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https://github.com/mod-playerbots/mod-playerbots.git
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Revert classes folder
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119
src/strategy/warlock/GenericWarlockNonCombatStrategy.cpp
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119
src/strategy/warlock/GenericWarlockNonCombatStrategy.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
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* 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 "GenericWarlockNonCombatStrategy.h"
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#include "Playerbots.h"
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class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericWarlockNonCombatStrategyActionNodeFactory()
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{
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creators["fel armor"] = &fel_armor;
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creators["demon armor"] = &demon_armor;
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creators["summon voidwalker"] = &summon_voidwalker;
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creators["summon felguard"] = &summon_felguard;
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creators["summon succubus"] = &summon_succubus;
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creators["summon felhunter"] = &summon_felhunter;
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}
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private:
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static ActionNode* fel_armor([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("fel armor",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("demon armor"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* demon_armor([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("demon armor",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("demon skin"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("summon voidwalker",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("summon imp"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* summon_succubus(PlayerbotAI* botAI)
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{
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return new ActionNode("summon succubus",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("summon voidwalker"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* summon_felhunter([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("summon felhunter",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("summon succubus"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("summon felguard",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("summon succubus"), nullptr),
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/*C*/ nullptr);
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}
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};
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GenericWarlockNonCombatStrategy::GenericWarlockNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericWarlockNonCombatStrategyActionNodeFactory());
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}
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void GenericWarlockNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode("demon armor", NextAction::array(0, new NextAction("fel armor", 21.0f), nullptr)));
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// triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("no healthstone", NextAction::array(0, new NextAction("create healthstone", 15.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("no spellstone", NextAction::array(0, new NextAction("create spellstone", 13.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("spellstone", NextAction::array(0, new NextAction("spellstone", 13.0f), nullptr)));
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}
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void WarlockPetStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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// triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 60.0f),
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// nullptr)));
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// TODO Warlock pets
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}
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SummonImpStrategy::SummonImpStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
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void SummonImpStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon imp", 11.0f), NULL)));
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}
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SummonFelguardStrategy::SummonFelguardStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
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void SummonFelguardStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 11.0f), NULL)));
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}
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SummonFelhunterStrategy::SummonFelhunterStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
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void SummonFelhunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felhunter", 11.0f), NULL)));
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}
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