTION_NORMAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("judgement of wisdom", ACTION_NORMAL + 3), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("judgement", ACTION_NORMAL + 3), nullptr)));
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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)));
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triggers.push_back(new TriggerNode("avenger's shield", NextAction::array(0, new NextAction("avenger's shield", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("hand of reckoning", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode("holy shield", NextAction::array(0, new NextAction("holy shield", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary", ACTION_HIGH + 9), nullptr)));
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}
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