/* * 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 "GenericHunterNonCombatStrategy.h" #include "Playerbots.h" class GenericHunterNonCombatStrategyActionNodeFactory : public NamedObjectFactory { public: GenericHunterNonCombatStrategyActionNodeFactory() { creators["rapid fire"] = &rapid_fire; creators["boost"] = &rapid_fire; creators["aspect of the pack"] = &aspect_of_the_pack; } private: static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("rapid fire", /*P*/ {}, /*A*/ { NextAction("readiness")}, /*C*/ {}); } static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("aspect of the pack", /*P*/ {}, /*A*/ { NextAction("aspect of the cheetah")}, /*C*/ {}); } }; GenericHunterNonCombatStrategy::GenericHunterNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI) { actionNodeFactories.Add(new GenericHunterNonCombatStrategyActionNodeFactory()); } void GenericHunterNonCombatStrategy::InitTriggers(std::vector& triggers) { NonCombatStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("trueshot aura", { NextAction("trueshot aura", 2.0f)})); triggers.push_back(new TriggerNode("often", { NextAction("apply stone", 1.0f), NextAction("apply oil", 1.0f), })); triggers.push_back(new TriggerNode("low ammo", { NextAction("say::low ammo", ACTION_NORMAL)})); triggers.push_back(new TriggerNode("no track", { NextAction("track humanoids", ACTION_NORMAL)})); triggers.push_back(new TriggerNode("no ammo", { NextAction("equip upgrades", ACTION_HIGH + 1)})); } void HunterPetStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("no pet", { NextAction("call pet", 60.0f)})); triggers.push_back(new TriggerNode("has pet", { NextAction("toggle pet spell", 60.0f)})); triggers.push_back(new TriggerNode("new pet", { NextAction("set pet stance", 60.0f)})); triggers.push_back(new TriggerNode("pet not happy", { NextAction("feed pet", 60.0f)})); triggers.push_back(new TriggerNode("hunters pet medium health", { NextAction("mend pet", 60.0f)})); triggers.push_back(new TriggerNode("hunters pet dead", { NextAction("revive pet", 60.0f)})); }