/* * 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 "GenericMageStrategy.h" #include "Playerbots.h" class GenericMageStrategyActionNodeFactory : public NamedObjectFactory { public: GenericMageStrategyActionNodeFactory() { creators["frostbolt"] = &frostbolt; creators["fire blast"] = &fire_blast; creators["scorch"] = &scorch; creators["frost nova"] = &frost_nova; creators["icy veins"] = &icy_veins; creators["combustion"] = &combustion; creators["evocation"] = &evocation; creators["dragon's breath"] = &dragons_breath; creators["blast wave"] = &blast_wave; creators["remove curse"] = &remove_curse; creators["remove curse on party"] = &remove_curse_on_party; creators["firebolt"] = &firebolt; } private: static ActionNode* frostbolt([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("frostbolt", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("shoot"), nullptr), /*C*/ nullptr); } static ActionNode* fire_blast([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("fire blast", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("scorch"), nullptr), /*C*/ nullptr); } static ActionNode* scorch([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("scorch", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("shoot"), nullptr), /*C*/ nullptr); } static ActionNode* frost_nova([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("frost nova", /*P*/ nullptr, /*A*/ nullptr, /*C*/ NextAction::array(0, new NextAction("flee"), nullptr)); } static ActionNode* icy_veins([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("icy veins", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* combustion([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("combustion", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* evocation([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("evocation", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("mana potion"), nullptr), /*C*/ nullptr); } static ActionNode* dragons_breath([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("dragon's breath", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("blast wave"), nullptr), /*C*/ NextAction::array(0, new NextAction("flamestrike", 71.0f), nullptr)); } static ActionNode* blast_wave([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("blast wave", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("frost nova"), nullptr), /*C*/ NextAction::array(0, new NextAction("flamestrike", 71.0f), nullptr)); } static ActionNode* remove_curse([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("remove curse", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("remove lesser curse"), nullptr), /*C*/ nullptr); } static ActionNode* remove_curse_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("remove curse on party", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("remove lesser curse on party"), nullptr), /*C*/ nullptr); } static ActionNode* firebolt([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("firebolt", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("shoot"), nullptr), /*C*/ nullptr); } }; GenericMageStrategy::GenericMageStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) { actionNodeFactories.Add(new GenericMageStrategyActionNodeFactory()); } void GenericMageStrategy::InitTriggers(std::vector& triggers) { CombatStrategy::InitTriggers(triggers); // triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_MOVE + 9), nullptr))); triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("frost nova", 50.0f), nullptr))); triggers.push_back(new TriggerNode("counterspell on enemy healer", NextAction::array(0, new NextAction("counterspell on enemy healer", 40.0f), nullptr))); triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("ice block", 80.0f), nullptr))); triggers.push_back(new TriggerNode("spellsteal", NextAction::array(0, new NextAction("spellsteal", 40.0f), nullptr))); triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("invisibility", 60.0f), nullptr))); triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("evocation", ACTION_EMERGENCY + 5), nullptr))); triggers.push_back(new TriggerNode("fire ward", NextAction::array(0, new NextAction("fire ward", ACTION_EMERGENCY), nullptr))); triggers.push_back(new TriggerNode("frost ward", NextAction::array(0, new NextAction("frost ward", ACTION_EMERGENCY), nullptr))); triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_HIGH), nullptr))); } void MageCureStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("remove curse", NextAction::array(0, new NextAction("remove curse", 41.0f), nullptr))); triggers.push_back(new TriggerNode("remove curse on party", NextAction::array(0, new NextAction("remove curse on party", 40.0f), nullptr))); } void MageBoostStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("icy veins", NextAction::array(0, new NextAction("icy veins", 50.0f), nullptr))); triggers.push_back(new TriggerNode("presence of mind", NextAction::array(0, new NextAction("presence of mind", 42.0f), nullptr))); triggers.push_back(new TriggerNode("arcane power", NextAction::array(0, new NextAction("arcane power", 41.0f), nullptr))); triggers.push_back(new TriggerNode("mirror image", NextAction::array(0, new NextAction("mirror image", 41.0f), nullptr))); } void MageCcStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("polymorph", NextAction::array(0, new NextAction("polymorph", 30.0f), nullptr))); }