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https://github.com/mod-playerbots/mod-playerbots.git
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Modify file structure
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135
src/strategy/classes/paladin/DpsPaladinStrategy.cpp
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135
src/strategy/classes/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
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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 "DpsPaladinStrategy.h"
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#include "Playerbots.h"
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#include "Strategy.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["sanctity aura"] = &sanctity_aura;
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creators["retribution aura"] = &retribution_aura;
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creators["seal of corruption"] = &seal_of_corruption;
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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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creators["repentance"] = &repentance;
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creators["repentance on enemy healer"] = &repentance_on_enemy_healer;
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creators["repentance on snare target"] = &repentance_on_snare_target;
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creators["repentance of shield"] = &repentance_or_shield;
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}
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private:
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static ActionNode* seal_of_corruption([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("seal of corruption",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("seal of vengeance"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* seal_of_vengeance([[maybe_unused]] 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([[maybe_unused]] 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 righteousness"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* blessing_of_might([[maybe_unused]] 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([[maybe_unused]] 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*/ nullptr,
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/*C*/ nullptr);
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}
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ACTION_NODE_A(repentance, "repentance", "hammer of justice");
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ACTION_NODE_A(repentance_on_enemy_healer, "repentance on enemy healer", "hammer of justice on enemy healer");
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ACTION_NODE_A(repentance_on_snare_target, "repentance on snare target", "hammer of justice on snare target");
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ACTION_NODE_A(sanctity_aura, "sanctity aura", "retribution aura");
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ACTION_NODE_A(retribution_aura, "retribution aura", "devotion aura");
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ACTION_NODE_A(repentance_or_shield, "repentance", "divine shield");
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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,
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new NextAction("hammer of wrath", ACTION_DEFAULT + 0.6f),
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new NextAction("crusader strike", ACTION_DEFAULT + 0.5f),
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new NextAction("judgement of wisdom", ACTION_DEFAULT + 0.4f),
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new NextAction("divine storm", ACTION_DEFAULT + 0.3f),
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new NextAction("consecration", ACTION_DEFAULT + 0.1f),
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new NextAction("melee", ACTION_DEFAULT), 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(
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// "enough mana", NextAction::array(0, new NextAction("consecration", ACTION_DEFAULT + 0.2f), nullptr)));
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triggers.push_back(
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new TriggerNode("art of war", NextAction::array(0, new NextAction("exorcism", ACTION_DEFAULT + 0.2f), nullptr)));
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triggers.push_back(
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new TriggerNode("seal", NextAction::array(0, new NextAction("seal of corruption", ACTION_HIGH), NULL)));
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// triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of command", 90.0f),
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// nullptr)));
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triggers.push_back(
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new TriggerNode("low mana", NextAction::array(0, new NextAction("seal of wisdom", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode(
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"avenging wrath", NextAction::array(0, new NextAction("avenging wrath", ACTION_HIGH + 2), nullptr)));
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// triggers.push_back(new TriggerNode("sanctity aura", NextAction::array(0, new NextAction("sanctity aura", 90.0f),
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// nullptr))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("repentance or
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// shield", ACTION_CRITICAL_HEAL + 3), 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
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// wisdom", ACTION_NORMAL + 10), nullptr))); triggers.push_back(new TriggerNode("judgement", NextAction::array(0,
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// new NextAction("judgement", ACTION_HIGH + 10), nullptr))); triggers.push_back(new TriggerNode("enemy is close",
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// NextAction::array(0, new NextAction("consecration", ACTION_INTERRUPT), nullptr))); triggers.push_back(new
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// TriggerNode("repentance on enemy healer", NextAction::array(0, new NextAction("repentance on enemy healer",
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// ACTION_INTERRUPT + 2), nullptr))); triggers.push_back(new TriggerNode("repentance on snare target",
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// NextAction::array(0, new NextAction("repentance on snare target", ACTION_INTERRUPT + 2), nullptr)));
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// triggers.push_back(new TriggerNode("repentance", NextAction::array(0, new NextAction("repentance",
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// ACTION_INTERRUPT + 2), nullptr)));
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triggers.push_back(new TriggerNode(
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"medium aoe", NextAction::array(0,
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new NextAction("divine storm", ACTION_HIGH + 4),
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new NextAction("consecration", ACTION_HIGH + 3), nullptr)));
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// triggers.push_back(new TriggerNode("target critical health",
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// NextAction::array(0, new NextAction("hammer of wrath", ACTION_HIGH), nullptr)));
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// triggers.push_back(new TriggerNode(
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// "not facing target",
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// NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), NULL)));
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triggers.push_back(new TriggerNode("enemy out of melee",
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NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), NULL)));
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}
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