/* * 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 "BattlegroundStrategy.h" #include "Playerbots.h" void BGStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("often", { NextAction("bg join", relevance)})); triggers.push_back(new TriggerNode("bg invite active", { NextAction("bg status check", relevance)})); triggers.push_back(new TriggerNode("timer", { NextAction("bg strategy check", relevance)})); } BGStrategy::BGStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI) {} void BattlegroundStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("bg waiting", { NextAction("bg move to start", ACTION_BG)})); triggers.push_back(new TriggerNode("bg active", { NextAction("bg move to objective", ACTION_BG)})); triggers.push_back(new TriggerNode("often", { NextAction("bg check objective", ACTION_BG + 1)})); triggers.push_back(new TriggerNode("dead", { NextAction("bg reset objective force", ACTION_EMERGENCY)})); } void WarsongStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("bg active", { NextAction("bg check flag", ACTION_EMERGENCY )})); triggers.push_back(new TriggerNode("enemy flagcarrier near", { NextAction("attack enemy flag carrier", ACTION_RAID + 1.0f)})); triggers.push_back(new TriggerNode("team flagcarrier near", { NextAction("bg protect fc", ACTION_RAID)})); triggers.push_back(new TriggerNode("often", { NextAction("bg use buff", ACTION_BG)})); triggers.push_back(new TriggerNode("low health", { NextAction("bg use buff", ACTION_MOVE)})); triggers.push_back(new TriggerNode("low mana", { NextAction("bg use buff", ACTION_MOVE)})); triggers.push_back(new TriggerNode("player has flag", { NextAction("bg move to objective", ACTION_EMERGENCY)})); triggers.push_back(new TriggerNode("timer bg", { NextAction("bg reset objective force", ACTION_EMERGENCY)})); } void AlteracStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("alliance no snowfall gy", { NextAction("bg move to objective", ACTION_EMERGENCY)})); triggers.push_back(new TriggerNode("timer bg", { NextAction("bg reset objective force", ACTION_EMERGENCY)})); } void ArathiStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("bg active", { NextAction("bg check flag", ACTION_EMERGENCY)})); triggers.push_back(new TriggerNode("often", { NextAction("bg use buff", ACTION_BG)})); triggers.push_back(new TriggerNode("low health", { NextAction("bg use buff", ACTION_MOVE)})); triggers.push_back(new TriggerNode("low mana", { NextAction("bg use buff", ACTION_MOVE)})); } void EyeStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("bg active", { NextAction("bg check flag", ACTION_EMERGENCY)})); triggers.push_back(new TriggerNode("often", { NextAction("bg use buff", ACTION_BG)})); triggers.push_back(new TriggerNode("low health", { NextAction("bg use buff", ACTION_MOVE)})); triggers.push_back(new TriggerNode("low mana", { NextAction("bg use buff", ACTION_MOVE)})); triggers.push_back(new TriggerNode("enemy flagcarrier near", { NextAction("attack enemy flag carrier", ACTION_RAID)})); triggers.push_back(new TriggerNode("player has flag",{ NextAction("bg move to objective", ACTION_EMERGENCY)})); } //TODO: Do Priorities void IsleStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("bg active", { NextAction("bg check flag", ACTION_MOVE)})); triggers.push_back(new TriggerNode("timer", { NextAction("enter vehicle", ACTION_MOVE + 8.0f)})); triggers.push_back(new TriggerNode("random", { NextAction("leave vehicle", ACTION_MOVE + 7.0f)})); triggers.push_back(new TriggerNode("in vehicle", { NextAction("hurl boulder", ACTION_MOVE + 9.0f)})); triggers.push_back(new TriggerNode("in vehicle", { NextAction("fire cannon", ACTION_MOVE + 9.0f)})); triggers.push_back(new TriggerNode("in vehicle", { NextAction("napalm", ACTION_MOVE + 9.0f)})); triggers.push_back(new TriggerNode("enemy is close", { NextAction("steam blast", ACTION_MOVE + 9.0f)})); triggers.push_back(new TriggerNode("in vehicle", { NextAction("ram", ACTION_MOVE + 9.0f)})); triggers.push_back(new TriggerNode("enemy is close", { NextAction("ram", ACTION_MOVE + 9.1f)})); triggers.push_back(new TriggerNode("enemy out of melee", { NextAction("steam rush", ACTION_MOVE + 9.2f)})); triggers.push_back(new TriggerNode("in vehicle", { NextAction("incendiary rocket", ACTION_MOVE + 9.0f)})); triggers.push_back(new TriggerNode("in vehicle", { NextAction("rocket blast", ACTION_MOVE + 9.0f)})); // this is bugged: it doesn't work, and stops glaive throw working (which is needed to take down gate) // triggers.push_back(new TriggerNode("in vehicle", { NextAction("blade salvo", ACTION_MOVE + 9.0f)})); triggers.push_back(new TriggerNode("in vehicle", { NextAction("glaive throw", ACTION_MOVE + 9.0f)})); } void ArenaStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("no possible targets", { NextAction("arena tactics", ACTION_BG)})); }