mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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127 lines
6.2 KiB
C++
127 lines
6.2 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "ShamanNonCombatStrategy.h"
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#include "AiFactory.h"
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#include "Strategy.h"
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#include "Playerbots.h"
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class ShamanNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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ShamanNonCombatStrategyActionNodeFactory()
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{
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creators["flametongue weapon"] = &flametongue_weapon;
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creators["frostbrand weapon"] = &frostbrand_weapon;
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creators["windfury weapon"] = &windfury_weapon;
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creators["earthliving weapon"] = &earthliving_weapon;
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creators["wind shear"] = &wind_shear;
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creators["purge"] = &purge;
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}
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private:
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static ActionNode* flametongue_weapon([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("flametongue weapon",
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/*P*/ {},
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/*A*/ { NextAction("rockbiter weapon") },
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/*C*/ {});
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}
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static ActionNode* frostbrand_weapon([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("frostbrand weapon",
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/*P*/ {},
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/*A*/ { NextAction("flametongue weapon") },
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/*C*/ {});
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}
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static ActionNode* windfury_weapon([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("windfury weapon",
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/*P*/ {},
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/*A*/ { NextAction("flametongue weapon") },
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/*C*/ {});
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}
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static ActionNode* earthliving_weapon([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("earthliving weapon",
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/*P*/ {},
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/*A*/ { NextAction("flametongue weapon") },
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/*C*/ {});
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}
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static ActionNode* wind_shear(PlayerbotAI*) { return new ActionNode("wind shear", {}, {}, {}); }
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static ActionNode* purge(PlayerbotAI*) { return new ActionNode("purge", {}, {}, {}); }
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};
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ShamanNonCombatStrategy::ShamanNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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{
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actionNodeFactories.Add(new ShamanNonCombatStrategyActionNodeFactory());
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}
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void ShamanNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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// Totemic Recall
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triggers.push_back(new TriggerNode("totemic recall", { NextAction("totemic recall", 60.0f), }));
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// Healing/Resurrect Triggers
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triggers.push_back(new TriggerNode("party member dead", { NextAction("ancestral spirit", ACTION_CRITICAL_HEAL + 10), }));
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triggers.push_back(new TriggerNode("party member critical health", {
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NextAction("riptide on party", 31.0f),
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NextAction("healing wave on party", 30.0f) }));
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triggers.push_back(new TriggerNode("party member low health",{
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NextAction("riptide on party", 29.0f),
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NextAction("healing wave on party", 28.0f) }));
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triggers.push_back(new TriggerNode("party member medium health",{
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NextAction("riptide on party", 27.0f),
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NextAction("healing wave on party", 26.0f) }));
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triggers.push_back(new TriggerNode("party member almost full health",{
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NextAction("riptide on party", 25.0f),
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NextAction("lesser healing wave on party", 24.0f) }));
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triggers.push_back(new TriggerNode("group heal setting",{ NextAction("chain heal on party", 27.0f) }));
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// Cure Triggers
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triggers.push_back(new TriggerNode("cure poison", { NextAction("cure poison", 21.0f), }));
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triggers.push_back(new TriggerNode("party member cure poison", { NextAction("cure poison on party", 21.0f), }));
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triggers.push_back(new TriggerNode("cure disease", { NextAction("cure disease", 31.0f), }));
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triggers.push_back(new TriggerNode("party member cure disease", { NextAction("cure disease on party", 30.0f), }));
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// Out of Combat Buff Triggers
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Player* bot = botAI->GetBot();
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int tab = AiFactory::GetPlayerSpecTab(bot);
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if (tab == 0) // Elemental
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{
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triggers.push_back(new TriggerNode("main hand weapon no imbue", { NextAction("flametongue weapon", 22.0f), }));
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triggers.push_back(new TriggerNode("water shield", { NextAction("water shield", 21.0f), }));
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}
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else if (tab == 1) // Enhancement
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{
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triggers.push_back(new TriggerNode("main hand weapon no imbue", { NextAction("windfury weapon", 22.0f), }));
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triggers.push_back(new TriggerNode("off hand weapon no imbue", { NextAction("flametongue weapon", 21.0f), }));
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triggers.push_back(new TriggerNode("lightning shield", { NextAction("lightning shield", 20.0f), }));
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}
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else if (tab == 2) // Restoration
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{
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triggers.push_back(new TriggerNode("main hand weapon no imbue",{ NextAction("earthliving weapon", 22.0f), }));
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triggers.push_back(new TriggerNode("water shield", { NextAction("water shield", 20.0f), }));
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}
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// Buff Triggers while swimming
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triggers.push_back(new TriggerNode("water breathing", { NextAction("water breathing", 12.0f), }));
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triggers.push_back(new TriggerNode("water walking", { NextAction("water walking", 12.0f), }));
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triggers.push_back(new TriggerNode("water breathing on party", { NextAction("water breathing on party", 11.0f), }));
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triggers.push_back(new TriggerNode("water walking on party", { NextAction("water walking on party", 11.0f), }));
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// Pet Triggers
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triggers.push_back(new TriggerNode("has pet", { NextAction("toggle pet spell", 60.0f), }));
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triggers.push_back(new TriggerNode("new pet", { NextAction("set pet stance", 65.0f), }));
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}
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void ShamanNonCombatStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
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{
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NonCombatStrategy::InitMultipliers(multipliers);
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}
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