mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-14 17:39:09 +00:00
Modify file structure
This commit is contained in:
@@ -1,263 +0,0 @@
|
||||
/*
|
||||
* 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 "DpsRogueStrategy.h"
|
||||
|
||||
#include "Playerbots.h"
|
||||
|
||||
class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
DpsRogueStrategyActionNodeFactory()
|
||||
{
|
||||
creators["mutilate"] = &mutilate;
|
||||
creators["sinister strike"] = &sinister_strike;
|
||||
creators["kick"] = &kick;
|
||||
creators["kidney shot"] = &kidney_shot;
|
||||
creators["backstab"] = &backstab;
|
||||
creators["melee"] = &melee;
|
||||
creators["rupture"] = &rupture;
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* melee(PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("melee",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* mutilate(PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("mutilate",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("sinister strike"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* sinister_strike(PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("sinister strike",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* kick(PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("kick",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("kidney shot"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* kidney_shot(PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("kidney shot",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ nullptr,
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* backstab(PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("backstab",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* rupture(PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("rupture",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("eviscerate"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
};
|
||||
|
||||
DpsRogueStrategy::DpsRogueStrategy(PlayerbotAI* botAI) : MeleeCombatStrategy(botAI)
|
||||
{
|
||||
actionNodeFactories.Add(new DpsRogueStrategyActionNodeFactory());
|
||||
}
|
||||
|
||||
NextAction** DpsRogueStrategy::getDefaultActions()
|
||||
{
|
||||
return NextAction::array(0, new NextAction("killing spree", ACTION_DEFAULT + 0.1f),
|
||||
new NextAction("melee", ACTION_DEFAULT), nullptr);
|
||||
}
|
||||
|
||||
void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
MeleeCombatStrategy::InitTriggers(triggers);
|
||||
|
||||
triggers.push_back(new TriggerNode("high energy available",
|
||||
NextAction::array(0, new NextAction("garrote", ACTION_HIGH + 7),
|
||||
new NextAction("ambush", ACTION_HIGH + 6), nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode(
|
||||
"high energy available", NextAction::array(0, new NextAction("sinister strike", ACTION_NORMAL + 3), nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode(
|
||||
"slice and dice", NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 2), nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode("combo points available",
|
||||
NextAction::array(0, new NextAction("rupture", ACTION_HIGH + 1),
|
||||
new NextAction("eviscerate", ACTION_HIGH), nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode("target with combo points almost dead",
|
||||
NextAction::array(0, new NextAction("eviscerate", ACTION_HIGH + 2), nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("medium threat", NextAction::array(0, new NextAction("vanish", ACTION_HIGH), nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("low health", NextAction::array(0, new NextAction("evasion", ACTION_HIGH + 9),
|
||||
new NextAction("feint", ACTION_HIGH + 8), nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode(
|
||||
"critical health", NextAction::array(0, new NextAction("cloak of shadows", ACTION_HIGH + 7), nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("kick", NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("kick on enemy healer",
|
||||
NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), nullptr)));
|
||||
|
||||
// triggers.push_back(new TriggerNode(
|
||||
// "behind target",
|
||||
// NextAction::array(0, new NextAction("backstab", ACTION_NORMAL), nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("light aoe", NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH + 3), nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode("blade flurry",
|
||||
NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH + 2), nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode(
|
||||
"enemy out of melee",
|
||||
NextAction::array(0, new NextAction("stealth", ACTION_NORMAL + 9), new NextAction("sprint", ACTION_NORMAL + 8),
|
||||
new NextAction("reach melee", ACTION_NORMAL + 7), nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode("expose armor",
|
||||
NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode(
|
||||
"low tank threat",
|
||||
NextAction::array(0, new NextAction("tricks of the trade on main tank", ACTION_HIGH + 7), nullptr)));
|
||||
}
|
||||
|
||||
class StealthedRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
StealthedRogueStrategyActionNodeFactory()
|
||||
{
|
||||
creators["ambush"] = &ambush;
|
||||
creators["cheap shot"] = &cheap_shot;
|
||||
creators["garrote"] = &garrote;
|
||||
creators["sap"] = &sap;
|
||||
creators["sinister strike"] = &sinister_strike;
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* ambush(PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("ambush",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("garrote"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* cheap_shot(PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("cheap shot",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ nullptr,
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* garrote(PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("garrote",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ nullptr,
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* sap(PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("sap",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ nullptr,
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* sinister_strike(PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("sinister strike",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("cheap shot"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
};
|
||||
|
||||
StealthedRogueStrategy::StealthedRogueStrategy(PlayerbotAI* botAI) : Strategy(botAI)
|
||||
{
|
||||
actionNodeFactories.Add(new StealthedRogueStrategyActionNodeFactory());
|
||||
}
|
||||
|
||||
NextAction** StealthedRogueStrategy::getDefaultActions()
|
||||
{
|
||||
return NextAction::array(
|
||||
0, new NextAction("ambush", ACTION_NORMAL + 4), new NextAction("backstab", ACTION_NORMAL + 3),
|
||||
new NextAction("cheap shot", ACTION_NORMAL + 2), new NextAction("sinister strike", ACTION_NORMAL + 1),
|
||||
new NextAction("melee", ACTION_NORMAL), nullptr);
|
||||
}
|
||||
|
||||
void StealthedRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("combo points available",
|
||||
NextAction::array(0, new NextAction("eviscerate", ACTION_HIGH), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("kick", NextAction::array(0, new NextAction("cheap shot", ACTION_INTERRUPT), nullptr)));
|
||||
triggers.push_back(new TriggerNode("kick on enemy healer",
|
||||
NextAction::array(0, new NextAction("cheap shot", ACTION_INTERRUPT), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("behind target", NextAction::array(0, new NextAction("ambush", ACTION_HIGH), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("not behind target", NextAction::array(0, new NextAction("cheap shot", ACTION_HIGH), nullptr)));
|
||||
triggers.push_back(new TriggerNode("enemy flagcarrier near",
|
||||
NextAction::array(0, new NextAction("sprint", ACTION_EMERGENCY + 1), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("unstealth", NextAction::array(0, new NextAction("unstealth", ACTION_NORMAL), nullptr)));
|
||||
/*triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("food", ACTION_EMERGENCY +
|
||||
* 1), nullptr)));*/
|
||||
triggers.push_back(new TriggerNode(
|
||||
"no stealth", NextAction::array(0, new NextAction("check stealth", ACTION_EMERGENCY), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("sprint", NextAction::array(0, new NextAction("sprint", ACTION_INTERRUPT), nullptr)));
|
||||
}
|
||||
|
||||
void StealthStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(
|
||||
new TriggerNode("stealth", NextAction::array(0, new NextAction("stealth", ACTION_INTERRUPT), nullptr)));
|
||||
}
|
||||
|
||||
void RogueAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(
|
||||
new TriggerNode("light aoe", NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH), nullptr)));
|
||||
triggers.push_back(new TriggerNode(
|
||||
"medium aoe", NextAction::array(0, new NextAction("fan of knives", ACTION_NORMAL + 5), nullptr)));
|
||||
}
|
||||
|
||||
void RogueBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode(
|
||||
"adrenaline rush", NextAction::array(0, new NextAction("adrenaline rush", ACTION_HIGH + 2), nullptr)));
|
||||
}
|
||||
|
||||
void RogueCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("sap", NextAction::array(0, new NextAction("stealth", ACTION_INTERRUPT),
|
||||
new NextAction("sap", ACTION_INTERRUPT), nullptr)));
|
||||
}
|
||||
Reference in New Issue
Block a user