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https://github.com/mod-playerbots/mod-playerbots.git
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Modify file structure
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@@ -1,117 +0,0 @@
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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 "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["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["hand of reckoning"] = &hand_of_reckoning;
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creators["taunt spell"] = &hand_of_reckoning;
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}
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private:
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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 righteousness"), 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 corruption"), nullptr),
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/*C*/ nullptr);
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}
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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 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("shield of righteousness", ACTION_DEFAULT + 0.6f),
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new NextAction("hammer of the righteous", ACTION_DEFAULT + 0.5f),
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new NextAction("judgement of wisdom", ACTION_DEFAULT + 0.4f),
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// new NextAction("avenger's shield", ACTION_NORMAL + 3),
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// new NextAction("consecration", ACTION_NORMAL + 2),
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new NextAction("melee", ACTION_DEFAULT), NULL);
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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(
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new TriggerNode("seal", NextAction::array(0, new NextAction("seal of corruption", ACTION_HIGH), 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 + 9), nullptr)));
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// triggers.push_back(new TriggerNode("devotion aura", NextAction::array(0, new NextAction("devotion aura", 90.0f),
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// NULL)));
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triggers.push_back(new TriggerNode(
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"light aoe", NextAction::array(0, new NextAction("avenger's shield", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(
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new TriggerNode("medium aoe", NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 7),
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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",
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// ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode(
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"lose aggro", NextAction::array(0, new NextAction("hand of reckoning", ACTION_HIGH + 7), nullptr)));
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// triggers.push_back(new TriggerNode("almost full health", NextAction::array(0, new NextAction("holy shield",
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// ACTION_HIGH + 4), nullptr)));
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triggers.push_back(new TriggerNode("medium health",
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NextAction::array(0, new NextAction("holy shield", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(
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new TriggerNode("low health", NextAction::array(0, new NextAction("holy shield", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(new TriggerNode("critical health",
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NextAction::array(0, new NextAction("holy shield", ACTION_HIGH + 4), nullptr)));
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// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary",
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// ACTION_HIGH + 9), 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(
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new TriggerNode("target critical health",
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NextAction::array(0, new NextAction("hammer of wrath", ACTION_CRITICAL_HEAL), nullptr)));
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triggers.push_back(new TriggerNode(
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"righteous fury", NextAction::array(0, new NextAction("righteous fury", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(
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new TriggerNode("medium group heal setting",
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NextAction::array(0, new NextAction("divine sacrifice", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode(
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"enough mana", NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(new TriggerNode("not facing target",
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NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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}
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