Files
mod-playerbots/src/Ai/Class/Hunter/Strategy/MarksmanshipHunterStrategy.cpp

119 lines
4.1 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "MarksmanshipHunterStrategy.h"
#include "Playerbots.h"
// ===== Action Node Factory =====
class MarksmanshipHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
MarksmanshipHunterStrategyActionNodeFactory()
{
creators["auto shot"] = &auto_shot;
creators["silencing shot"] = &silencing_shot;
creators["kill command"] = &kill_command;
creators["kill shot"] = &kill_shot;
creators["viper sting"] = &viper_sting;
creators["serpent sting"] = serpent_sting;
creators["chimera shot"] = &chimera_shot;
creators["aimed shot"] = &aimed_shot;
creators["arcane shot"] = &arcane_shot;
creators["steady shot"] = &steady_shot;
creators["multi-shot"] = &multi_shot;
creators["volley"] = &volley;
}
private:
static ActionNode* auto_shot(PlayerbotAI*) { return new ActionNode("auto shot", {}, {}, {}); }
static ActionNode* silencing_shot(PlayerbotAI*) { return new ActionNode("silencing shot", {}, {}, {}); }
static ActionNode* kill_command(PlayerbotAI*) { return new ActionNode("kill command", {}, {}, {}); }
static ActionNode* kill_shot(PlayerbotAI*) { return new ActionNode("kill shot", {}, {}, {}); }
static ActionNode* viper_sting(PlayerbotAI*) { return new ActionNode("viper sting", {}, {}, {}); }
static ActionNode* serpent_sting(PlayerbotAI*) { return new ActionNode("serpent sting", {}, {}, {}); }
static ActionNode* chimera_shot(PlayerbotAI*) { return new ActionNode("chimera shot", {}, {}, {}); }
static ActionNode* aimed_shot(PlayerbotAI*) { return new ActionNode("aimed shot", {}, {}, {}); }
static ActionNode* arcane_shot(PlayerbotAI*) { return new ActionNode("arcane shot", {}, {}, {}); }
static ActionNode* steady_shot(PlayerbotAI*) { return new ActionNode("steady shot", {}, {}, {}); }
static ActionNode* multi_shot(PlayerbotAI*) { return new ActionNode("multi shot", {}, {}, {}); }
static ActionNode* volley(PlayerbotAI*) { return new ActionNode("volley", {}, {}, {}); }
};
// ===== Single Target Strategy =====
MarksmanshipHunterStrategy::MarksmanshipHunterStrategy(PlayerbotAI* botAI) : GenericHunterStrategy(botAI)
{
actionNodeFactories.Add(new MarksmanshipHunterStrategyActionNodeFactory());
}
// ===== Default Actions =====
std::vector<NextAction> MarksmanshipHunterStrategy::getDefaultActions()
{
return {
NextAction("kill command", 5.8f),
NextAction("kill shot", 5.7f),
NextAction("serpent sting", 5.6f),
NextAction("chimera shot", 5.5f),
NextAction("aimed shot", 5.4f),
NextAction("arcane shot", 5.3f),
NextAction("steady shot", 5.2f),
NextAction("auto shot", 5.1f)
};
}
// ===== Trigger Initialization ===
void MarksmanshipHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericHunterStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"silencing shot",
{
NextAction("silencing shot", 40.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"kill command",
{
NextAction("kill command", 18.5f)
}
)
);
triggers.push_back(
new TriggerNode(
"target critical health",
{
NextAction("kill shot", 18.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"low mana",
{
NextAction("viper sting", 17.5f)
}
)
);
triggers.push_back(
new TriggerNode(
"no stings",
{
NextAction("serpent sting", 17.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"serpent sting on attacker",
{
NextAction("serpent sting on attacker", 16.5f)
}
)
);
}