/* * 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 "HealShamanStrategy.h" #include "Playerbots.h" class HealShamanStrategyActionNodeFactory : public NamedObjectFactory { public: HealShamanStrategyActionNodeFactory() { creators["earthliving weapon"] = &earthliving_weapon; creators["mana tide totem"] = &mana_tide_totem; } private: static ActionNode* earthliving_weapon([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("earthliving weapon", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("flametongue weapon"), nullptr), /*C*/ nullptr); } static ActionNode* mana_tide_totem([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("mana tide totem", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("mana potion"), nullptr), /*C*/ nullptr); } }; HealShamanStrategy::HealShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI) { actionNodeFactories.Add(new HealShamanStrategyActionNodeFactory()); } void HealShamanStrategy::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("earthliving weapon", 22.0f), nullptr))); triggers.push_back(new TriggerNode("main hand weapon no imbue", NextAction::array(0, new NextAction("earthliving weapon", 22.0f), nullptr))); triggers.push_back(new TriggerNode( "group heal setting", NextAction::array(0, new NextAction("riptide on party", 27.0f), new NextAction("chain heal on party", 26.0f), NULL))); triggers.push_back(new TriggerNode( "party member critical health", NextAction::array(0, new NextAction("riptide on party", 25.0f), new NextAction("healing wave on party", 24.0f), new NextAction("lesser healing wave on party", 23.0f), nullptr))); triggers.push_back(new TriggerNode( "party member low health", NextAction::array(0, new NextAction("riptide on party", 19.0f), new NextAction("healing wave on party", 18.0f), new NextAction("lesser healing wave on party", 17.0f), nullptr))); triggers.push_back(new TriggerNode( "party member medium health", NextAction::array(0, new NextAction("riptide on party", 16.0f), new NextAction("healing wave on party", 15.0f), new NextAction("lesser healing wave on party", 14.0f), nullptr))); triggers.push_back( new TriggerNode("party member almost full health", NextAction::array(0, new NextAction("riptide on party", 12.0f), new NextAction("lesser healing wave on party", 11.0f), nullptr))); triggers.push_back( new TriggerNode("party member cleanse spirit poison", NextAction::array(0, new NextAction("cleanse spirit poison on party", ACTION_DISPEL + 2), new NextAction("cleansing totem", ACTION_DISPEL + 2), NULL))); triggers.push_back( new TriggerNode("party member cleanse spirit disease", NextAction::array(0, new NextAction("cleanse spirit disease on party", ACTION_DISPEL + 2), new NextAction("cleansing totem", ACTION_DISPEL + 1), NULL))); triggers.push_back(new TriggerNode( "party member cleanse spirit curse", NextAction::array(0, new NextAction("cleanse spirit curse on party", ACTION_DISPEL + 2), NULL))); // triggers.push_back(new TriggerNode( // "no fire totem", // NextAction::array(0, new NextAction("flametongue totem", 10.0f), NULL))); // triggers.push_back(new TriggerNode( // "no water totem", // NextAction::array(0, new NextAction("healing stream totem", 13.0f), NULL))); triggers.push_back( new TriggerNode("earth shield on main tank", NextAction::array(0, new NextAction("earth shield on main tank", ACTION_HIGH + 7), NULL))); triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr))); triggers.push_back( new TriggerNode("medium mana", NextAction::array(0, new NextAction("mana tide totem", ACTION_HIGH + 5), NULL))); triggers.push_back( new TriggerNode("no fire totem", NextAction::array(0, new NextAction("flametongue totem", 7.0f), 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( "party member to heal out of spell range", NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 1), nullptr))); }