mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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* Enraged regen at critial health * Enraged regen action context * Enraged regen on critical health trigger * Enraged regen on critical health trigger * Added logic for Arms to use Retaliation * Added logic for Arms to use Retaliation * Used correct class enums for !players * Retaliation on medium health * Removed temp line * Added check for attacker->GetVictim() != bot * Adjusted triggers for emergency actions * Added Shattering Throw logic * Added Shattering Throw logic * Added Shattering Throw logic * Added Shattering Throw logic * Added Shattering Throw logic * Added Shattering Throw logic * Fixed ActionNode for Shattering Throw * Added debug logging * More debug logs * Better debug logs * Adjusted range on action * Adjusted priorities * More logging * Update WarriorActions.cpp * Update WarriorActions.h * Changed trigger name for differentiation * Updated to new shattering throw trigger name * Update WarriorTriggers.h with new ST name * Update ArmsWarriorStrategy.cpp * Changed priority * Shattering Throw and Retaliation stance reqs Battlestance needed for Shattering Throw and Retaliation * Created isUseful for Shattering Throw * Created isUseful for Shattering Throw * GetTarget instead of GetTargetValue * Changed to GetTarget instead of GetTargetValue * Commented out Execute function * Commented out Execute function * isPossible was failing, created basic isPossible IsImmuneToSpell was returning true for Shattering Throw 2 DAYS! :( * isPossible was failing, created basic isPossible * Added some more isPossible checks * Update WarriorActions.cpp * Missing ) * Missing ! * Removed logging * Removed logging * Clean up * Cleanup * Corrected logic for Rogue's Expose Armor trigger Logic was checking the Rogue, not the Rogue's target, for Sunder Armor before casting Expose Armor.
144 lines
6.0 KiB
C++
144 lines
6.0 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "ArmsWarriorStrategy.h"
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#include "Playerbots.h"
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class ArmsWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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ArmsWarriorStrategyActionNodeFactory()
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{
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creators["charge"] = &charge;
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creators["death wish"] = &death_wish;
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creators["piercing howl"] = &piercing_howl;
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creators["mocking blow"] = &mocking_blow;
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creators["heroic strike"] = &heroic_strike;
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creators["enraged regeneration"] = &enraged_regeneration;
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creators["retaliation"] = &retaliation;
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creators["shattering throw"] = &shattering_throw;
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}
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private:
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ACTION_NODE_A(charge, "charge", "reach melee");
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ACTION_NODE_A(death_wish, "death wish", "bloodrage");
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ACTION_NODE_A(piercing_howl, "piercing howl", "mocking blow");
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ACTION_NODE_A(mocking_blow, "mocking blow", "hamstring");
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ACTION_NODE_A(heroic_strike, "heroic strike", "melee");
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static ActionNode* enraged_regeneration(PlayerbotAI* botAI)
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{
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return new ActionNode("enraged regeneration",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* retaliation(PlayerbotAI* botAI)
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{
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return new ActionNode("retaliation",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* shattering_throw(PlayerbotAI* botAI)
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{
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return new ActionNode("shattering throw",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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};
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ArmsWarriorStrategy::ArmsWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
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{
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actionNodeFactories.Add(new ArmsWarriorStrategyActionNodeFactory());
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}
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NextAction** ArmsWarriorStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("bladestorm", ACTION_DEFAULT + 0.2f),
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new NextAction("mortal strike", ACTION_DEFAULT + 0.1f),
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new NextAction("melee", ACTION_DEFAULT), nullptr);
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}
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void ArmsWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericWarriorStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("enemy out of melee",
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NextAction::array(0, new NextAction("charge", ACTION_MOVE + 10), nullptr)));
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triggers.push_back(new TriggerNode("battle stance",
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NextAction::array(0, new NextAction("battle stance", ACTION_HIGH + 10), nullptr)));
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triggers.push_back(new TriggerNode("battle shout",
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NextAction::array(0, new NextAction("battle shout", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode("rend",
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NextAction::array(0, new NextAction("rend", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode("rend on attacker",
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NextAction::array(0, new NextAction("rend on attacker", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode("mortal strike",
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NextAction::array(0, new NextAction("mortal strike", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("target critical health",
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NextAction::array(0, new NextAction("execute", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("sudden death",
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NextAction::array(0, new NextAction("execute", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("hamstring",
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NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("overpower",
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NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(new TriggerNode("taste for blood",
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NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(new TriggerNode("victory rush",
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NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("high rage available",
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NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH),
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new NextAction("slam", ACTION_HIGH + 1),
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nullptr)));
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// triggers.push_back(new TriggerNode("medium rage available",
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// NextAction::array(0, new NextAction("slam", ACTION_HIGH + 1),
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// new NextAction("thunder clap", ACTION_HIGH),
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// nullptr)));
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triggers.push_back(
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new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(
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new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("critical health",
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NextAction::array(0, new NextAction("intimidating shout", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(new TriggerNode("medium health",
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NextAction::array(0, new NextAction("enraged regeneration", ACTION_EMERGENCY), nullptr)));
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triggers.push_back(new TriggerNode("almost full health",
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NextAction::array(0, new NextAction("retaliation", ACTION_EMERGENCY + 1), nullptr)));
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triggers.push_back(new TriggerNode("shattering throw trigger",
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NextAction::array(0, new NextAction("shattering throw", ACTION_INTERRUPT + 1), nullptr)));
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// triggers.push_back(new TriggerNode("medium aoe",
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// NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 2), nullptr)));
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/*
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triggers.push_back(new TriggerNode("medium aoe",
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NextAction::array(0, new NextAction("sweeping strikes", ACTION_HIGH + 7),
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new NextAction("bladestorm", ACTION_HIGH + 6),
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nullptr)));
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*/
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}
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