/* * 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 "ShamanNonCombatStrategy.h" #include "AiFactory.h" #include "Strategy.h" #include "Playerbots.h" class ShamanNonCombatStrategyActionNodeFactory : public NamedObjectFactory { public: ShamanNonCombatStrategyActionNodeFactory() { creators["flametongue weapon"] = &flametongue_weapon; creators["frostbrand weapon"] = &frostbrand_weapon; creators["windfury weapon"] = &windfury_weapon; creators["earthliving weapon"] = &earthliving_weapon; creators["wind shear"] = &wind_shear; creators["purge"] = &purge; } private: static ActionNode* flametongue_weapon([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("flametongue weapon", /*P*/ {}, /*A*/ { NextAction("rockbiter weapon") }, /*C*/ {}); } static ActionNode* frostbrand_weapon([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("frostbrand weapon", /*P*/ {}, /*A*/ { NextAction("flametongue weapon") }, /*C*/ {}); } static ActionNode* windfury_weapon([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("windfury weapon", /*P*/ {}, /*A*/ { NextAction("flametongue weapon") }, /*C*/ {}); } static ActionNode* earthliving_weapon([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("earthliving weapon", /*P*/ {}, /*A*/ { NextAction("flametongue weapon") }, /*C*/ {}); } static ActionNode* wind_shear(PlayerbotAI*) { return new ActionNode("wind shear", {}, {}, {}); } static ActionNode* purge(PlayerbotAI*) { return new ActionNode("purge", {}, {}, {}); } }; ShamanNonCombatStrategy::ShamanNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI) { actionNodeFactories.Add(new ShamanNonCombatStrategyActionNodeFactory()); } void ShamanNonCombatStrategy::InitTriggers(std::vector& triggers) { NonCombatStrategy::InitTriggers(triggers); // Totemic Recall triggers.push_back(new TriggerNode("totemic recall", { NextAction("totemic recall", 60.0f), })); // Healing/Resurrect Triggers triggers.push_back(new TriggerNode("party member dead", { NextAction("ancestral spirit", ACTION_CRITICAL_HEAL + 10), })); triggers.push_back(new TriggerNode("party member critical health", { NextAction("riptide on party", 31.0f), NextAction("healing wave on party", 30.0f) })); triggers.push_back(new TriggerNode("party member low health",{ NextAction("riptide on party", 29.0f), NextAction("healing wave on party", 28.0f) })); triggers.push_back(new TriggerNode("party member medium health",{ NextAction("riptide on party", 27.0f), NextAction("healing wave on party", 26.0f) })); triggers.push_back(new TriggerNode("party member almost full health",{ NextAction("riptide on party", 25.0f), NextAction("lesser healing wave on party", 24.0f) })); triggers.push_back(new TriggerNode("group heal setting",{ NextAction("chain heal on party", 27.0f) })); // Cure Triggers triggers.push_back(new TriggerNode("cure poison", { NextAction("cure poison", 21.0f), })); triggers.push_back(new TriggerNode("party member cure poison", { NextAction("cure poison on party", 21.0f), })); triggers.push_back(new TriggerNode("cure disease", { NextAction("cure disease", 31.0f), })); triggers.push_back(new TriggerNode("party member cure disease", { NextAction("cure disease on party", 30.0f), })); // Out of Combat Buff Triggers Player* bot = botAI->GetBot(); int tab = AiFactory::GetPlayerSpecTab(bot); if (tab == 0) // Elemental { triggers.push_back(new TriggerNode("main hand weapon no imbue", { NextAction("flametongue weapon", 22.0f), })); triggers.push_back(new TriggerNode("water shield", { NextAction("water shield", 21.0f), })); } else if (tab == 1) // Enhancement { triggers.push_back(new TriggerNode("main hand weapon no imbue", { NextAction("windfury weapon", 22.0f), })); triggers.push_back(new TriggerNode("off hand weapon no imbue", { NextAction("flametongue weapon", 21.0f), })); triggers.push_back(new TriggerNode("lightning shield", { NextAction("lightning shield", 20.0f), })); } else if (tab == 2) // Restoration { triggers.push_back(new TriggerNode("main hand weapon no imbue",{ NextAction("earthliving weapon", 22.0f), })); triggers.push_back(new TriggerNode("water shield", { NextAction("water shield", 20.0f), })); } // Buff Triggers while swimming triggers.push_back(new TriggerNode("water breathing", { NextAction("water breathing", 12.0f), })); triggers.push_back(new TriggerNode("water walking", { NextAction("water walking", 12.0f), })); triggers.push_back(new TriggerNode("water breathing on party", { NextAction("water breathing on party", 11.0f), })); triggers.push_back(new TriggerNode("water walking on party", { NextAction("water walking on party", 11.0f), })); // Pet Triggers triggers.push_back(new TriggerNode("has pet", { NextAction("toggle pet spell", 60.0f), })); triggers.push_back(new TriggerNode("new pet", { NextAction("set pet stance", 65.0f), })); } void ShamanNonCombatStrategy::InitMultipliers(std::vector& multipliers) { NonCombatStrategy::InitMultipliers(multipliers); }