mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 00:58:33 +00:00
co +offheal to either cat druid or ret pally with disable dps mode and enable offheal where the bots will now focus damage but heal when necessary.
180 lines
8.1 KiB
C++
180 lines
8.1 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "OffhealDruidCatStrategy.h"
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#include "Playerbots.h"
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#include "Strategy.h"
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class OffhealDruidCatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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OffhealDruidCatStrategyActionNodeFactory()
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{
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creators["cat form"] = &cat_form;
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creators["mangle (cat)"] = &mangle_cat;
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creators["shred"] = &shred;
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creators["rake"] = &rake;
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creators["rip"] = &rip;
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creators["ferocious bite"] = &ferocious_bite;
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creators["savage roar"] = &savage_roar;
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creators["faerie fire (feral)"] = &faerie_fire_feral;
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creators["healing touch on party"] = &healing_touch_on_party;
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creators["regrowth on party"] = ®rowth_on_party;
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creators["rejuvenation on party"] = &rejuvenation_on_party;
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}
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private:
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static ActionNode* cat_form([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("cat form",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* mangle_cat([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("mangle (cat)",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* shred([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("shred",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("claw"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* rake([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rake",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* rip([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rip",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* ferocious_bite([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("ferocious bite",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("rip"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* savage_roar([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("savage roar",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("faerie fire (feral)",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* healing_touch_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("healing touch on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ NextAction::array(0, new NextAction("cat form"), nullptr));
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}
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static ActionNode* regrowth_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("regrowth on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ NextAction::array(0, new NextAction("cat form"), nullptr));
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}
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static ActionNode* rejuvenation_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rejuvenation on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ NextAction::array(0, new NextAction("cat form"), nullptr));
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}
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};
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OffhealDruidCatStrategy::OffhealDruidCatStrategy(PlayerbotAI* botAI) : FeralDruidStrategy(botAI)
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{
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actionNodeFactories.Add(new OffhealDruidCatStrategyActionNodeFactory());
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}
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NextAction** OffhealDruidCatStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("mangle (cat)", ACTION_DEFAULT + 0.5f),
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new NextAction("shred", ACTION_DEFAULT + 0.4f),
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new NextAction("rake", ACTION_DEFAULT + 0.3f), new NextAction("melee", ACTION_DEFAULT),
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new NextAction("cat form", ACTION_DEFAULT - 0.1f), nullptr);
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}
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void OffhealDruidCatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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FeralDruidStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode("cat form", NextAction::array(0, new NextAction("cat form", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(
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new TriggerNode("savage roar", NextAction::array(0, new NextAction("savage roar", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode("combo points available",
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NextAction::array(0, new NextAction("rip", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode(
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"ferocious bite time", NextAction::array(0, new NextAction("ferocious bite", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(
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new TriggerNode("target with combo points almost dead",
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NextAction::array(0, new NextAction("ferocious bite", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(new TriggerNode("mangle (cat)",
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NextAction::array(0, new NextAction("mangle (cat)", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("rake", NextAction::array(0, new NextAction("rake", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("almost full energy available",
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NextAction::array(0, new NextAction("shred", ACTION_DEFAULT + 0.4f), nullptr)));
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triggers.push_back(new TriggerNode("combo points not full",
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NextAction::array(0, new NextAction("shred", ACTION_DEFAULT + 0.4f), nullptr)));
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triggers.push_back(new TriggerNode(
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"faerie fire (feral)", NextAction::array(0, new NextAction("faerie fire (feral)", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode("enemy out of melee",
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NextAction::array(0, new NextAction("feral charge - cat", ACTION_HIGH + 9),
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new NextAction("dash", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(
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new TriggerNode("medium aoe", NextAction::array(0, new NextAction("swipe (cat)", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"low energy", NextAction::array(0, new NextAction("tiger's fury", ACTION_NORMAL + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member critical health",
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NextAction::array(0, new NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 6),
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new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 5), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member low health",
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NextAction::array(0, new NextAction("healing touch on party", ACTION_MEDIUM_HEAL + 5), nullptr)));
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triggers.push_back(
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new TriggerNode("party member medium health",
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NextAction::array(0, new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 8), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member to heal out of spell range",
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NextAction::array(0, new NextAction("reach party member to heal", ACTION_EMERGENCY + 3), nullptr)));
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triggers.push_back(
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new TriggerNode("low mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 4), nullptr)));
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}
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