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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.
85 lines
2.9 KiB
C++
85 lines
2.9 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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#ifndef _PLAYERBOT_GENERICWARRIORSTRATEGY_H
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#define _PLAYERBOT_GENERICWARRIORSTRATEGY_H
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#include "CombatStrategy.h"
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class PlayerbotAI;
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// Stance requirements
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class WarriorStanceRequirementActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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WarriorStanceRequirementActionNodeFactory()
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{
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// battle only
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creators["charge"] = &charge;
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creators["mocking blow"] = &mocking_blow;
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creators["overpower"] = &overpower;
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creators["retaliation"] = &retaliation;
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creators["shattering throw"] = &shattering_throw;
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// temp
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creators["mortal strike"] = &mortal_strike;
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// berserker only
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creators["berserker rage"] = &berserker_rage;
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creators["recklessness"] = &recklessness;
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creators["whirlwind"] = &whirlwind;
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creators["pummel"] = &pummel;
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creators["intercept"] = &intercept;
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// defensive only
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creators["taunt"] = &taunt;
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creators["revenge"] = &revenge;
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creators["shield block"] = &shield_block;
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creators["disarm"] = &disarm;
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creators["shield wall"] = &shield_wall;
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creators["intervene"] = &intervene;
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}
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private:
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ACTION_NODE_P(charge, "charge", "battle stance");
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ACTION_NODE_P(mocking_blow, "mocking blow", "battle stance");
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ACTION_NODE_P(overpower, "overpower", "battle stance");
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ACTION_NODE_P(berserker_rage, "berserker rage", "berserker stance");
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ACTION_NODE_P(recklessness, "recklessness", "berserker stance");
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ACTION_NODE_P(whirlwind, "whirlwind", "berserker stance");
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ACTION_NODE_P(pummel, "pummel", "berserker stance");
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ACTION_NODE_P(intercept, "intercept", "berserker stance");
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ACTION_NODE_P(taunt, "taunt", "defensive stance");
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ACTION_NODE_P(revenge, "revenge", "defensive stance");
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ACTION_NODE_P(shield_block, "shield block", "defensive stance");
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ACTION_NODE_P(disarm, "disarm", "defensive stance");
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ACTION_NODE_P(shield_wall, "shield wall", "defensive stance");
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ACTION_NODE_P(intervene, "intervene", "defensive stance");
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// temp
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ACTION_NODE_P(mortal_strike, "mortal strike", "battle stance");
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ACTION_NODE_P(retaliation, "retaliation", "battle stance");
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ACTION_NODE_P(shattering_throw, "shattering throw", "battle stance");
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};
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class GenericWarriorStrategy : public CombatStrategy
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{
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public:
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GenericWarriorStrategy(PlayerbotAI* botAI);
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void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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std::string const getName() override { return "warrior"; }
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};
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class WarrirorAoeStrategy : public CombatStrategy
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{
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public:
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WarrirorAoeStrategy(PlayerbotAI* botAI);
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void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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std::string const getName() override { return "aoe"; }
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};
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#endif
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