Files
mod-playerbots/src/strategy/druid/FeralDruidStrategy.cpp
2024-12-14 16:23:13 +08:00

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"] = &thorns;
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)));
}