/* * 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 "SurvivalHunterStrategy.h" #include "Playerbots.h" // ===== Action Node Factory ===== class SurvivalHunterStrategyActionNodeFactory : public NamedObjectFactory { public: SurvivalHunterStrategyActionNodeFactory() { creators["auto shot"] = &auto_shot; creators["kill command"] = &kill_command; creators["kill shot"] = &kill_shot; creators["explosive shot"] = &explosive_shot; creators["black arrow"] = &black_arrow; creators["viper sting"] = &viper_sting; creators["serpent sting"] = serpent_sting; creators["aimed shot"] = &aimed_shot; creators["arcane shot"] = &arcane_shot; creators["steady shot"] = &steady_shot; creators["multi-shot"] = &multi_shot; creators["volley"] = &volley; } private: static ActionNode* auto_shot(PlayerbotAI*) { return new ActionNode("auto shot", {}, {}, {}); } static ActionNode* kill_command(PlayerbotAI*) { return new ActionNode("kill command", {}, {}, {}); } static ActionNode* kill_shot(PlayerbotAI*) { return new ActionNode("kill shot", {}, {}, {}); } static ActionNode* explosive_shot(PlayerbotAI*) { return new ActionNode("explosive shot", {}, {}, {}); } static ActionNode* black_arrow(PlayerbotAI*) { return new ActionNode("black arrow", {}, {}, {}); } static ActionNode* viper_sting(PlayerbotAI*) { return new ActionNode("viper sting", {}, {}, {}); } static ActionNode* serpent_sting(PlayerbotAI*) { return new ActionNode("serpent sting", {}, {}, {}); } static ActionNode* aimed_shot(PlayerbotAI*) { return new ActionNode("aimed shot", {}, {}, {}); } static ActionNode* arcane_shot(PlayerbotAI*) { return new ActionNode("arcane shot", {}, {}, {}); } static ActionNode* steady_shot(PlayerbotAI*) { return new ActionNode("steady shot", {}, {}, {}); } static ActionNode* multi_shot(PlayerbotAI*) { return new ActionNode("multi shot", {}, {}, {}); } static ActionNode* volley(PlayerbotAI*) { return new ActionNode("volley", {}, {}, {}); } }; // ===== Single Target Strategy ===== SurvivalHunterStrategy::SurvivalHunterStrategy(PlayerbotAI* botAI) : GenericHunterStrategy(botAI) { actionNodeFactories.Add(new SurvivalHunterStrategyActionNodeFactory()); } // ===== Default Actions ===== std::vector SurvivalHunterStrategy::getDefaultActions() { return { NextAction("kill command", 5.9f), NextAction("kill shot", 5.8f), NextAction("explosive shot", 5.7f), NextAction("black arrow", 5.6f), NextAction("serpent sting", 5.5f), NextAction("aimed shot", 5.4f), NextAction("arcane shot", 5.3f), NextAction("steady shot", 5.2f), NextAction("auto shot", 5.1f) }; } // ===== Trigger Initialization === void SurvivalHunterStrategy::InitTriggers(std::vector& triggers) { GenericHunterStrategy::InitTriggers(triggers); triggers.push_back( new TriggerNode( "lock and load", { NextAction("explosive shot rank 4", 28.0f) } ) ); triggers.push_back( new TriggerNode( "lock and load", { NextAction("explosive shot rank 3", 27.5f) } ) ); triggers.push_back( new TriggerNode( "lock and load", { NextAction("explosive shot rank 2", 27.0f) } ) ); triggers.push_back( new TriggerNode( "lock and load", { NextAction("explosive shot rank 1", 26.5f) } ) ); triggers.push_back( new TriggerNode( "kill command", { NextAction("kill command", 18.5f) } ) ); triggers.push_back( new TriggerNode( "target critical health", { NextAction("kill shot", 18.0f) } ) ); triggers.push_back( new TriggerNode( "explosive shot", { NextAction("explosive shot", 17.5f) } ) ); triggers.push_back( new TriggerNode( "black arrow", { NextAction("black arrow", 16.5f) } ) ); triggers.push_back( new TriggerNode( "low mana", { NextAction("viper sting", 16.0f) } ) ); triggers.push_back( new TriggerNode( "no stings", { NextAction("serpent sting", 15.5f) } ) ); triggers.push_back( new TriggerNode( "serpent sting on attacker", { NextAction("serpent sting on attacker", 15.0f) } ) ); }