/* * 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 "GenericWarlockNonCombatStrategy.h" #include "Playerbots.h" class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFactory { public: GenericWarlockNonCombatStrategyActionNodeFactory() { creators["fel armor"] = &fel_armor; creators["demon armor"] = &demon_armor; creators["summon voidwalker"] = &summon_voidwalker; creators["summon felguard"] = &summon_felguard; creators["summon succubus"] = &summon_succubus; creators["summon felhunter"] = &summon_felhunter; } private: static ActionNode* fel_armor([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("fel armor", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("demon armor"), nullptr), /*C*/ nullptr); } static ActionNode* demon_armor([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("demon armor", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("demon skin"), nullptr), /*C*/ nullptr); } static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("summon voidwalker", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("summon imp"), nullptr), /*C*/ nullptr); } static ActionNode* summon_succubus(PlayerbotAI* botAI) { return new ActionNode("summon succubus", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("summon imp"), nullptr), /*C*/ nullptr); } static ActionNode* summon_felhunter([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("summon felhunter", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("summon voidwalker"), nullptr), /*C*/ nullptr); } static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("summon felguard", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("summon succubus"), nullptr), /*C*/ nullptr); } }; GenericWarlockNonCombatStrategy::GenericWarlockNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI) { actionNodeFactories.Add(new GenericWarlockNonCombatStrategyActionNodeFactory()); } void GenericWarlockNonCombatStrategy::InitTriggers(std::vector& triggers) { NonCombatStrategy::InitTriggers(triggers); triggers.push_back( new TriggerNode("demon armor", NextAction::array(0, new NextAction("fel armor", 21.0f), nullptr))); // triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr))); triggers.push_back( new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr))); triggers.push_back( new TriggerNode("no healthstone", NextAction::array(0, new NextAction("create healthstone", 15.0f), nullptr))); triggers.push_back( new TriggerNode("no spellstone", NextAction::array(0, new NextAction("create spellstone", 13.0f), nullptr))); triggers.push_back( new TriggerNode("spellstone", NextAction::array(0, new NextAction("spellstone", 13.0f), nullptr))); } void WarlockPetStrategy::InitTriggers(std::vector& triggers) { // triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 60.0f), // nullptr))); // TODO Warlock pets } SummonImpStrategy::SummonImpStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {} void SummonImpStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon imp", 11.0f), NULL))); } SummonFelguardStrategy::SummonFelguardStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {} void SummonFelguardStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 11.0f), NULL))); } SummonFelhunterStrategy::SummonFelhunterStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {} void SummonFelhunterStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felhunter", 11.0f), NULL))); }