mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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133 lines
4.0 KiB
C++
133 lines
4.0 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 "ElementalShamanStrategy.h"
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#include "Playerbots.h"
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// ===== Action Node Factory =====
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class ElementalShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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ElementalShamanStrategyActionNodeFactory()
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{
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creators["flame shock"] = &flame_shock;
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creators["earth shock"] = &earth_shock;
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creators["lava burst"] = &lava_burst;
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creators["lightning bolt"] = &lightning_bolt;
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creators["call of the elements"] = &call_of_the_elements;
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creators["elemental mastery"] = &elemental_mastery;
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creators["stoneclaw totem"] = &stoneclaw_totem;
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creators["water shield"] = &water_shield;
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creators["thunderstorm"] = &thunderstorm;
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}
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private:
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static ActionNode* flame_shock(PlayerbotAI*) { return new ActionNode("flame shock", {}, {}, {}); }
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static ActionNode* earth_shock(PlayerbotAI*) { return new ActionNode("earth shock", {}, {}, {}); }
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static ActionNode* lava_burst(PlayerbotAI*) { return new ActionNode("lava burst", {}, {}, {}); }
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static ActionNode* lightning_bolt(PlayerbotAI*) { return new ActionNode("lightning bolt", {}, {}, {}); }
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static ActionNode* call_of_the_elements(PlayerbotAI*) { return new ActionNode("call of the elements", {}, {}, {}); }
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static ActionNode* elemental_mastery(PlayerbotAI*) { return new ActionNode("elemental mastery", {}, {}, {}); }
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static ActionNode* stoneclaw_totem(PlayerbotAI*) { return new ActionNode("stoneclaw totem", {}, {}, {}); }
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static ActionNode* water_shield(PlayerbotAI*) { return new ActionNode("water shield", {}, {}, {}); }
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static ActionNode* thunderstorm(PlayerbotAI*) { return new ActionNode("thunderstorm", {}, {}, {}); }
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};
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// ===== Single Target Strategy =====
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ElementalShamanStrategy::ElementalShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI)
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{
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actionNodeFactories.Add(new ElementalShamanStrategyActionNodeFactory());
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}
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// ===== Default Actions =====
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std::vector<NextAction> ElementalShamanStrategy::getDefaultActions()
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{
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return {
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NextAction("lava burst", 5.2f),
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NextAction("lightning bolt", 5.0f)
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};
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}
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// ===== Trigger Initialization ===
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void ElementalShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericShamanStrategy::InitTriggers(triggers);
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// Totem Triggers
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triggers.push_back(
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new TriggerNode(
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"call of the elements",
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{
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NextAction("call of the elements", 60.0f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"low health",
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{
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NextAction("stoneclaw totem", 40.0f)
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}
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)
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);
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// Cooldown Trigger
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triggers.push_back(
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new TriggerNode(
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"elemental mastery",
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{
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NextAction("elemental mastery", 29.0f)
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}
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)
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);
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// Damage Triggers
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triggers.push_back(
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new TriggerNode(
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"earth shock execute",
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{
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NextAction("earth shock", 5.5f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"flame shock",
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{
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NextAction("flame shock", 5.3f)
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}
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)
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);
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// Mana Triggers
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triggers.push_back(
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new TriggerNode(
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"water shield",
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{
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NextAction("water shield", 19.5f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"high mana",
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{
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NextAction("thunderstorm", 19.0f)
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}
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)
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);
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// Range Triggers
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triggers.push_back(
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new TriggerNode(
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"enemy is close",
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{
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NextAction("thunderstorm", 19.0f)
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}
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)
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);
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}
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