mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-03 10:53:48 +00:00
467 lines
11 KiB
C++
467 lines
11 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "DpsRogueStrategy.h"
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#include "Playerbots.h"
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class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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DpsRogueStrategyActionNodeFactory()
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{
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creators["mutilate"] = &mutilate;
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creators["sinister strike"] = &sinister_strike;
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creators["kick"] = &kick;
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creators["kidney shot"] = &kidney_shot;
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creators["backstab"] = &backstab;
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creators["melee"] = &melee;
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creators["rupture"] = &rupture;
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}
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private:
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static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"melee",
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/*P*/ {},
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/*A*/ {
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NextAction("mutilate") },
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/*C*/ {}
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);
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}
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static ActionNode* mutilate([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"mutilate",
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/*P*/ {},
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/*A*/ {
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NextAction("sinister strike") },
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/*C*/ {}
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);
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}
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static ActionNode* sinister_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"sinister strike",
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/*P*/ {},
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/*A*/ {
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NextAction("melee") },
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/*C*/ {}
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);
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}
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static ActionNode* kick([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"kick",
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/*P*/ {},
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/*A*/ {
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NextAction("kidney shot") },
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/*C*/ {}
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);
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}
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static ActionNode* kidney_shot([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"kidney shot",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* backstab([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"backstab",
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/*P*/ {},
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/*A*/ {
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NextAction("mutilate") },
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/*C*/ {}
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);
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}
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static ActionNode* rupture([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"rupture",
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/*P*/ {},
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/*A*/ {
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NextAction("eviscerate") },
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/*C*/ {}
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);
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}
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};
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DpsRogueStrategy::DpsRogueStrategy(PlayerbotAI* botAI) : MeleeCombatStrategy(botAI)
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{
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actionNodeFactories.Add(new DpsRogueStrategyActionNodeFactory());
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}
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std::vector<NextAction> DpsRogueStrategy::getDefaultActions()
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{
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return {
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NextAction("killing spree", ACTION_DEFAULT + 0.1f),
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NextAction("melee", ACTION_DEFAULT)
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};
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}
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void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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MeleeCombatStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode(
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"high energy available",
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{
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NextAction("garrote", ACTION_HIGH + 7),
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NextAction("ambush", ACTION_HIGH + 6)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"high energy available",
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{
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NextAction("sinister strike", ACTION_NORMAL + 3)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"slice and dice",
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{
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NextAction("slice and dice", ACTION_HIGH + 2)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"combo points available",
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{
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NextAction("rupture", ACTION_HIGH + 1),
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NextAction("eviscerate", ACTION_HIGH)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"target with combo points almost dead",
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{
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NextAction("eviscerate", ACTION_HIGH + 2)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"medium threat",
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{
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NextAction("vanish", ACTION_HIGH)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"low health",
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{
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NextAction("evasion", ACTION_HIGH + 9),
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NextAction("feint", ACTION_HIGH + 8)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"critical health",
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{
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NextAction("cloak of shadows", ACTION_HIGH + 7)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"kick",
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{
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NextAction("kick", ACTION_INTERRUPT + 2)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"kick on enemy healer",
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{
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NextAction("kick on enemy healer", ACTION_INTERRUPT + 1)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"light aoe",
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{
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NextAction("blade flurry", ACTION_HIGH + 3)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"blade flurry",
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{
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NextAction("blade flurry", ACTION_HIGH + 2)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"enemy out of melee",
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{
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NextAction("stealth", ACTION_HIGH + 3),
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NextAction("sprint", ACTION_HIGH + 2),
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NextAction("reach melee", ACTION_HIGH + 1)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"expose armor",
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{
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NextAction("expose armor", ACTION_HIGH + 3)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"low tank threat",
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{
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NextAction("tricks of the trade on main tank", ACTION_HIGH + 7)
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}
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)
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);
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}
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class StealthedRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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StealthedRogueStrategyActionNodeFactory()
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{
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creators["ambush"] = &ambush;
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creators["cheap shot"] = &cheap_shot;
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creators["garrote"] = &garrote;
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creators["sap"] = &sap;
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creators["sinister strike"] = &sinister_strike;
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}
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private:
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static ActionNode* ambush([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"ambush",
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/*P*/ {},
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/*A*/ { NextAction("garrote") },
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/*C*/ {}
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);
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}
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static ActionNode* cheap_shot([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"cheap shot",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* garrote([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"garrote",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* sap([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"sap",
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/*P*/ {},
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* sinister_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"sinister strike",
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/*P*/ {},
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/*A*/ { NextAction("cheap shot") },
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/*C*/ {}
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);
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}
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};
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StealthedRogueStrategy::StealthedRogueStrategy(PlayerbotAI* botAI) : Strategy(botAI)
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{
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actionNodeFactories.Add(new StealthedRogueStrategyActionNodeFactory());
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}
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std::vector<NextAction> StealthedRogueStrategy::getDefaultActions()
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{
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return {
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NextAction("ambush", ACTION_NORMAL + 4),
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NextAction("backstab", ACTION_NORMAL + 3),
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NextAction("cheap shot", ACTION_NORMAL + 2),
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NextAction("sinister strike", ACTION_NORMAL + 1),
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NextAction("melee", ACTION_NORMAL)
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};
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}
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void StealthedRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"combo points available",
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{
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NextAction("eviscerate", ACTION_HIGH)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"kick",
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{
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NextAction("cheap shot", ACTION_INTERRUPT)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"kick on enemy healer",
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{
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NextAction("cheap shot", ACTION_INTERRUPT)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"behind target",
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{
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NextAction("ambush", ACTION_HIGH)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"not behind target",
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{
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NextAction("cheap shot", ACTION_HIGH)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"enemy flagcarrier near",
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{
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NextAction("sprint", ACTION_EMERGENCY + 1)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"unstealth",
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{
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NextAction("unstealth", ACTION_NORMAL)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"no stealth",
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{
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NextAction("check stealth", ACTION_EMERGENCY)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"sprint",
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{
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NextAction("sprint", ACTION_INTERRUPT)
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}
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)
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);
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}
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void StealthStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"stealth",
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{
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NextAction("stealth", ACTION_INTERRUPT)
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}
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)
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);
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}
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void RogueAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"light aoe",
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{
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NextAction("blade flurry", ACTION_HIGH)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"medium aoe",
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{
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NextAction("fan of knives", ACTION_NORMAL + 5)
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}
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)
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);
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}
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void RogueBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"adrenaline rush",
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{
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NextAction("adrenaline rush", ACTION_HIGH + 2)
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}
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)
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);
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}
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void RogueCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode(
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"sap",
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{
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NextAction("stealth", ACTION_INTERRUPT),
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NextAction("sap", ACTION_INTERRUPT)
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}
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)
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);
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}
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