/* * 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 "FuryWarriorStrategy.h" #include "Playerbots.h" class FuryWarriorStrategyActionNodeFactory : public NamedObjectFactory { public: FuryWarriorStrategyActionNodeFactory() { creators["charge"] = &charge; creators["intercept"] = &intercept; // creators["death wish"] = &death_wish; creators["piercing howl"] = &piercing_howl; // creators["bloodthirst"] = &bloodthirst; creators["pummel"] = &pummel; } private: ACTION_NODE_A(charge, "charge", "intercept"); ACTION_NODE_A(intercept, "intercept", "reach melee"); ACTION_NODE_A(piercing_howl, "piercing howl", "hamstring"); // ACTION_NODE_A(death_wish, "death wish", "berserker rage"); // ACTION_NODE_A(bloodthirst, "bloodthirst", "melee"); ACTION_NODE_A(pummel, "pummel", "intercept"); }; FuryWarriorStrategy::FuryWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI) { actionNodeFactories.Add(new FuryWarriorStrategyActionNodeFactory()); } NextAction** FuryWarriorStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("bloodthirst", ACTION_DEFAULT + 0.5f), new NextAction("whirlwind", ACTION_DEFAULT + 0.4f), new NextAction("sunder armor", ACTION_DEFAULT + 0.3f), new NextAction("execute", ACTION_DEFAULT + 0.2f), // new NextAction("overpower", ACTION_DEFAULT + 0.1f), new NextAction("melee", ACTION_DEFAULT), NULL); } void FuryWarriorStrategy::InitTriggers(std::vector &triggers) { GenericWarriorStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("charge", ACTION_MOVE + 9), nullptr))); triggers.push_back(new TriggerNode("berserker stance", NextAction::array(0, new NextAction("berserker stance", ACTION_HIGH + 9), nullptr))); triggers.push_back(new TriggerNode("battle shout", NextAction::array(0, new NextAction("battle shout", ACTION_HIGH + 8), nullptr))); // triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("execute", ACTION_HIGH + 4), nullptr))); // triggers.push_back(new TriggerNode("sudden death", NextAction::array(0, new NextAction("execute", ACTION_HIGH + 4), nullptr))); // triggers.push_back(new TriggerNode("hamstring", NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("pummel on enemy healer", NextAction::array(0, new NextAction("pummel on enemy healer", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("pummel", NextAction::array(0, new NextAction("pummel", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr))); // triggers.push_back(new TriggerNode("intercept on snare target", NextAction::array(0, new NextAction("intercept on snare target", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("bloodthirst", NextAction::array(0, new NextAction("bloodthirst", ACTION_HIGH + 7), nullptr))); triggers.push_back(new TriggerNode("instant slam", NextAction::array(0, new NextAction("slam", ACTION_HIGH + 5), nullptr))); triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr))); triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH + 1), NULL))); // triggers.push_back(new TriggerNode("berserker rage", NextAction::array(0, new NextAction("berserker rage", ACTION_HIGH + 2), nullptr))); // triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, // new NextAction("whirlwind", ACTION_HIGH + 2), // nullptr))); triggers.push_back(new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("recklessness", NextAction::array(0, new NextAction("recklessness", ACTION_HIGH), nullptr))); }