/* * 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 "CasterShamanStrategy.h" #include "Playerbots.h" class CasterShamanStrategyActionNodeFactory : public NamedObjectFactory { public: CasterShamanStrategyActionNodeFactory() { creators["magma totem"] = &magma_totem; creators["totem of wrath"] = &totem_of_wrath; } private: static ActionNode* magma_totem([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("magma totem", /*P*/ nullptr, /*A*/ nullptr, /*C*/ NextAction::array(0, new NextAction("fire nova"), nullptr)); } static ActionNode* totem_of_wrath(PlayerbotAI* botAI) { return new ActionNode ("totem of wrath", /*P*/ NULL, /*A*/ NextAction::array(0, new NextAction("flametongue totem"), NULL), /*C*/ NULL); } }; CasterShamanStrategy::CasterShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI) { actionNodeFactories.Add(new CasterShamanStrategyActionNodeFactory()); } NextAction** CasterShamanStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("lava burst", ACTION_DEFAULT + 0.2f), new NextAction("lightning bolt", ACTION_DEFAULT), NULL); } void CasterShamanStrategy::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("flametongue weapon", 23.0f), nullptr))); // triggers.push_back(new TriggerNode("searing totem", NextAction::array(0, new NextAction("searing totem", 19.0f), nullptr))); triggers.push_back(new TriggerNode("flame shock", NextAction::array(0, new NextAction("flame shock", 20.0f), nullptr))); triggers.push_back(new TriggerNode("elemental mastery", NextAction::array(0, new NextAction("elemental mastery", 27.0f), nullptr))); // triggers.push_back(new TriggerNode("frost shock snare", NextAction::array(0, new NextAction("frost shock", 21.0f), nullptr))); triggers.push_back(new TriggerNode( "no fire totem", NextAction::array(0, new NextAction("totem of wrath", 15.0f), NULL))); triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("thunderstorm", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("thunderstorm", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr))); } void CasterAoeShamanStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("chain lightning", 25.0f), nullptr))); }