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mod-playerbots/src/Ai/Class/Warrior/Strategy/GenericWarriorStrategy.h

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/*
* 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.
*/
#ifndef _PLAYERBOT_GENERICWARRIORSTRATEGY_H
#define _PLAYERBOT_GENERICWARRIORSTRATEGY_H
#include "CombatStrategy.h"
class PlayerbotAI;
// Stance requirements
class WarriorStanceRequirementActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
WarriorStanceRequirementActionNodeFactory()
{
// battle only
creators["charge"] = &charge;
creators["mocking blow"] = &mocking_blow;
creators["overpower"] = &overpower;
creators["retaliation"] = &retaliation;
creators["shattering throw"] = &shattering_throw;
// temp
creators["mortal strike"] = &mortal_strike;
// berserker only
creators["berserker rage"] = &berserker_rage;
creators["recklessness"] = &recklessness;
creators["whirlwind"] = &whirlwind;
creators["pummel"] = &pummel;
creators["intercept"] = &intercept;
// defensive only
creators["taunt"] = &taunt;
creators["revenge"] = &revenge;
creators["shield block"] = &shield_block;
creators["disarm"] = &disarm;
creators["shield wall"] = &shield_wall;
creators["intervene"] = &intervene;
}
private:
static ActionNode* charge([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"charge",
/*P*/ { NextAction("battle stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* mocking_blow([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"mocking blow",
/*P*/ { NextAction("battle stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* overpower([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"overpower",
/*P*/ { NextAction("battle stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* berserker_rage([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"berserker rage",
/*P*/ { NextAction("berserker stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* recklessness([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"recklessness",
/*P*/ { NextAction("berserker stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* whirlwind([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"whirlwind",
/*P*/ { NextAction("berserker stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* pummel([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"pummel",
/*P*/ { NextAction("berserker stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* intercept([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"intercept",
/*P*/ { NextAction("berserker stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* taunt([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"taunt",
/*P*/ { NextAction("defensive stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* revenge([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"revenge",
/*P*/ { NextAction("defensive stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* shield_block([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"shield block",
/*P*/ { NextAction("defensive stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* disarm([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"disarm",
/*P*/ { NextAction("defensive stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* shield_wall([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"shield wall",
/*P*/ { NextAction("defensive stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* intervene([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"intervene",
/*P*/ { NextAction("defensive stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* mortal_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"mortal strike",
/*P*/ { NextAction("battle stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* retaliation([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"retaliation",
/*P*/ { NextAction("battle stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* shattering_throw([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"shattering throw",
/*P*/ { NextAction("battle stance") },
/*A*/ {},
/*C*/ {}
);
}
};
class GenericWarriorStrategy : public CombatStrategy
{
public:
GenericWarriorStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "warrior"; }
};
class WarrirorAoeStrategy : public CombatStrategy
{
public:
WarrirorAoeStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "aoe"; }
};
#endif