/* * Copyright (C) 2016+ AzerothCore , 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 "DestructionWarlockStrategy.h" #include "Playerbots.h" // ===== Action Node Factory ===== class DestructionWarlockStrategyActionNodeFactory : public NamedObjectFactory { public: DestructionWarlockStrategyActionNodeFactory() { creators["immolate"] = &immolate; creators["conflagrate"] = &conflagrate; creators["chaos bolt"] = &chaos_bolt; creators["incinerate"] = &incinerate; creators["corruption"] = &corruption; creators["corruption on attacker"] = &corruption_on_attacker; creators["curse of agony"] = &curse_of_agony; creators["curse of agony on attacker"] = &curse_of_agony_on_attacker; creators["shadow bolt"] = &shadow_bolt; creators["shadowburn"] = &shadowburn; creators["life tap"] = &life_tap; creators["shadowfury"] = &shadowfury; creators["shadowflame"] = &shadowflame; creators["seed of corruption"] = &seed_of_corruption; creators["seed of corruption on attacker"] = &seed_of_corruption; creators["rain of fire"] = &rain_of_fire; } private: static ActionNode* immolate(PlayerbotAI*) { return new ActionNode("immolate", nullptr, nullptr, nullptr); } static ActionNode* conflagrate(PlayerbotAI*) { return new ActionNode("conflagrate", nullptr, nullptr, nullptr); } static ActionNode* chaos_bolt(PlayerbotAI*) { return new ActionNode("chaos bolt", nullptr, nullptr, nullptr); } static ActionNode* incinerate(PlayerbotAI*) { return new ActionNode("incinerate", nullptr, nullptr, nullptr); } static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", nullptr, nullptr, nullptr); } static ActionNode* corruption_on_attacker(PlayerbotAI*) { return new ActionNode("corruption on attacker", nullptr, nullptr, nullptr); } static ActionNode* curse_of_agony(PlayerbotAI*) { return new ActionNode("curse of agony", nullptr, nullptr, nullptr); } static ActionNode* curse_of_agony_on_attacker(PlayerbotAI*) { return new ActionNode("curse of agony on attacker", nullptr, nullptr, nullptr); } static ActionNode* shadow_bolt(PlayerbotAI*) { return new ActionNode("shadow bolt", nullptr, nullptr, nullptr); } static ActionNode* shadowburn(PlayerbotAI*) { return new ActionNode("shadowburn", nullptr, nullptr, nullptr); } static ActionNode* life_tap(PlayerbotAI*) { return new ActionNode("life tap", nullptr, nullptr, nullptr); } static ActionNode* shadowfury(PlayerbotAI*) { return new ActionNode("shadowfury", nullptr, nullptr, nullptr); } static ActionNode* shadowflame(PlayerbotAI*) { return new ActionNode("shadowflame", nullptr, nullptr, nullptr); } static ActionNode* seed_of_corruption(PlayerbotAI*) { return new ActionNode("seed of corruption", nullptr, nullptr, nullptr); } static ActionNode* seed_of_corruption_on_attacker(PlayerbotAI*) { return new ActionNode("seed of corruption on attacker", nullptr, nullptr, nullptr); } static ActionNode* rain_of_fire(PlayerbotAI*) { return new ActionNode("rain of fire", nullptr, nullptr, nullptr); } }; // ===== Single Target Strategy ===== DestructionWarlockStrategy::DestructionWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI) { actionNodeFactories.Add(new DestructionWarlockStrategyActionNodeFactory()); } // ===== Default Actions ===== NextAction** DestructionWarlockStrategy::getDefaultActions() { return NextAction::array( 0, new NextAction("immolate", 6.1f), new NextAction("conflagrate", 6.0f), new NextAction("chaos bolt", 5.9f), new NextAction("incinerate", 5.8f), new NextAction("corruption", 5.4f), // Note: Corruption, Curse of Agony, and Shadow Bolt won't be used after new NextAction("curse of agony", 5.3f), // the character learns Incinerate at level 64 new NextAction("shadow bolt", 5.2f), new NextAction("shoot", 5.0f), nullptr); } // ===== Trigger Initialization === void DestructionWarlockStrategy::InitTriggers(std::vector& triggers) { GenericWarlockStrategy::InitTriggers(triggers); // Main DoT triggers for high uptime + high priority cooldowns triggers.push_back(new TriggerNode("immolate", NextAction::array(0, new NextAction("immolate", 20.0f), nullptr))); triggers.push_back(new TriggerNode("conflagrate", NextAction::array(0, new NextAction("conflagrate", 19.5f), nullptr))); triggers.push_back(new TriggerNode("chaos bolt", NextAction::array(0, new NextAction("chaos bolt", 19.0f), nullptr))); // Note: These DoTs won't be used after the character learns Incinerate at level 64 triggers.push_back(new TriggerNode("corruption on attacker", NextAction::array(0, new NextAction("corruption on attacker", 5.6f), nullptr))); triggers.push_back(new TriggerNode("curse of agony on attacker", NextAction::array(0, new NextAction("curse of agony on attacker", 5.5f), nullptr))); triggers.push_back(new TriggerNode("corruption", NextAction::array(0, new NextAction("corruption", 5.4f), nullptr))); triggers.push_back(new TriggerNode("curse of agony", NextAction::array(0, new NextAction("curse of agony", 5.3f), nullptr))); // Shadowburn as execute if target is low HP triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("shadowburn", 18.0f), nullptr))); // Life Tap glyph buff, and Life Tap as filler triggers.push_back(new TriggerNode("life tap glyph buff", NextAction::array(0, new NextAction("life tap", 29.0f), nullptr))); triggers.push_back(new TriggerNode("life tap", NextAction::array(0, new NextAction("life tap", 5.1f), nullptr))); } // ===== AoE Strategy, 3+ enemies ===== DestructionWarlockAoeStrategy::DestructionWarlockAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {} void DestructionWarlockAoeStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("shadowfury", 23.0f), new NextAction("shadowflame", 22.5f), new NextAction("seed of corruption on attacker", 22.0f), new NextAction("seed of corruption", 21.5f), new NextAction("rain of fire", 21.0f), nullptr))); }