/* * 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 "CasterShamanStrategy.h" #include "Playerbots.h" class CasterShamanStrategyActionNodeFactory : public NamedObjectFactory { public: CasterShamanStrategyActionNodeFactory() { creators["magma totem"] = &magma_totem; creators["totem of wrath"] = &totem_of_wrath; } private: static ActionNode* magma_totem([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("magma totem", /*P*/ nullptr, /*A*/ nullptr, /*C*/ NextAction::array(0, new NextAction("fire nova"), nullptr)); } static ActionNode* totem_of_wrath([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("totem of wrath", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("flametongue totem"), nullptr), /*C*/ nullptr); } }; CasterShamanStrategy::CasterShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI) { actionNodeFactories.Add(new CasterShamanStrategyActionNodeFactory()); } NextAction** CasterShamanStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("lava burst", ACTION_DEFAULT + 0.2f), new NextAction("lightning bolt", ACTION_DEFAULT + 0.1f), // new NextAction("earth shock", ACTION_DEFAULT), // cast during movement nullptr); } void CasterShamanStrategy::InitTriggers(std::vector& triggers) { GenericShamanStrategy::InitTriggers(triggers); // triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", // ACTION_NORMAL + 9), nullptr))); triggers.push_back(new TriggerNode("shaman weapon", NextAction::array(0, new // NextAction("flametongue weapon", 23.0f), nullptr))); triggers.push_back(new TriggerNode( "enough mana", NextAction::array(0, new NextAction("chain lightning", ACTION_DEFAULT + 0.1f), nullptr))); triggers.push_back(new TriggerNode("main hand weapon no imbue", NextAction::array(0, new NextAction("flametongue weapon", 22.0f), nullptr))); // triggers.push_back(new TriggerNode("searing totem", NextAction::array(0, new NextAction("searing totem", 19.0f), // nullptr))); triggers.push_back( new TriggerNode("flame shock", NextAction::array(0, new NextAction("flame shock", 20.0f), nullptr))); triggers.push_back(new TriggerNode("elemental mastery", NextAction::array(0, new NextAction("elemental mastery", 27.0f), nullptr))); // triggers.push_back(new TriggerNode("frost shock snare", NextAction::array(0, new NextAction("frost // shock", 21.0f), nullptr))); triggers.push_back( new TriggerNode("no fire totem", NextAction::array(0, new NextAction("totem of wrath", 15.0f), new NextAction("searing totem", 6.0f), nullptr))); triggers.push_back(new TriggerNode("fire elemental totem", NextAction::array(0, new NextAction("fire elemental totem", 32.0f), nullptr))); triggers.push_back( new TriggerNode("medium mana", NextAction::array(0, new NextAction("thunderstorm", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("thunderstorm", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr))); } void CasterAoeShamanStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("light aoe", NextAction::array(0, new NextAction("chain lightning", 25.0f), nullptr))); triggers.push_back( new TriggerNode("medium aoe", NextAction::array(0, new NextAction("fire nova", 24.0f), nullptr))); }