mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-14 01:19:08 +00:00
118 lines
5.0 KiB
C++
118 lines
5.0 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 "FeralDruidStrategy.h"
|
|
|
|
#include "Playerbots.h"
|
|
|
|
class FeralDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
|
{
|
|
public:
|
|
FeralDruidStrategyActionNodeFactory()
|
|
{
|
|
creators["survival instincts"] = &survival_instincts;
|
|
creators["thorns"] = þs;
|
|
creators["omen of clarity"] = &omen_of_clarity;
|
|
creators["cure poison"] = &cure_poison;
|
|
creators["cure poison on party"] = &cure_poison_on_party;
|
|
creators["abolish poison"] = &abolish_poison;
|
|
creators["abolish poison on party"] = &abolish_poison_on_party;
|
|
creators["prowl"] = &prowl;
|
|
}
|
|
|
|
private:
|
|
static ActionNode* survival_instincts([[maybe_unused]] PlayerbotAI* botAI)
|
|
{
|
|
return new ActionNode("survival instincts",
|
|
/*P*/ nullptr,
|
|
/*A*/ NextAction::array(0, new NextAction("barkskin"), nullptr),
|
|
/*C*/ nullptr);
|
|
}
|
|
|
|
static ActionNode* thorns([[maybe_unused]] PlayerbotAI* botAI)
|
|
{
|
|
return new ActionNode("thorns",
|
|
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
|
|
/*A*/ nullptr,
|
|
/*C*/ nullptr);
|
|
}
|
|
|
|
static ActionNode* omen_of_clarity([[maybe_unused]] PlayerbotAI* botAI)
|
|
{
|
|
return new ActionNode("omen of clarity",
|
|
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
|
|
/*A*/ nullptr,
|
|
/*C*/ nullptr);
|
|
}
|
|
|
|
static ActionNode* cure_poison([[maybe_unused]] PlayerbotAI* botAI)
|
|
{
|
|
return new ActionNode("cure poison",
|
|
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
|
|
/*A*/ nullptr,
|
|
/*C*/ nullptr);
|
|
}
|
|
|
|
static ActionNode* cure_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
|
|
{
|
|
return new ActionNode("cure poison on party",
|
|
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
|
|
/*A*/ nullptr,
|
|
/*C*/ nullptr);
|
|
}
|
|
|
|
static ActionNode* abolish_poison([[maybe_unused]] PlayerbotAI* botAI)
|
|
{
|
|
return new ActionNode("abolish poison",
|
|
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
|
|
/*A*/ nullptr,
|
|
/*C*/ nullptr);
|
|
}
|
|
|
|
static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
|
|
{
|
|
return new ActionNode("abolish poison on party",
|
|
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
|
|
/*A*/ nullptr,
|
|
/*C*/ nullptr);
|
|
}
|
|
|
|
static ActionNode* prowl([[maybe_unused]] PlayerbotAI* botAI)
|
|
{
|
|
return new ActionNode("prowl",
|
|
/*P*/ NextAction::array(0, new NextAction("cat form"), nullptr),
|
|
/*A*/ nullptr,
|
|
/*C*/ nullptr);
|
|
}
|
|
};
|
|
|
|
FeralDruidStrategy::FeralDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
|
|
{
|
|
actionNodeFactories.Add(new FeralDruidStrategyActionNodeFactory());
|
|
actionNodeFactories.Add(new ShapeshiftDruidStrategyActionNodeFactory());
|
|
}
|
|
|
|
void FeralDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
|
{
|
|
GenericDruidStrategy::InitTriggers(triggers);
|
|
|
|
// triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing",
|
|
// ACTION_NORMAL + 7), nullptr)));
|
|
triggers.push_back(new TriggerNode(
|
|
"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
|
|
// triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of
|
|
// enemy contact", ACTION_NORMAL + 8), nullptr)));
|
|
triggers.push_back(new TriggerNode(
|
|
"critical health", NextAction::array(0, new NextAction("survival instincts", ACTION_EMERGENCY + 1), nullptr)));
|
|
triggers.push_back(new TriggerNode(
|
|
"omen of clarity", NextAction::array(0, new NextAction("omen of clarity", ACTION_HIGH + 9), nullptr)));
|
|
triggers.push_back(new TriggerNode("player has flag",
|
|
NextAction::array(0, new NextAction("dash", ACTION_EMERGENCY + 2), nullptr)));
|
|
triggers.push_back(new TriggerNode("enemy flagcarrier near",
|
|
NextAction::array(0, new NextAction("dash", ACTION_EMERGENCY + 2), nullptr)));
|
|
triggers.push_back(
|
|
new TriggerNode("berserk", NextAction::array(0, new NextAction("berserk", ACTION_HIGH + 6), nullptr)));
|
|
}
|