Files
mod-playerbots/src/strategy/paladin/DpsPaladinStrategy.cpp
Yunfan Li 2782e0dc6e Spells
2024-08-16 23:44:46 +08:00

127 lines
6.4 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, 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.
*/
#include "DpsPaladinStrategy.h"
#include "Playerbots.h"
#include "Strategy.h"
class DpsPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
DpsPaladinStrategyActionNodeFactory()
{
creators["sanctity aura"] = &sanctity_aura;
creators["retribution aura"] = &retribution_aura;
creators["seal of corruption"] = &seal_of_corruption;
creators["seal of vengeance"] = &seal_of_vengeance;
creators["seal of command"] = &seal_of_command;
creators["blessing of might"] = &blessing_of_might;
creators["crusader strike"] = &crusader_strike;
creators["repentance"] = &repentance;
creators["repentance on enemy healer"] = &repentance_on_enemy_healer;
creators["repentance on snare target"] = &repentance_on_snare_target;
creators["repentance of shield"] = &repentance_or_shield;
}
private:
static ActionNode* seal_of_corruption([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("seal of corruption",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("seal of vengeance"), nullptr),
/*C*/ nullptr);
}
static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("seal of vengeance",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("seal of command"), nullptr),
/*C*/ nullptr);
}
static ActionNode* seal_of_command([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("seal of command",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), nullptr),
/*C*/ nullptr);
}
static ActionNode* blessing_of_might([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("blessing of might",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("blessing of kings"), nullptr),
/*C*/ nullptr);
}
static ActionNode* crusader_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("crusader strike",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
ACTION_NODE_A(repentance, "repentance", "hammer of justice");
ACTION_NODE_A(repentance_on_enemy_healer, "repentance on enemy healer", "hammer of justice on enemy healer");
ACTION_NODE_A(repentance_on_snare_target, "repentance on snare target", "hammer of justice on snare target");
ACTION_NODE_A(sanctity_aura, "sanctity aura", "retribution aura");
ACTION_NODE_A(retribution_aura, "retribution aura", "devotion aura");
ACTION_NODE_A(repentance_or_shield, "repentance", "divine shield");
};
DpsPaladinStrategy::DpsPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI)
{
actionNodeFactories.Add(new DpsPaladinStrategyActionNodeFactory());
}
NextAction** DpsPaladinStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("crusader strike", ACTION_DEFAULT + 0.4f),
new NextAction("judgement of wisdom", ACTION_DEFAULT + 0.3f),
new NextAction("divine storm", ACTION_DEFAULT + 0.2f),
new NextAction("consecration", ACTION_DEFAULT + 0.1f),
new NextAction("melee", ACTION_DEFAULT), NULL);
}
void DpsPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericPaladinStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode("seal", NextAction::array(0, new NextAction("seal of corruption", ACTION_HIGH), NULL)));
// triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of command", 90.0f),
// nullptr)));
triggers.push_back(
new TriggerNode("low mana", NextAction::array(0, new NextAction("seal of wisdom", ACTION_HIGH + 5), nullptr)));
// triggers.push_back(new TriggerNode("sanctity aura", NextAction::array(0, new NextAction("sanctity aura", 90.0f),
// nullptr))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("repentance or
// shield", ACTION_CRITICAL_HEAL + 3), new NextAction("holy light", ACTION_CRITICAL_HEAL + 2), nullptr)));
// triggers.push_back(new TriggerNode("judgement of wisdom", NextAction::array(0, new NextAction("judgement of
// wisdom", ACTION_NORMAL + 10), nullptr))); triggers.push_back(new TriggerNode("judgement", NextAction::array(0,
// new NextAction("judgement", ACTION_HIGH + 10), nullptr))); triggers.push_back(new TriggerNode("enemy is close",
// NextAction::array(0, new NextAction("consecration", ACTION_INTERRUPT), nullptr))); triggers.push_back(new
// TriggerNode("repentance on enemy healer", NextAction::array(0, new NextAction("repentance on enemy healer",
// ACTION_INTERRUPT + 2), nullptr))); triggers.push_back(new TriggerNode("repentance on snare target",
// NextAction::array(0, new NextAction("repentance on snare target", ACTION_INTERRUPT + 2), nullptr)));
// triggers.push_back(new TriggerNode("repentance", NextAction::array(0, new NextAction("repentance",
// ACTION_INTERRUPT + 2), nullptr)));
triggers.push_back(new TriggerNode(
"medium aoe", NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 3), nullptr)));
triggers.push_back(
new TriggerNode("art of war", NextAction::array(0, new NextAction("exorcism", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("target critical health",
NextAction::array(0, new NextAction("hammer of wrath", ACTION_HIGH), nullptr)));
// triggers.push_back(new TriggerNode(
// "not facing target",
// NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), NULL)));
triggers.push_back(new TriggerNode("enemy out of melee",
NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), NULL)));
}