/* * 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 "DpsWarlockStrategy.h" #include "Playerbots.h" class DpsWarlockStrategyActionNodeFactory : public NamedObjectFactory { public: DpsWarlockStrategyActionNodeFactory() { creators["shadow bolt"] = &shadow_bolt; creators["unstable affliction"] = &unstable_affliction; creators["unstable affliction on attacker"] = &unstable_affliction_on_attacker; } private: static ActionNode* shadow_bolt([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("shadow bolt", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("shoot"), nullptr), /*C*/ nullptr); } static ActionNode* unstable_affliction([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("unstable affliction", /*P*/ NULL, /*A*/ NextAction::array(0, new NextAction("immolate"), NULL), /*C*/ NULL); } static ActionNode* unstable_affliction_on_attacker([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("unstable affliction on attacker", /*P*/ NULL, /*A*/ NextAction::array(0, new NextAction("immolate on attacker"), NULL), /*C*/ NULL); } }; DpsWarlockStrategy::DpsWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI) { actionNodeFactories.Add(new DpsWarlockStrategyActionNodeFactory()); } NextAction** DpsWarlockStrategy::getDefaultActions() { return NextAction::array( 0, new NextAction("haunt", ACTION_DEFAULT + 0.4f), new NextAction("demonic empowerment", ACTION_DEFAULT + 0.3f), new NextAction("shadow bolt", ACTION_DEFAULT + 0.2f), new NextAction("shoot", ACTION_DEFAULT), nullptr); } void DpsWarlockStrategy::InitTriggers(std::vector& triggers) { GenericWarlockStrategy::InitTriggers(triggers); triggers.push_back( new TriggerNode("backlash", NextAction::array(0, new NextAction("shadow bolt", 20.0f), nullptr))); triggers.push_back(new TriggerNode("haunt", NextAction::array(0, new NextAction("haunt", 26.0f), NULL))); triggers.push_back( new TriggerNode("shadow trance", NextAction::array(0, new NextAction("shadow bolt", 15.0f), NULL))); triggers.push_back(new TriggerNode("backlash", NextAction::array(0, new NextAction("shadow bolt", 15.0f), NULL))); triggers.push_back(new TriggerNode("molten core", NextAction::array(0, new NextAction("incinerate", 15.0f), NULL))); triggers.push_back(new TriggerNode("decimation", NextAction::array(0, new NextAction("soul fire", 16.0f), NULL))); // cast during movement triggers.push_back( new TriggerNode("high mana", NextAction::array(0, new NextAction("life tap", ACTION_DEFAULT + 0.1f), nullptr))); triggers.push_back(new TriggerNode("life tap glyph buff", NextAction::array(0, new NextAction("life tap", 28.0f), NULL))); triggers.push_back( new TriggerNode("metamorphosis", NextAction::array(0, new NextAction("metamorphosis", 20.0f), NULL))); } void DpsAoeWarlockStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("medium aoe", NextAction::array(0, new NextAction("seed of corruption", 33.0f), new NextAction("seed of corruption on attacker", 32.0f), new NextAction("rain of fire", 31.0f), nullptr))); triggers.push_back(new TriggerNode("corruption on attacker", NextAction::array(0, new NextAction("corruption on attacker", 27.0f), nullptr))); triggers.push_back( new TriggerNode("unstable affliction on attacker", NextAction::array(0, new NextAction("unstable affliction on attacker", 26.0f), NULL))); triggers.push_back( new TriggerNode("curse of agony on attacker", NextAction::array(0, new NextAction("curse of agony on attacker", 25.0f), nullptr))); } void DpsWarlockDebuffStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("corruption", NextAction::array(0, new NextAction("corruption", 22.0f), nullptr))); triggers.push_back(new TriggerNode("unstable affliction", NextAction::array(0, new NextAction("unstable affliction", 21.0f), NULL))); triggers.push_back( new TriggerNode("curse of agony", NextAction::array(0, new NextAction("curse of agony", 20.0f), nullptr))); }