/* * 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 "ShadowPriestStrategy.h" #include "Playerbots.h" #include "ShadowPriestStrategyActionNodeFactory.h" ShadowPriestStrategy::ShadowPriestStrategy(PlayerbotAI* botAI) : GenericPriestStrategy(botAI) { actionNodeFactories.Add(new ShadowPriestStrategyActionNodeFactory()); } NextAction** ShadowPriestStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("mind blast", ACTION_DEFAULT + 0.3f), new NextAction("mind flay", ACTION_DEFAULT + 0.2f), new NextAction("shadow word: death", ACTION_DEFAULT + 0.1f), // cast during movement new NextAction("shoot", ACTION_DEFAULT), nullptr); } void ShadowPriestStrategy::InitTriggers(std::vector& triggers) { GenericPriestStrategy::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("shadowform", NextAction::array(0, new NextAction("shadowform", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("dispersion", ACTION_HIGH + 5), nullptr))); triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("dispersion", ACTION_HIGH + 5), nullptr))); triggers.push_back( new TriggerNode("vampiric embrace", NextAction::array(0, new NextAction("vampiric embrace", 16.0f), nullptr))); triggers.push_back( new TriggerNode("silence", NextAction::array(0, new NextAction("silence", ACTION_INTERRUPT + 1), nullptr))); triggers.push_back( new TriggerNode("silence on enemy healer", NextAction::array(0, new NextAction("silence on enemy healer", ACTION_INTERRUPT), nullptr))); // triggers.push_back(new TriggerNode("shadowfiend", NextAction::array(0, new NextAction("shadowfiend", // ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new // NextAction("shadowfiend", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("low mana", // NextAction::array(0, new NextAction("mana burn", ACTION_HIGH), nullptr))); } void ShadowPriestAoeStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode( "shadow word: pain on attacker", NextAction::array(0, new NextAction("shadow word: pain on attacker", ACTION_NORMAL + 5), nullptr))); triggers.push_back(new TriggerNode( "vampiric touch on attacker", NextAction::array(0, new NextAction("vampiric touch on attacker", ACTION_NORMAL + 4), nullptr))); triggers.push_back( new TriggerNode("medium aoe", NextAction::array(0, new NextAction("mind sear", ACTION_HIGH + 4), nullptr))); } void ShadowPriestDebuffStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode( "devouring plague", NextAction::array(0, new NextAction("devouring plague", ACTION_HIGH + 3), nullptr))); triggers.push_back(new TriggerNode( "vampiric touch", NextAction::array(0, new NextAction("vampiric touch", ACTION_HIGH + 2), nullptr))); triggers.push_back(new TriggerNode( "shadow word: pain", NextAction::array(0, new NextAction("shadow word: pain", ACTION_HIGH + 1), nullptr))); // triggers.push_back(new TriggerNode("feedback", NextAction::array(0, new NextAction("feedback", 80.0f), // nullptr))); triggers.push_back(new TriggerNode("hex of weakness", NextAction::array(0, new NextAction("hex of // weakness", 10.0f), nullptr))); }