/* * 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 "GenericHunterStrategy.h" #include "Playerbots.h" #include "Strategy.h" class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory { public: GenericHunterStrategyActionNodeFactory() { creators["rapid fire"] = &rapid_fire; creators["boost"] = &rapid_fire; creators["aspect of the pack"] = &aspect_of_the_pack; creators["aspect of the dragonhawk"] = &aspect_of_the_dragonhawk; creators["feign death"] = &feign_death; creators["wing clip"] = &wing_clip; creators["mongoose bite"] = &mongoose_bite; creators["raptor strike"] = &raptor_strike; creators["explosive trap"] = &explosive_trap; } private: static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("rapid fire", /*P*/ {}, /*A*/ { NextAction("readiness") }, /*C*/ {}); } static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("aspect of the pack", /*P*/ {}, /*A*/ { NextAction("aspect of the cheetah") }, /*C*/ {}); } static ActionNode* aspect_of_the_dragonhawk([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("aspect of the dragonhawk", /*P*/ {}, /*A*/ { NextAction("aspect of the hawk") }, /*C*/ {}); } static ActionNode* feign_death([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("feign death", /*P*/ {}, /*A*/ {}, /*C*/ {}); } static ActionNode* wing_clip([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("wing clip", /*P*/ {}, // /*A*/ { NextAction("mongoose bite") }, {}, /*C*/ {}); } static ActionNode* mongoose_bite([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("mongoose bite", /*P*/ {}, /*A*/ { NextAction("raptor strike") }, /*C*/ {}); } static ActionNode* raptor_strike([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("raptor strike", /*P*/ { NextAction("melee") }, /*A*/ {}, /*C*/ {}); } static ActionNode* explosive_trap([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("explosive trap", /*P*/ {}, /*A*/ { NextAction("immolation trap") }, /*C*/ {}); } }; GenericHunterStrategy::GenericHunterStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) { actionNodeFactories.Add(new GenericHunterStrategyActionNodeFactory()); } void GenericHunterStrategy::InitTriggers(std::vector& triggers) { CombatStrategy::InitTriggers(triggers); // Mark/Ammo/Mana Triggers triggers.push_back(new TriggerNode("no ammo", { NextAction("equip upgrades", 30.0f) })); triggers.push_back(new TriggerNode("hunter's mark", { NextAction("hunter's mark", 29.5f) })); triggers.push_back(new TriggerNode("rapid fire", { NextAction("rapid fire", 29.0f) })); triggers.push_back(new TriggerNode("aspect of the viper", { NextAction("aspect of the viper", 28.0f) })); triggers.push_back(new TriggerNode("aspect of the hawk", { NextAction("aspect of the dragonhawk", 27.5f) })); // Aggro/Threat/Defensive Triggers triggers.push_back(new TriggerNode("has aggro", { NextAction("concussive shot", 20.0f) })); triggers.push_back(new TriggerNode("low tank threat", { NextAction("misdirection on main tank", 27.0f) })); triggers.push_back(new TriggerNode("low health", { NextAction("deterrence", 35.0f) })); triggers.push_back(new TriggerNode("concussive shot on snare target", { NextAction("concussive shot", 20.0f) })); triggers.push_back(new TriggerNode("medium threat", { NextAction("feign death", 35.0f) })); triggers.push_back(new TriggerNode("hunters pet medium health", { NextAction("mend pet", 22.0f) })); triggers.push_back(new TriggerNode("hunters pet low health", { NextAction("mend pet", 21.0f) })); // Dispel Triggers triggers.push_back(new TriggerNode("tranquilizing shot enrage", { NextAction("tranquilizing shot", 61.0f) })); triggers.push_back(new TriggerNode("tranquilizing shot magic", { NextAction("tranquilizing shot", 61.0f) })); // Ranged-based Triggers triggers.push_back(new TriggerNode("enemy within melee", { NextAction("explosive trap", 37.0f), NextAction("mongoose bite", 22.0f), NextAction("wing clip", 21.0f) })); triggers.push_back(new TriggerNode("enemy too close for auto shot", { NextAction("disengage", 35.0f), NextAction("flee", 34.0f) })); } // ===== AoE Strategy, 2/3+ enemies ===== AoEHunterStrategy::AoEHunterStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {} void AoEHunterStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("volley channel check", { NextAction("cancel channel", 23.0f) })); triggers.push_back(new TriggerNode("medium aoe", { NextAction("volley", 22.0f) })); triggers.push_back(new TriggerNode("light aoe", { NextAction("multi-shot", 21.0f) })); } void HunterBoostStrategy::InitTriggers(std::vector& triggers) { } void HunterCcStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("scare beast", { NextAction("scare beast on cc", 23.0f) })); triggers.push_back(new TriggerNode("freezing trap", { NextAction("freezing trap on cc", 23.0f) })); } void HunterTrapWeaveStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("immolation trap no cd", { NextAction("reach melee", 23.0f) })); }