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mod-playerbots/src/Ai/Class/Shaman/Strategy/EnhancementShamanStrategy.cpp

150 lines
4.4 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 "EnhancementShamanStrategy.h"
#include "Playerbots.h"
// ===== Action Node Factory =====
class EnhancementShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
EnhancementShamanStrategyActionNodeFactory()
{
creators["stormstrike"] = &stormstrike;
creators["lava lash"] = &lava_lash;
creators["feral spirit"] = &feral_spirit;
creators["lightning bolt"] = &lightning_bolt;
creators["earth shock"] = &earth_shock;
creators["flame shock"] = &flame_shock;
creators["shamanistic rage"] = &shamanistic_rage;
creators["call of the elements"] = &call_of_the_elements;
creators["lightning shield"] = &lightning_shield;
}
private:
static ActionNode* stormstrike(PlayerbotAI*) { return new ActionNode("stormstrike", {}, {}, {}); }
static ActionNode* lava_lash([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"lava lash",
/*P*/ {},
/*A*/ { NextAction("melee") },
/*C*/ {}
);
}
static ActionNode* feral_spirit(PlayerbotAI*) { return new ActionNode("feral spirit", {}, {}, {}); }
static ActionNode* lightning_bolt(PlayerbotAI*) { return new ActionNode("lightning bolt", {}, {}, {}); }
static ActionNode* earth_shock(PlayerbotAI*) { return new ActionNode("earth shock", {}, {}, {}); }
static ActionNode* flame_shock(PlayerbotAI*) { return new ActionNode("flame shock", {}, {}, {}); }
static ActionNode* shamanistic_rage(PlayerbotAI*) { return new ActionNode("shamanistic rage", {}, {}, {}); }
static ActionNode* call_of_the_elements(PlayerbotAI*) { return new ActionNode("call of the elements", {}, {}, {}); }
static ActionNode* lightning_shield(PlayerbotAI*) { return new ActionNode("lightning shield", {}, {}, {}); }
};
// ===== Single Target Strategy =====
EnhancementShamanStrategy::EnhancementShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI)
{
actionNodeFactories.Add(new EnhancementShamanStrategyActionNodeFactory());
}
// ===== Default Actions =====
std::vector<NextAction> EnhancementShamanStrategy::getDefaultActions()
{
return {
NextAction("stormstrike", 5.5f),
NextAction("feral spirit", 5.4f),
NextAction("earth shock", 5.3f),
NextAction("lava lash", 5.2f),
NextAction("melee", 5.0f)
};
}
// ===== Trigger Initialization ===
void EnhancementShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericShamanStrategy::InitTriggers(triggers);
// Totem Trigger
triggers.push_back(
new TriggerNode(
"call of the elements and enemy within melee",
{
NextAction("call of the elements", 60.0f)
}
)
);
// Spirit Walk Trigger
triggers.push_back(
new TriggerNode(
"spirit walk ready",
{
NextAction("spirit walk", 50.0f)
}
)
);
// Damage Triggers
triggers.push_back(
new TriggerNode(
"enemy out of melee",
{
NextAction("reach melee", 40.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"maelstrom weapon 5",
{
NextAction("lightning bolt", 20.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"maelstrom weapon 4",
{
NextAction("lightning bolt", 19.5f)
}
)
);
triggers.push_back(
new TriggerNode(
"flame shock",
{
NextAction("flame shock", 19.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"lightning shield",
{
NextAction("lightning shield", 18.5f)
}
)
);
// Health/Mana Triggers
triggers.push_back(
new TriggerNode(
"medium mana",
{
NextAction("shamanistic rage", 23.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"low health",
{
NextAction("shamanistic rage", 23.0f)
}
)
);
}