/* * 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. */ #ifndef _PLAYERBOT_GENERICPALADINSTRATEGYACTIONNODEFACTORY_H #define _PLAYERBOT_GENERICPALADINSTRATEGYACTIONNODEFACTORY_H #include "Action.h" #include "NamedObjectContext.h" class PlayerbotAI; class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory { public: GenericPaladinStrategyActionNodeFactory() { creators["seal of light"] = &seal_of_light; creators["cleanse poison"] = &cleanse_poison; creators["cleanse disease"] = &cleanse_disease; creators["cleanse magic"] = &cleanse_magic; creators["cleanse poison on party"] = &cleanse_poison_on_party; creators["cleanse disease on party"] = &cleanse_disease_on_party; creators["seal of wisdom"] = &seal_of_wisdom; creators["seal of justice"] = &seal_of_justice; creators["hand of reckoning"] = &hand_of_reckoning; creators["judgement of wisdom"] = &judgement_of_wisdom; creators["divine shield"] = &divine_shield; creators["flash of light"] = &flash_of_light; creators["flash of light on party"] = &flash_of_light_on_party; creators["holy wrath"] = &holy_wrath; creators["lay on hands"] = &lay_on_hands; creators["lay on hands on party"] = &lay_on_hands_on_party; creators["hammer of wrath"] = &hammer_of_wrath; creators["retribution aura"] = &retribution_aura; creators["blessing of kings"] = &blessing_of_kings; creators["blessing of wisdom"] = &blessing_of_wisdom; creators["blessing of kings on party"] = &blessing_of_kings_on_party; creators["blessing of wisdom on party"] = &blessing_of_wisdom_on_party; creators["blessing of sanctuary"] = &blessing_of_sanctuary; } private: static ActionNode* blessing_of_sanctuary(PlayerbotAI* botAI) { return new ActionNode ("blessing of sanctuary", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* blessing_of_kings(PlayerbotAI* botAI) { return new ActionNode ("blessing of kings", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* blessing_of_wisdom(PlayerbotAI* botAI) { return new ActionNode ("blessing of wisdom", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* blessing_of_kings_on_party(PlayerbotAI* botAI) { return new ActionNode ("blessing of kings on party", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* blessing_of_wisdom_on_party(PlayerbotAI* botAI) { return new ActionNode ("blessing of wisdom on party", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* retribution_aura(PlayerbotAI* botAI) { return new ActionNode ("retribution aura", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("devotion aura"), nullptr), /*C*/ nullptr); } static ActionNode* lay_on_hands(PlayerbotAI* botAI) { return new ActionNode ("lay on hands", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("divine shield"), new NextAction("flash of light"), nullptr), /*C*/ nullptr); } static ActionNode* lay_on_hands_on_party(PlayerbotAI* botAI) { return new ActionNode ("lay on hands on party", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("flash of light"), nullptr), /*C*/ nullptr); } static ActionNode* seal_of_light(PlayerbotAI* botAI) { return new ActionNode ("seal of light", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("seal of justice"), nullptr), /*C*/ nullptr); } static ActionNode* cleanse_poison(PlayerbotAI* botAI) { return new ActionNode ("cleanse poison", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("purify poison"), nullptr), /*C*/ nullptr); } static ActionNode* cleanse_magic(PlayerbotAI* botAI) { return new ActionNode ("cleanse magic", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* cleanse_disease(PlayerbotAI* botAI) { return new ActionNode ("cleanse disease", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("purify disease"), nullptr), /*C*/ nullptr); } static ActionNode* cleanse_poison_on_party(PlayerbotAI* botAI) { return new ActionNode ("cleanse poison on party", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("purify poison on party"), nullptr), /*C*/ nullptr); } static ActionNode* cleanse_disease_on_party(PlayerbotAI* botAI) { return new ActionNode ("cleanse disease on party", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("purify disease on party"), nullptr), /*C*/ nullptr); } static ActionNode* seal_of_wisdom(PlayerbotAI* botAI) { return new ActionNode ("seal of wisdom", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("seal of justice"), nullptr), /*C*/ nullptr); } static ActionNode* seal_of_justice(PlayerbotAI* botAI) { return new ActionNode ("seal of justice", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("seal of righteousness"), nullptr), /*C*/ nullptr); } static ActionNode* hand_of_reckoning(PlayerbotAI* botAI) { return new ActionNode ("hand of reckoning", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("judgement of justice"), nullptr), /*C*/ nullptr); } static ActionNode* judgement_of_wisdom(PlayerbotAI* botAI) { return new ActionNode ("judgement of wisdom", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("judgement of light"), nullptr), /*C*/ nullptr); } static ActionNode* divine_shield(PlayerbotAI* botAI) { return new ActionNode ("divine shield", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("divine protection"), nullptr), /*C*/ nullptr); } static ActionNode* flash_of_light(PlayerbotAI* botAI) { return new ActionNode ("flash of light", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("holy light"), nullptr), /*C*/ nullptr); } static ActionNode* flash_of_light_on_party(PlayerbotAI* botAI) { return new ActionNode ("flash of light on party", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("holy light on party"), nullptr), /*C*/ nullptr); } static ActionNode* holy_wrath(PlayerbotAI* botAI) { return new ActionNode ("holy wrath", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("consecration"), nullptr), /*C*/ nullptr); } static ActionNode* hammer_of_wrath(PlayerbotAI* botAI) { return new ActionNode ("hammer of wrath", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("melee"), nullptr), /*C*/ nullptr); } }; #endif