Files
mod-playerbots/src/Ai/Class/Warlock/Strategy/DemonologyWarlockStrategy.cpp

190 lines
6.3 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "DemonologyWarlockStrategy.h"
#include "Playerbots.h"
// ===== Action Node Factory =====
class DemonologyWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
DemonologyWarlockStrategyActionNodeFactory()
{
creators["metamorphosis"] = &metamorphosis;
creators["demonic empowerment"] = &demonic_empowerment;
creators["corruption"] = &corruption;
creators["corruption on attacker"] = &corruption_on_attacker;
creators["immolate"] = &immolate;
creators["immolate on attacker"] = &immolate_on_attacker;
creators["incinerate"] = &incinerate;
creators["soul fire"] = &soul_fire;
creators["shadow bolt"] = &shadow_bolt;
creators["life tap"] = &life_tap;
creators["immolation aura"] = &immolation_aura;
creators["shadowflame"] = &shadowflame;
creators["seed of corruption on attacker"] = &seed_of_corruption_on_attacker;
creators["seed of corruption"] = &seed_of_corruption;
creators["rain of fire"] = &rain_of_fire;
creators["demon charge"] = &demon_charge;
}
private:
static ActionNode* metamorphosis(PlayerbotAI*) { return new ActionNode("metamorphosis", {}, {}, {}); }
static ActionNode* demonic_empowerment(PlayerbotAI*) { return new ActionNode("demonic empowerment", {}, {}, {}); }
static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", {}, {}, {}); }
static ActionNode* corruption_on_attacker(PlayerbotAI*) { return new ActionNode("corruption on attacker", {}, {}, {}); }
static ActionNode* immolate(PlayerbotAI*) { return new ActionNode("immolate", {}, {}, {}); }
static ActionNode* immolate_on_attacker(PlayerbotAI*) { return new ActionNode("immolate on attacker", {}, {}, {}); }
static ActionNode* incinerate(PlayerbotAI*) { return new ActionNode("incinerate", {}, {}, {}); }
static ActionNode* soul_fire(PlayerbotAI*) { return new ActionNode("soul fire", {}, {}, {}); }
static ActionNode* shadow_bolt(PlayerbotAI*) { return new ActionNode("shadow bolt", {}, {}, {}); }
static ActionNode* life_tap(PlayerbotAI*) { return new ActionNode("life tap", {}, {}, {}); }
static ActionNode* immolation_aura(PlayerbotAI*) { return new ActionNode("immolation aura", {}, {}, {}); }
static ActionNode* shadowflame(PlayerbotAI*) { return new ActionNode("shadowflame", {}, {}, {}); }
static ActionNode* seed_of_corruption_on_attacker(PlayerbotAI*) { return new ActionNode("seed of corruption on attacker", {}, {}, {}); }
static ActionNode* seed_of_corruption(PlayerbotAI*) { return new ActionNode("seed of corruption", {}, {}, {}); }
static ActionNode* rain_of_fire(PlayerbotAI*) { return new ActionNode("rain of fire", {}, {}, {}); }
static ActionNode* demon_charge(PlayerbotAI*) { return new ActionNode("demon charge", {}, {}, {}); }
};
// ===== Single Target Strategy =====
DemonologyWarlockStrategy::DemonologyWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI)
{
actionNodeFactories.Add(new DemonologyWarlockStrategyActionNodeFactory());
}
// ===== Default Actions =====
std::vector<NextAction> DemonologyWarlockStrategy::getDefaultActions()
{
return {
NextAction("corruption", 5.5f),
NextAction("immolate", 5.4f),
NextAction("shadow bolt", 5.3f),
NextAction("incinerate", 5.2f),
NextAction("shoot", 5.0f) };
}
// ===== Trigger Initialization ===
void DemonologyWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericWarlockStrategy::InitTriggers(triggers);
// High priority cooldowns
triggers.push_back(
new TriggerNode(
"metamorphosis",
{
NextAction("metamorphosis", 28.5f)
}
)
);
triggers.push_back(
new TriggerNode(
"demonic empowerment",
{
NextAction("demonic empowerment", 28.0f)
}
)
);
// Main DoT triggers for high uptime
triggers.push_back(
new TriggerNode(
"corruption on attacker",
{
NextAction("corruption on attacker", 19.5f)
}
)
);
triggers.push_back(
new TriggerNode(
"immolate on attacker",
{
NextAction("immolate on attacker", 19.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"corruption",
{
NextAction("corruption", 18.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"immolate",
{
NextAction("immolate", 17.5f)
}
)
);
// Procs
triggers.push_back(
new TriggerNode(
"decimation",
{
NextAction("soul fire", 17.0f)
}
)
);
triggers.push_back(
new TriggerNode(
"molten core",
{
NextAction("incinerate", 16.5f)
}
)
);
// Life Tap glyph buff, and Life Tap as filler
triggers.push_back(
new TriggerNode(
"life tap glyph buff",
{
NextAction("life tap", 29.5f)
}
)
);
triggers.push_back(
new TriggerNode(
"life tap",
{
NextAction("life tap", 5.1f)
}
)
);
triggers.push_back(
new TriggerNode(
"meta melee flee check",
{
NextAction("flee", 39.0f)
}
)
);
}
// Combat strategy to run to melee for Immolation Aura
// Enabled by default for the Demonology spec
// To enable, type "co +meta melee"
// To disable, type "co -meta melee"
MetaMeleeAoeStrategy::MetaMeleeAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
void MetaMeleeAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"immolation aura active",
{
NextAction("reach melee", 25.5f),
NextAction("demon charge", 25.0f)
}
)
);
}