/* * 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 "GenericShamanStrategy.h" #include "HealShamanStrategy.h" #include "Playerbots.h" #include "Strategy.h" class GenericShamanStrategyActionNodeFactory : public NamedObjectFactory { public: GenericShamanStrategyActionNodeFactory() { creators["flametongue weapon"] = &flametongue_weapon; creators["frostbrand weapon"] = &frostbrand_weapon; creators["windfury weapon"] = &windfury_weapon; creators["lesser healing wave"] = &lesser_healing_wave; creators["lesser healing wave on party"] = &lesser_healing_wave_on_party; creators["chain heal on party"] = &chain_heal; creators["riptide"] = &riptide; creators["riptide on party"] = &riptide_on_party; creators["earth shock"] = &earth_shock; creators["water shield"] = &water_shield; } private: static ActionNode* earth_shock([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("earth shock", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("flame shock"), nullptr), /*C*/ nullptr); } static ActionNode* flametongue_weapon([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("flametongue weapon", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("rockbiter weapon"), nullptr), /*C*/ nullptr); } static ActionNode* frostbrand_weapon([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("frostbrand weapon", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("flametongue weapon"), nullptr), /*C*/ nullptr); } static ActionNode* windfury_weapon([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("windfury weapon", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("flametongue weapon"), nullptr), /*C*/ nullptr); } static ActionNode* lesser_healing_wave([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("lesser healing wave", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("healing wave"), nullptr), /*C*/ nullptr); } static ActionNode* lesser_healing_wave_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("lesser healing wave on party", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("healing wave on party"), nullptr), /*C*/ nullptr); } static ActionNode* chain_heal([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("chain heal on party", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("lesser healing wave on party"), nullptr), /*C*/ nullptr); } static ActionNode* riptide([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("riptide", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("healing wave"), nullptr), /*C*/ nullptr); } static ActionNode* riptide_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("riptide on party", /*P*/ nullptr, // /*A*/ NextAction::array(0, new NextAction("healing wave on party"), nullptr), /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* water_shield([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("water shield", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("lightning shield"), nullptr), /*C*/ nullptr); } }; GenericShamanStrategy::GenericShamanStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) { actionNodeFactories.Add(new GenericShamanStrategyActionNodeFactory()); } void GenericShamanStrategy::InitTriggers(std::vector& triggers) { CombatStrategy::InitTriggers(triggers); triggers.push_back( new TriggerNode("wind shear", NextAction::array(0, new NextAction("wind shear", 23.0f), nullptr))); triggers.push_back( new TriggerNode("wind shear on enemy healer", NextAction::array(0, new NextAction("wind shear on enemy healer", 23.0f), nullptr))); triggers.push_back(new TriggerNode("purge", NextAction::array(0, new NextAction("purge", ACTION_DISPEL), nullptr))); // triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0, new NextAction("lesser // healing wave on party", 25.0f), nullptr))); triggers.push_back(new TriggerNode("party member low health", // NextAction::array(0, new NextAction("riptide on party", 25.0f), nullptr))); triggers.push_back(new // TriggerNode("medium aoe heal", NextAction::array(0, new NextAction("chain heal on party", 27.0f), nullptr))); // triggers.push_back(new TriggerNode("medium health", NextAction::array(0, new NextAction("lesser healing // wave", 26.0f), nullptr))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new // NextAction("riptide", 26.0f), nullptr))); triggers.push_back(new TriggerNode("heroism", NextAction::array(0, new NextAction("heroism", 31.0f), nullptr))); triggers.push_back(new TriggerNode("bloodlust", NextAction::array(0, new NextAction("bloodlust", 30.0f), nullptr))); triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr))); triggers.push_back(new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 65.0f), nullptr))); } void ShamanBuffDpsStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("lightning shield", NextAction::array(0, new NextAction("lightning shield", 22.0f), nullptr))); } void ShamanBuffManaStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("water shield", NextAction::array(0, new NextAction("water shield", 22.0f), nullptr))); } void ShamanCureStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("cure poison", NextAction::array(0, new NextAction("cure poison", 21.0f), nullptr))); triggers.push_back(new TriggerNode("party member cure poison", NextAction::array(0, new NextAction("cure poison on party", 21.0f), nullptr))); triggers.push_back(new TriggerNode("cleanse spirit poison", NextAction::array(0, new NextAction("cleanse spirit", 24.0f), nullptr))); triggers.push_back( new TriggerNode("party member cleanse spirit poison", NextAction::array(0, new NextAction("cleanse spirit poison on party", 23.0f), nullptr))); triggers.push_back( new TriggerNode("cure disease", NextAction::array(0, new NextAction("cure disease", 31.0f), nullptr))); triggers.push_back(new TriggerNode("party member cure disease", NextAction::array(0, new NextAction("cure disease on party", 30.0f), nullptr))); triggers.push_back(new TriggerNode("cleanse spirit disease", NextAction::array(0, new NextAction("cleanse spirit", 24.0f), nullptr))); triggers.push_back( new TriggerNode("party member cleanse spirit disease", NextAction::array(0, new NextAction("cleanse spirit disease on party", 23.0f), nullptr))); triggers.push_back(new TriggerNode("cleanse spirit curse", NextAction::array(0, new NextAction("cleanse spirit", 24.0f), nullptr))); triggers.push_back( new TriggerNode("party member cleanse spirit curse", NextAction::array(0, new NextAction("cleanse spirit curse on party", 23.0f), nullptr))); } void ShamanHealerDpsStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("healer should attack", NextAction::array(0, new NextAction("flame shock", ACTION_DEFAULT + 0.2f), new NextAction("lava burst", ACTION_DEFAULT + 0.1f), new NextAction("lightning bolt", ACTION_DEFAULT), nullptr))); triggers.push_back( new TriggerNode("medium aoe and healer should attack", NextAction::array(0, new NextAction("chain lightning", ACTION_DEFAULT + 0.3f), nullptr))); }