/* * 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. */ #ifndef _PLAYERBOT_HEALTHTRIGGERS_H #define _PLAYERBOT_HEALTHTRIGGERS_H #include #include "PlayerbotAIConfig.h" #include "Trigger.h" class PlayerbotAI; class ValueInRangeTrigger : public Trigger { public: ValueInRangeTrigger(PlayerbotAI* botAI, std::string const name, float maxValue, float minValue) : Trigger(botAI, name), maxValue(maxValue), minValue(minValue) { } virtual float GetValue() = 0; bool IsActive() override { float value = GetValue(); return value < maxValue && value >= minValue; } protected: float maxValue, minValue; }; class HealthInRangeTrigger : public ValueInRangeTrigger { public: HealthInRangeTrigger(PlayerbotAI* botAI, std::string const name, float maxValue, float minValue = 0) : ValueInRangeTrigger(botAI, name, maxValue, minValue) { } bool IsActive() override; float GetValue() override; }; class LowHealthTrigger : public HealthInRangeTrigger { public: LowHealthTrigger(PlayerbotAI* botAI, std::string const name = "low health", float value = sPlayerbotAIConfig.lowHealth, float minValue = 0) : HealthInRangeTrigger(botAI, name, value, minValue) { } std::string const GetTargetName() override { return "self target"; } }; class CriticalHealthTrigger : public LowHealthTrigger { public: CriticalHealthTrigger(PlayerbotAI* botAI) : LowHealthTrigger(botAI, "critical health", sPlayerbotAIConfig.criticalHealth, 0) { } }; class MediumHealthTrigger : public LowHealthTrigger { public: MediumHealthTrigger(PlayerbotAI* botAI) : LowHealthTrigger(botAI, "medium health", sPlayerbotAIConfig.mediumHealth, 0) { } }; class AlmostFullHealthTrigger : public LowHealthTrigger { public: AlmostFullHealthTrigger(PlayerbotAI* botAI) : LowHealthTrigger(botAI, "almost full health", sPlayerbotAIConfig.almostFullHealth, sPlayerbotAIConfig.mediumHealth) { } }; class PartyMemberLowHealthTrigger : public HealthInRangeTrigger { public: PartyMemberLowHealthTrigger(PlayerbotAI* botAI, std::string const name = "party member low health", float value = sPlayerbotAIConfig.lowHealth, float minValue = 0) : HealthInRangeTrigger(botAI, name, value, minValue) { } std::string const GetTargetName() override { return "party member to heal"; } }; class PartyMemberCriticalHealthTrigger : public PartyMemberLowHealthTrigger { public: PartyMemberCriticalHealthTrigger(PlayerbotAI* botAI) : PartyMemberLowHealthTrigger(botAI, "party member critical health", sPlayerbotAIConfig.criticalHealth, 0) { } }; class PartyMemberMediumHealthTrigger : public PartyMemberLowHealthTrigger { public: PartyMemberMediumHealthTrigger(PlayerbotAI* botAI) : PartyMemberLowHealthTrigger(botAI, "party member medium health", sPlayerbotAIConfig.mediumHealth, 0) { } }; class PartyMemberAlmostFullHealthTrigger : public PartyMemberLowHealthTrigger { public: PartyMemberAlmostFullHealthTrigger(PlayerbotAI* botAI) : PartyMemberLowHealthTrigger(botAI, "party member almost full health", sPlayerbotAIConfig.almostFullHealth, 0) { } }; class TargetLowHealthTrigger : public HealthInRangeTrigger { public: TargetLowHealthTrigger(PlayerbotAI* botAI, float value, float minValue = 0) : HealthInRangeTrigger(botAI, "target low health", value, minValue) { } std::string const GetTargetName() override { return "current target"; } }; class TargetCriticalHealthTrigger : public TargetLowHealthTrigger { public: TargetCriticalHealthTrigger(PlayerbotAI* botAI) : TargetLowHealthTrigger(botAI, 20) {} }; class PartyMemberDeadTrigger : public Trigger { public: PartyMemberDeadTrigger(PlayerbotAI* botAI) : Trigger(botAI, "resurrect", 1 * 1000) {} std::string const GetTargetName() override { return "party member to resurrect"; } bool IsActive() override; }; class CombatPartyMemberDeadTrigger : public Trigger { public: CombatPartyMemberDeadTrigger(PlayerbotAI* ai) : Trigger(ai, "combat party member to resurrect", 1) {} std::string const GetTargetName() override { return "party member to resurrect"; } bool IsActive() override; }; class DeadTrigger : public Trigger { public: DeadTrigger(PlayerbotAI* botAI) : Trigger(botAI, "dead") {} std::string const GetTargetName() override { return "self target"; } bool IsActive() override; }; class AoeHealTrigger : public Trigger { public: AoeHealTrigger(PlayerbotAI* botAI, std::string const name, std::string const type, int32 count) : Trigger(botAI, name), count(count), type(type) { } // reorder args - whipowill bool IsActive() override; protected: int32 count; std::string const type; }; class AoeInGroupTrigger : public Trigger { public: AoeInGroupTrigger(PlayerbotAI* ai, std::string name, std::string type) : Trigger(ai, name), type(type) { } bool IsActive() override; protected: std::string type; }; #endif