Files
mod-playerbots/src/strategy/warrior/ArmsWarriorStrategy.cpp
avirar 739a0df44c Warrior strategy update (#838)
* 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.
2025-01-03 16:06:47 +01:00

144 lines
6.0 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 "ArmsWarriorStrategy.h"
#include "Playerbots.h"
class ArmsWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
ArmsWarriorStrategyActionNodeFactory()
{
creators["charge"] = &charge;
creators["death wish"] = &death_wish;
creators["piercing howl"] = &piercing_howl;
creators["mocking blow"] = &mocking_blow;
creators["heroic strike"] = &heroic_strike;
creators["enraged regeneration"] = &enraged_regeneration;
creators["retaliation"] = &retaliation;
creators["shattering throw"] = &shattering_throw;
}
private:
ACTION_NODE_A(charge, "charge", "reach melee");
ACTION_NODE_A(death_wish, "death wish", "bloodrage");
ACTION_NODE_A(piercing_howl, "piercing howl", "mocking blow");
ACTION_NODE_A(mocking_blow, "mocking blow", "hamstring");
ACTION_NODE_A(heroic_strike, "heroic strike", "melee");
static ActionNode* enraged_regeneration(PlayerbotAI* botAI)
{
return new ActionNode("enraged regeneration",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* retaliation(PlayerbotAI* botAI)
{
return new ActionNode("retaliation",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* shattering_throw(PlayerbotAI* botAI)
{
return new ActionNode("shattering throw",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
};
ArmsWarriorStrategy::ArmsWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
{
actionNodeFactories.Add(new ArmsWarriorStrategyActionNodeFactory());
}
NextAction** ArmsWarriorStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("bladestorm", ACTION_DEFAULT + 0.2f),
new NextAction("mortal strike", ACTION_DEFAULT + 0.1f),
new NextAction("melee", ACTION_DEFAULT), nullptr);
}
void ArmsWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericWarriorStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("enemy out of melee",
NextAction::array(0, new NextAction("charge", ACTION_MOVE + 10), nullptr)));
triggers.push_back(new TriggerNode("battle stance",
NextAction::array(0, new NextAction("battle stance", ACTION_HIGH + 10), nullptr)));
triggers.push_back(new TriggerNode("battle shout",
NextAction::array(0, new NextAction("battle shout", ACTION_HIGH + 9), nullptr)));
triggers.push_back(new TriggerNode("rend",
NextAction::array(0, new NextAction("rend", ACTION_HIGH + 8), nullptr)));
triggers.push_back(new TriggerNode("rend on attacker",
NextAction::array(0, new NextAction("rend on attacker", ACTION_HIGH + 8), nullptr)));
triggers.push_back(new TriggerNode("mortal strike",
NextAction::array(0, new NextAction("mortal strike", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode("target critical health",
NextAction::array(0, new NextAction("execute", ACTION_HIGH + 5), nullptr)));
triggers.push_back(new TriggerNode("sudden death",
NextAction::array(0, new NextAction("execute", ACTION_HIGH + 5), nullptr)));
triggers.push_back(new TriggerNode("hamstring",
NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("overpower",
NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 4), nullptr)));
triggers.push_back(new TriggerNode("taste for blood",
NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 4), nullptr)));
triggers.push_back(new TriggerNode("victory rush",
NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
triggers.push_back(new TriggerNode("high rage available",
NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH),
new NextAction("slam", ACTION_HIGH + 1),
nullptr)));
// triggers.push_back(new TriggerNode("medium rage available",
// NextAction::array(0, new NextAction("slam", ACTION_HIGH + 1),
// new NextAction("thunder clap", ACTION_HIGH),
// nullptr)));
triggers.push_back(
new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
triggers.push_back(
new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("critical health",
NextAction::array(0, new NextAction("intimidating shout", ACTION_EMERGENCY), nullptr)));
triggers.push_back(new TriggerNode("medium health",
NextAction::array(0, new NextAction("enraged regeneration", ACTION_EMERGENCY), nullptr)));
triggers.push_back(new TriggerNode("almost full health",
NextAction::array(0, new NextAction("retaliation", ACTION_EMERGENCY + 1), nullptr)));
triggers.push_back(new TriggerNode("shattering throw trigger",
NextAction::array(0, new NextAction("shattering throw", ACTION_INTERRUPT + 1), nullptr)));
// triggers.push_back(new TriggerNode("medium aoe",
// NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 2), nullptr)));
/*
triggers.push_back(new TriggerNode("medium aoe",
NextAction::array(0, new NextAction("sweeping strikes", ACTION_HIGH + 7),
new NextAction("bladestorm", ACTION_HIGH + 6),
nullptr)));
*/
}