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mod-playerbots/src/Ai/Class/Rogue/Strategy/DpsRogueStrategy.cpp

467 lines
11 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, 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 "DpsRogueStrategy.h"
#include "Playerbots.h"
class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
DpsRogueStrategyActionNodeFactory()
{
creators["mutilate"] = &mutilate;
creators["sinister strike"] = &sinister_strike;
creators["kick"] = &kick;
creators["kidney shot"] = &kidney_shot;
creators["backstab"] = &backstab;
creators["melee"] = &melee;
creators["rupture"] = &rupture;
}
private:
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"melee",
/*P*/ {},
/*A*/ {
NextAction("mutilate") },
/*C*/ {}
);
}
static ActionNode* mutilate([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"mutilate",
/*P*/ {},
/*A*/ {
NextAction("sinister strike") },
/*C*/ {}
);
}
static ActionNode* sinister_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"sinister strike",
/*P*/ {},
/*A*/ {
NextAction("melee") },
/*C*/ {}
);
}
static ActionNode* kick([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"kick",
/*P*/ {},
/*A*/ {
NextAction("kidney shot") },
/*C*/ {}
);
}
static ActionNode* kidney_shot([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"kidney shot",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* backstab([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"backstab",
/*P*/ {},
/*A*/ {
NextAction("mutilate") },
/*C*/ {}
);
}
static ActionNode* rupture([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"rupture",
/*P*/ {},
/*A*/ {
NextAction("eviscerate") },
/*C*/ {}
);
}
};
DpsRogueStrategy::DpsRogueStrategy(PlayerbotAI* botAI) : MeleeCombatStrategy(botAI)
{
actionNodeFactories.Add(new DpsRogueStrategyActionNodeFactory());
}
std::vector<NextAction> DpsRogueStrategy::getDefaultActions()
{
return {
NextAction("killing spree", ACTION_DEFAULT + 0.1f),
NextAction("melee", ACTION_DEFAULT)
};
}
void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
MeleeCombatStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"high energy available",
{
NextAction("garrote", ACTION_HIGH + 7),
NextAction("ambush", ACTION_HIGH + 6)
}
)
);
triggers.push_back(
new TriggerNode(
"high energy available",
{
NextAction("sinister strike", ACTION_NORMAL + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"slice and dice",
{
NextAction("slice and dice", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"combo points available",
{
NextAction("rupture", ACTION_HIGH + 1),
NextAction("eviscerate", ACTION_HIGH)
}
)
);
triggers.push_back(
new TriggerNode(
"target with combo points almost dead",
{
NextAction("eviscerate", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"medium threat",
{
NextAction("vanish", ACTION_HIGH)
}
)
);
triggers.push_back(
new TriggerNode(
"low health",
{
NextAction("evasion", ACTION_HIGH + 9),
NextAction("feint", ACTION_HIGH + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"critical health",
{
NextAction("cloak of shadows", ACTION_HIGH + 7)
}
)
);
triggers.push_back(
new TriggerNode(
"kick",
{
NextAction("kick", ACTION_INTERRUPT + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"kick on enemy healer",
{
NextAction("kick on enemy healer", ACTION_INTERRUPT + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"light aoe",
{
NextAction("blade flurry", ACTION_HIGH + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"blade flurry",
{
NextAction("blade flurry", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"enemy out of melee",
{
NextAction("stealth", ACTION_HIGH + 3),
NextAction("sprint", ACTION_HIGH + 2),
NextAction("reach melee", ACTION_HIGH + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"expose armor",
{
NextAction("expose armor", ACTION_HIGH + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"low tank threat",
{
NextAction("tricks of the trade on main tank", ACTION_HIGH + 7)
}
)
);
}
class StealthedRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
StealthedRogueStrategyActionNodeFactory()
{
creators["ambush"] = &ambush;
creators["cheap shot"] = &cheap_shot;
creators["garrote"] = &garrote;
creators["sap"] = &sap;
creators["sinister strike"] = &sinister_strike;
}
private:
static ActionNode* ambush([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"ambush",
/*P*/ {},
/*A*/ { NextAction("garrote") },
/*C*/ {}
);
}
static ActionNode* cheap_shot([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"cheap shot",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* garrote([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"garrote",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* sap([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"sap",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* sinister_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"sinister strike",
/*P*/ {},
/*A*/ { NextAction("cheap shot") },
/*C*/ {}
);
}
};
StealthedRogueStrategy::StealthedRogueStrategy(PlayerbotAI* botAI) : Strategy(botAI)
{
actionNodeFactories.Add(new StealthedRogueStrategyActionNodeFactory());
}
std::vector<NextAction> StealthedRogueStrategy::getDefaultActions()
{
return {
NextAction("ambush", ACTION_NORMAL + 4),
NextAction("backstab", ACTION_NORMAL + 3),
NextAction("cheap shot", ACTION_NORMAL + 2),
NextAction("sinister strike", ACTION_NORMAL + 1),
NextAction("melee", ACTION_NORMAL)
};
}
void StealthedRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"combo points available",
{
NextAction("eviscerate", ACTION_HIGH)
}
)
);
triggers.push_back(
new TriggerNode(
"kick",
{
NextAction("cheap shot", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"kick on enemy healer",
{
NextAction("cheap shot", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"behind target",
{
NextAction("ambush", ACTION_HIGH)
}
)
);
triggers.push_back(
new TriggerNode(
"not behind target",
{
NextAction("cheap shot", ACTION_HIGH)
}
)
);
triggers.push_back(
new TriggerNode(
"enemy flagcarrier near",
{
NextAction("sprint", ACTION_EMERGENCY + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"unstealth",
{
NextAction("unstealth", ACTION_NORMAL)
}
)
);
triggers.push_back(
new TriggerNode(
"no stealth",
{
NextAction("check stealth", ACTION_EMERGENCY)
}
)
);
triggers.push_back(
new TriggerNode(
"sprint",
{
NextAction("sprint", ACTION_INTERRUPT)
}
)
);
}
void StealthStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"stealth",
{
NextAction("stealth", ACTION_INTERRUPT)
}
)
);
}
void RogueAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"light aoe",
{
NextAction("blade flurry", ACTION_HIGH)
}
)
);
triggers.push_back(
new TriggerNode(
"medium aoe",
{
NextAction("fan of knives", ACTION_NORMAL + 5)
}
)
);
}
void RogueBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"adrenaline rush",
{
NextAction("adrenaline rush", ACTION_HIGH + 2)
}
)
);
}
void RogueCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"sap",
{
NextAction("stealth", ACTION_INTERRUPT),
NextAction("sap", ACTION_INTERRUPT)
}
)
);
}