/* * 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 "GenericWarriorStrategy.h" #include "Playerbots.h" GenericWarriorStrategy::GenericWarriorStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) { } void GenericWarriorStrategy::InitTriggers(std::vector& triggers) { CombatStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode( "enemy out of melee", { NextAction("reach melee", ACTION_HIGH + 1) })); } class WarrirorAoeStrategyActionNodeFactory : public NamedObjectFactory { public: WarrirorAoeStrategyActionNodeFactory() { } private: }; WarrirorAoeStrategy::WarrirorAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) { actionNodeFactories.Add(new WarrirorAoeStrategyActionNodeFactory()); } void WarrirorAoeStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode( "light aoe", { NextAction("sweeping strikes", ACTION_HIGH + 7), NextAction("bladestorm", ACTION_HIGH + 6), NextAction("thunder clap", ACTION_HIGH + 5), NextAction("shockwave", ACTION_HIGH + 4), NextAction("demoralizing shout without life time check", ACTION_HIGH + 1), NextAction("cleave", ACTION_HIGH) })); triggers.push_back( new TriggerNode("shockwave on snare target", { NextAction("shockwave on snare target", ACTION_HIGH + 5) })); }