/* * 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 "DemonologyWarlockStrategy.h" #include "Playerbots.h" // ===== Action Node Factory ===== class DemonologyWarlockStrategyActionNodeFactory : public NamedObjectFactory { public: DemonologyWarlockStrategyActionNodeFactory() { creators["metamorphosis"] = &metamorphosis; creators["demonic empowerment"] = &demonic_empowerment; creators["corruption"] = &corruption; creators["corruption on attacker"] = &corruption_on_attacker; creators["immolate"] = &immolate; creators["immolate on attacker"] = &immolate_on_attacker; creators["incinerate"] = &incinerate; creators["soul fire"] = &soul_fire; creators["shadow bolt"] = &shadow_bolt; creators["life tap"] = &life_tap; creators["immolation aura"] = &immolation_aura; creators["shadowflame"] = &shadowflame; creators["seed of corruption on attacker"] = &seed_of_corruption_on_attacker; creators["seed of corruption"] = &seed_of_corruption; creators["rain of fire"] = &rain_of_fire; creators["demon charge"] = &demon_charge; } private: static ActionNode* metamorphosis(PlayerbotAI*) { return new ActionNode("metamorphosis", {}, {}, {}); } static ActionNode* demonic_empowerment(PlayerbotAI*) { return new ActionNode("demonic empowerment", {}, {}, {}); } static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", {}, {}, {}); } static ActionNode* corruption_on_attacker(PlayerbotAI*) { return new ActionNode("corruption on attacker", {}, {}, {}); } static ActionNode* immolate(PlayerbotAI*) { return new ActionNode("immolate", {}, {}, {}); } static ActionNode* immolate_on_attacker(PlayerbotAI*) { return new ActionNode("immolate on attacker", {}, {}, {}); } static ActionNode* incinerate(PlayerbotAI*) { return new ActionNode("incinerate", {}, {}, {}); } static ActionNode* soul_fire(PlayerbotAI*) { return new ActionNode("soul fire", {}, {}, {}); } static ActionNode* shadow_bolt(PlayerbotAI*) { return new ActionNode("shadow bolt", {}, {}, {}); } static ActionNode* life_tap(PlayerbotAI*) { return new ActionNode("life tap", {}, {}, {}); } static ActionNode* immolation_aura(PlayerbotAI*) { return new ActionNode("immolation aura", {}, {}, {}); } static ActionNode* shadowflame(PlayerbotAI*) { return new ActionNode("shadowflame", {}, {}, {}); } static ActionNode* seed_of_corruption_on_attacker(PlayerbotAI*) { return new ActionNode("seed of corruption on attacker", {}, {}, {}); } static ActionNode* seed_of_corruption(PlayerbotAI*) { return new ActionNode("seed of corruption", {}, {}, {}); } static ActionNode* rain_of_fire(PlayerbotAI*) { return new ActionNode("rain of fire", {}, {}, {}); } static ActionNode* demon_charge(PlayerbotAI*) { return new ActionNode("demon charge", {}, {}, {}); } }; // ===== Single Target Strategy ===== DemonologyWarlockStrategy::DemonologyWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI) { actionNodeFactories.Add(new DemonologyWarlockStrategyActionNodeFactory()); } // ===== Default Actions ===== std::vector DemonologyWarlockStrategy::getDefaultActions() { return { NextAction("corruption", 5.5f), NextAction("immolate", 5.4f), NextAction("shadow bolt", 5.3f), NextAction("incinerate", 5.2f), NextAction("shoot", 5.0f) }; } // ===== Trigger Initialization === void DemonologyWarlockStrategy::InitTriggers(std::vector& triggers) { GenericWarlockStrategy::InitTriggers(triggers); // High priority cooldowns triggers.push_back( new TriggerNode( "metamorphosis", { NextAction("metamorphosis", 28.5f) } ) ); triggers.push_back( new TriggerNode( "demonic empowerment", { NextAction("demonic empowerment", 28.0f) } ) ); // Main DoT triggers for high uptime triggers.push_back( new TriggerNode( "corruption on attacker", { NextAction("corruption on attacker", 19.5f) } ) ); triggers.push_back( new TriggerNode( "immolate on attacker", { NextAction("immolate on attacker", 19.0f) } ) ); triggers.push_back( new TriggerNode( "corruption", { NextAction("corruption", 18.0f) } ) ); triggers.push_back( new TriggerNode( "immolate", { NextAction("immolate", 17.5f) } ) ); // Procs triggers.push_back( new TriggerNode( "decimation", { NextAction("soul fire", 17.0f) } ) ); triggers.push_back( new TriggerNode( "molten core", { NextAction("incinerate", 16.5f) } ) ); // Life Tap glyph buff, and Life Tap as filler triggers.push_back( new TriggerNode( "life tap glyph buff", { NextAction("life tap", 29.5f) } ) ); triggers.push_back( new TriggerNode( "life tap", { NextAction("life tap", 5.1f) } ) ); triggers.push_back( new TriggerNode( "meta melee flee check", { NextAction("flee", 39.0f) } ) ); } // Combat strategy to run to melee for Immolation Aura // Enabled by default for the Demonology spec // To enable, type "co +meta melee" // To disable, type "co -meta melee" MetaMeleeAoeStrategy::MetaMeleeAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {} void MetaMeleeAoeStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode( "immolation aura active", { NextAction("reach melee", 25.5f), NextAction("demon charge", 25.0f) } ) ); }