/* * 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 "CatDpsDruidStrategy.h" #include "AiObjectContext.h" class CatDpsDruidStrategyActionNodeFactory : public NamedObjectFactory { public: CatDpsDruidStrategyActionNodeFactory() { creators["faerie fire (feral)"] = &faerie_fire_feral; creators["melee"] = &melee; creators["feral charge - cat"] = &feral_charge_cat; creators["cat form"] = &cat_form; creators["claw"] = &claw; creators["mangle (cat)"] = &mangle_cat; creators["rake"] = &rake; creators["ferocious bite"] = &ferocious_bite; creators["rip"] = &rip; creators["pounce"] = &pounce; creators["ravage"] = &ravage; } private: static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("faerie fire (feral)", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("melee", /*P*/ NextAction::array(0, new NextAction("feral charge - cat"), nullptr), /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* feral_charge_cat([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("feral charge - cat", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("reach melee"), nullptr), /*C*/ nullptr); } static ActionNode* cat_form([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("cat form", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* claw([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("claw", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("melee"), nullptr), /*C*/ nullptr); } static ActionNode* mangle_cat([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("mangle (cat)", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("claw"), nullptr), /*C*/ nullptr); } static ActionNode* rake([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("rake", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* ferocious_bite([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("ferocious bite", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("rip"), nullptr), /*C*/ nullptr); } static ActionNode* rip([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("rip", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* pounce([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("pounce", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("ravage"), nullptr), /*C*/ nullptr); } static ActionNode* ravage([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("ravage", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("shred"), nullptr), /*C*/ nullptr); } }; CatDpsDruidStrategy::CatDpsDruidStrategy(PlayerbotAI* botAI) : FeralDruidStrategy(botAI) { actionNodeFactories.Add(new CatDpsDruidStrategyActionNodeFactory()); } NextAction** CatDpsDruidStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("mangle (cat)", ACTION_NORMAL + 1), nullptr); } void CatDpsDruidStrategy::InitTriggers(std::vector& triggers) { FeralDruidStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("cat form", NextAction::array(0, new NextAction("cat form", ACTION_HIGH + 2), nullptr))); triggers.push_back(new TriggerNode("rake", NextAction::array(0, new NextAction("rake", ACTION_NORMAL + 5), nullptr))); triggers.push_back(new TriggerNode("combo points available", NextAction::array(0, new NextAction("ferocious bite", ACTION_NORMAL + 9), nullptr))); triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("cower", ACTION_EMERGENCY + 1), nullptr))); triggers.push_back(new TriggerNode("faerie fire (feral)", NextAction::array(0, new NextAction("faerie fire (feral)", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("tiger's fury", NextAction::array(0, new NextAction("tiger's fury", ACTION_EMERGENCY + 1), nullptr))); triggers.push_back(new TriggerNode("behind target", NextAction::array(0, new NextAction("pounce", ACTION_HIGH + 1), nullptr))); //triggers.push_back(new TriggerNode("player has no flag", NextAction::array(0, new NextAction("prowl", ACTION_HIGH), nullptr))); //triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("prowl", ACTION_INTERRUPT + 1), nullptr))); triggers.push_back(new TriggerNode("player has flag", NextAction::array(0, new NextAction("dash", ACTION_EMERGENCY), nullptr))); triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("dash", ACTION_EMERGENCY), nullptr))); } void CatAoeDruidStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("swipe (cat)", ACTION_HIGH + 2), nullptr))); }