/* * 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 "EnhancementShamanStrategy.h" #include "Playerbots.h" // ===== Action Node Factory ===== class EnhancementShamanStrategyActionNodeFactory : public NamedObjectFactory { public: EnhancementShamanStrategyActionNodeFactory() { creators["stormstrike"] = &stormstrike; creators["lava lash"] = &lava_lash; creators["feral spirit"] = &feral_spirit; creators["lightning bolt"] = &lightning_bolt; creators["earth shock"] = &earth_shock; creators["flame shock"] = &flame_shock; creators["shamanistic rage"] = &shamanistic_rage; creators["call of the elements"] = &call_of_the_elements; creators["lightning shield"] = &lightning_shield; } private: static ActionNode* stormstrike(PlayerbotAI*) { return new ActionNode("stormstrike", {}, {}, {}); } static ActionNode* lava_lash([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "lava lash", /*P*/ {}, /*A*/ { NextAction("melee") }, /*C*/ {} ); } static ActionNode* feral_spirit(PlayerbotAI*) { return new ActionNode("feral spirit", {}, {}, {}); } static ActionNode* lightning_bolt(PlayerbotAI*) { return new ActionNode("lightning bolt", {}, {}, {}); } static ActionNode* earth_shock(PlayerbotAI*) { return new ActionNode("earth shock", {}, {}, {}); } static ActionNode* flame_shock(PlayerbotAI*) { return new ActionNode("flame shock", {}, {}, {}); } static ActionNode* shamanistic_rage(PlayerbotAI*) { return new ActionNode("shamanistic rage", {}, {}, {}); } static ActionNode* call_of_the_elements(PlayerbotAI*) { return new ActionNode("call of the elements", {}, {}, {}); } static ActionNode* lightning_shield(PlayerbotAI*) { return new ActionNode("lightning shield", {}, {}, {}); } }; // ===== Single Target Strategy ===== EnhancementShamanStrategy::EnhancementShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI) { actionNodeFactories.Add(new EnhancementShamanStrategyActionNodeFactory()); } // ===== Default Actions ===== std::vector EnhancementShamanStrategy::getDefaultActions() { return { NextAction("stormstrike", 5.5f), NextAction("feral spirit", 5.4f), NextAction("earth shock", 5.3f), NextAction("lava lash", 5.2f), NextAction("melee", 5.0f) }; } // ===== Trigger Initialization === void EnhancementShamanStrategy::InitTriggers(std::vector& triggers) { GenericShamanStrategy::InitTriggers(triggers); // Totem Trigger triggers.push_back( new TriggerNode( "call of the elements and enemy within melee", { NextAction("call of the elements", 60.0f) } ) ); // Spirit Walk Trigger triggers.push_back( new TriggerNode( "spirit walk ready", { NextAction("spirit walk", 50.0f) } ) ); // Damage Triggers triggers.push_back( new TriggerNode( "enemy out of melee", { NextAction("reach melee", 40.0f) } ) ); triggers.push_back( new TriggerNode( "maelstrom weapon 5", { NextAction("lightning bolt", 20.0f) } ) ); triggers.push_back( new TriggerNode( "maelstrom weapon 4", { NextAction("lightning bolt", 19.5f) } ) ); triggers.push_back( new TriggerNode( "flame shock", { NextAction("flame shock", 19.0f) } ) ); triggers.push_back( new TriggerNode( "lightning shield", { NextAction("lightning shield", 18.5f) } ) ); // Health/Mana Triggers triggers.push_back( new TriggerNode( "medium mana", { NextAction("shamanistic rage", 23.0f) } ) ); triggers.push_back( new TriggerNode( "low health", { NextAction("shamanistic rage", 23.0f) } ) ); }