/* * 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 "HealDruidStrategy.h" #include "Playerbots.h" class HealDruidStrategyActionNodeFactory : public NamedObjectFactory { public: HealDruidStrategyActionNodeFactory() { creators["nourish on party"] = &nourtish_on_party; } private: static ActionNode* nourtish_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("nourish on party", /*P*/ {}, /*A*/ { NextAction("healing touch on party") }, /*C*/ {}); } }; HealDruidStrategy::HealDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI) { actionNodeFactories.Add(new HealDruidStrategyActionNodeFactory()); } void HealDruidStrategy::InitTriggers(std::vector& triggers) { GenericDruidStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode( "party member to heal out of spell range", { NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 9) })); // CRITICAL triggers.push_back( new TriggerNode("party member critical health", { NextAction("tree form", ACTION_CRITICAL_HEAL + 4.1f), NextAction("swiftmend on party", ACTION_CRITICAL_HEAL + 4), NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 3), NextAction("wild growth on party", ACTION_CRITICAL_HEAL + 2), NextAction("nourish on party", ACTION_CRITICAL_HEAL + 1), })); triggers.push_back( new TriggerNode("party member critical health", { NextAction("nature's swiftness", ACTION_CRITICAL_HEAL + 4) })); triggers.push_back(new TriggerNode( "group heal setting", { NextAction("tree form", ACTION_MEDIUM_HEAL + 2.3f), NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 2.2f), NextAction("rejuvenation on not full", ACTION_MEDIUM_HEAL + 2.1f), })); triggers.push_back( new TriggerNode("medium group heal setting", { NextAction("tree form", ACTION_CRITICAL_HEAL + 0.6f), NextAction("tranquility", ACTION_CRITICAL_HEAL + 0.5f) })); // LOW triggers.push_back( new TriggerNode("party member low health", { NextAction("tree form", ACTION_MEDIUM_HEAL + 1.5f), NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 1.4f), NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1.3f), NextAction("swiftmend on party", ACTION_MEDIUM_HEAL + 1.2), NextAction("nourish on party", ACTION_MEDIUM_HEAL + 1.1f), })); // MEDIUM triggers.push_back( new TriggerNode("party member medium health", { NextAction("tree form", ACTION_MEDIUM_HEAL + 0.5f), NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 0.4f), NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 0.3f), NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 0.2f), NextAction("nourish on party", ACTION_MEDIUM_HEAL + 0.1f) })); // almost full triggers.push_back( new TriggerNode("party member almost full health", { NextAction("wild growth on party", ACTION_LIGHT_HEAL + 0.3f), NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 0.2f), NextAction("regrowth on party", ACTION_LIGHT_HEAL + 0.1f) })); triggers.push_back( new TriggerNode("medium mana", { NextAction("innervate", ACTION_HIGH + 5) })); triggers.push_back(new TriggerNode("enemy too close for spell", { NextAction("flee", ACTION_MOVE + 9) })); }