/* * 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 "DpsRogueStrategy.h" #include "Playerbots.h" class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory { public: DpsRogueStrategyActionNodeFactory() { creators["mutilate"] = &mutilate; creators["sinister strike"] = &sinister_strike; creators["kick"] = &kick; creators["kidney shot"] = &kidney_shot; creators["backstab"] = &backstab; creators["melee"] = &melee; creators["rupture"] = &rupture; } private: static ActionNode* melee(PlayerbotAI* botAI) { return new ActionNode ("melee", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr), /*C*/ nullptr); } static ActionNode* mutilate(PlayerbotAI* botAI) { return new ActionNode ("mutilate", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("sinister strike"), nullptr), /*C*/ nullptr); } static ActionNode* sinister_strike(PlayerbotAI* botAI) { return new ActionNode ("sinister strike", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("melee"), nullptr), /*C*/ nullptr); } static ActionNode* kick(PlayerbotAI* botAI) { return new ActionNode ("kick", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("kidney shot"), nullptr), /*C*/ nullptr); } static ActionNode* kidney_shot(PlayerbotAI* botAI) { return new ActionNode ("kidney shot", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* backstab(PlayerbotAI* botAI) { return new ActionNode ("backstab", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr), /*C*/ nullptr); } static ActionNode* rupture(PlayerbotAI* botAI) { return new ActionNode ("rupture", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("eviscerate"), nullptr), /*C*/ nullptr); } }; DpsRogueStrategy::DpsRogueStrategy(PlayerbotAI* botAI) : MeleeCombatStrategy(botAI) { actionNodeFactories.Add(new DpsRogueStrategyActionNodeFactory()); } NextAction** DpsRogueStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("killing spree", ACTION_DEFAULT + 0.1f), new NextAction("melee", ACTION_DEFAULT), nullptr); } void DpsRogueStrategy::InitTriggers(std::vector& triggers) { MeleeCombatStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode( "high energy available", NextAction::array(0, new NextAction("garrote", ACTION_HIGH + 7), new NextAction("ambush", ACTION_HIGH + 6), nullptr))); triggers.push_back(new TriggerNode( "high energy available", NextAction::array(0, new NextAction("sinister strike", ACTION_NORMAL + 3), nullptr))); triggers.push_back(new TriggerNode( "slice and dice", NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 2), nullptr))); triggers.push_back(new TriggerNode( "combo points available", NextAction::array(0, new NextAction("rupture", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode( "target with combo points almost dead", NextAction::array(0, new NextAction("eviscerate", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode( "medium threat", NextAction::array(0, new NextAction("vanish", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode( "low health", NextAction::array(0, new NextAction("evasion", ACTION_EMERGENCY), new NextAction("feint", ACTION_EMERGENCY), nullptr))); triggers.push_back(new TriggerNode( "kick", NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), nullptr))); triggers.push_back(new TriggerNode( "kick on enemy healer", NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), nullptr))); // triggers.push_back(new TriggerNode( // "behind target", // NextAction::array(0, new NextAction("backstab", ACTION_NORMAL), nullptr))); triggers.push_back(new TriggerNode( "light aoe", NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH + 3), nullptr))); triggers.push_back(new TriggerNode( "enemy out of melee", NextAction::array(0, new NextAction("stealth", ACTION_NORMAL + 9), new NextAction("sprint", ACTION_NORMAL + 8), new NextAction("reach melee", ACTION_NORMAL + 7), nullptr))); triggers.push_back(new TriggerNode( "expose armor", NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), nullptr))); triggers.push_back(new TriggerNode( "tricks of the trade on main tank", NextAction::array(0, new NextAction("tricks of the trade on main tank", ACTION_HIGH + 7), nullptr))); } class StealthedRogueStrategyActionNodeFactory : public NamedObjectFactory { public: StealthedRogueStrategyActionNodeFactory() { creators["ambush"] = &ambush; creators["cheap shot"] = &cheap_shot; creators["garrote"] = &garrote; creators["sap"] = &sap; creators["sinister strike"] = &sinister_strike; } private: static ActionNode* ambush(PlayerbotAI* botAI) { return new ActionNode("ambush", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("garrote"), nullptr), /*C*/ nullptr); } static ActionNode* cheap_shot(PlayerbotAI* botAI) { return new ActionNode("cheap shot", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* garrote(PlayerbotAI* botAI) { return new ActionNode("garrote", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* sap(PlayerbotAI* botAI) { return new ActionNode("sap", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* sinister_strike(PlayerbotAI* botAI) { return new ActionNode("sinister strike", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("cheap shot"), nullptr), /*C*/ nullptr); } }; StealthedRogueStrategy::StealthedRogueStrategy(PlayerbotAI* botAI) : Strategy(botAI) { actionNodeFactories.Add(new StealthedRogueStrategyActionNodeFactory()); } NextAction** StealthedRogueStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("ambush", ACTION_NORMAL + 4), new NextAction("backstab", ACTION_NORMAL + 3), new NextAction("cheap shot", ACTION_NORMAL + 2), new NextAction("sinister strike", ACTION_NORMAL + 1), new NextAction("melee", ACTION_NORMAL), nullptr); } void StealthedRogueStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("combo points available", NextAction::array(0, new NextAction("eviscerate", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("kick", NextAction::array(0, new NextAction("cheap shot", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("kick on enemy healer", NextAction::array(0, new NextAction("cheap shot", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("behind target", NextAction::array(0, new NextAction("ambush", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("not behind target", NextAction::array(0, new NextAction("cheap shot", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("sprint", ACTION_EMERGENCY + 1), nullptr))); triggers.push_back(new TriggerNode("unstealth", NextAction::array(0, new NextAction("unstealth", ACTION_NORMAL), nullptr))); /*triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("food", ACTION_EMERGENCY + 1), nullptr)));*/ triggers.push_back(new TriggerNode("no stealth", NextAction::array(0, new NextAction("check stealth", ACTION_EMERGENCY), nullptr))); triggers.push_back(new TriggerNode("sprint", NextAction::array(0, new NextAction("sprint", ACTION_INTERRUPT), nullptr))); } void StealthStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("stealth", NextAction::array(0, new NextAction("stealth", ACTION_INTERRUPT), nullptr))); } void RogueAoeStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode( "medium aoe", NextAction::array(0, new NextAction("fan of knives", ACTION_NORMAL + 5), nullptr))); } void RogueBoostStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("adrenaline rush", NextAction::array(0, new NextAction("adrenaline rush", ACTION_HIGH + 2), nullptr))); } void RogueCcStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("sap", NextAction::array(0, new NextAction("stealth", ACTION_INTERRUPT), new NextAction("sap", ACTION_INTERRUPT), nullptr))); }