/* * Copyright (C) 2016+ AzerothCore , released under GNU AGPL v3 license, you may redistribute it * and/or modify it under version 3 of the License, or (at your option), any later version. */ #include "BloodDKStrategy.h" #include "Playerbots.h" class BloodDKStrategyActionNodeFactory : public NamedObjectFactory { public: BloodDKStrategyActionNodeFactory() { creators["rune strike"] = &rune_strike; creators["heart strike"] = &heart_strike; creators["death strike"] = &death_strike; creators["icy touch"] = &icy_touch; creators["dark command"] = &dark_command; creators["taunt spell"] = &dark_command; } private: static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "rune strike", { NextAction("frost presence") }, /*A*/ {}, /*C*/ {} ); } static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "icy touch", { NextAction("frost presence") }, /*A*/ {}, /*C*/ {} ); } static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "heart strike", { NextAction("frost presence") }, /*A*/ {}, /*C*/ {} ); } static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "death strike", { NextAction("frost presence") }, /*A*/ {}, /*C*/ {} ); } static ActionNode* dark_command([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "dark command", { NextAction("frost presence") }, /*A*/ { NextAction("death grip") }, /*C*/ {} ); } }; BloodDKStrategy::BloodDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI) { actionNodeFactories.Add(new BloodDKStrategyActionNodeFactory()); } std::vector BloodDKStrategy::getDefaultActions() { return { NextAction("rune strike", ACTION_DEFAULT + 0.8f), NextAction("icy touch", ACTION_DEFAULT + 0.7f), NextAction("heart strike", ACTION_DEFAULT + 0.6f), NextAction("blood strike", ACTION_DEFAULT + 0.5f), NextAction("dancing rune weapon", ACTION_DEFAULT + 0.4f), NextAction("death coil", ACTION_DEFAULT + 0.3f), NextAction("plague strike", ACTION_DEFAULT + 0.2f), NextAction("horn of winter", ACTION_DEFAULT + 0.1f), NextAction("melee", ACTION_DEFAULT) }; } void BloodDKStrategy::InitTriggers(std::vector& triggers) { GenericDKStrategy::InitTriggers(triggers); triggers.push_back( new TriggerNode( "rune strike", { NextAction("rune strike", ACTION_NORMAL + 3) } ) ); triggers.push_back( new TriggerNode( "blood tap", { NextAction("blood tap", ACTION_HIGH + 5) } ) ); triggers.push_back( new TriggerNode( "lose aggro", { NextAction("dark command", ACTION_HIGH + 3) } ) ); triggers.push_back( new TriggerNode( "low health", { NextAction("army of the dead", ACTION_HIGH + 4), NextAction("death strike", ACTION_HIGH + 3) } ) ); triggers.push_back( new TriggerNode( "critical health", { NextAction("vampiric blood", ACTION_HIGH + 5) } ) ); triggers.push_back( new TriggerNode( "icy touch", { NextAction("icy touch", ACTION_HIGH + 2) } ) ); triggers.push_back( new TriggerNode( "plague strike", { NextAction("plague strike", ACTION_HIGH + 2) } ) ); }