mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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This commit focuses on the changes requested - Migrate important cooldowns over to BoostStrategy. Just tested it, and it is working fine - The player has more control over when they can boost. Also, added Mirror Image to the Boost Strategy, after other cooldowns are used - this way the mirror images get the buffs.
59 lines
2.8 KiB
C++
59 lines
2.8 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 "ArcaneMageStrategy.h"
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#include "Playerbots.h"
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// ===== Action Node Factory =====
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class ArcaneMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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ArcaneMageStrategyActionNodeFactory()
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{
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creators["arcane blast"] = &arcane_blast;
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creators["arcane barrage"] = &arcane_barrage;
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creators["arcane missiles"] = &arcane_missiles;
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creators["fire blast"] = &fire_blast;
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creators["frostbolt"] = &frostbolt;
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creators["arcane power"] = &arcane_power;
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creators["icy veins"] = &icy_veins;
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}
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private:
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static ActionNode* arcane_blast(PlayerbotAI*) { return new ActionNode("arcane blast", nullptr, nullptr, nullptr); }
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static ActionNode* arcane_barrage(PlayerbotAI*) { return new ActionNode("arcane barrage", nullptr, nullptr, nullptr); }
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static ActionNode* arcane_missiles(PlayerbotAI*) { return new ActionNode("arcane missiles", nullptr, nullptr, nullptr); }
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static ActionNode* fire_blast(PlayerbotAI*) { return new ActionNode("fire blast", nullptr, nullptr, nullptr); }
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static ActionNode* frostbolt(PlayerbotAI*) { return new ActionNode("frostbolt", nullptr, nullptr, nullptr); }
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static ActionNode* arcane_power(PlayerbotAI*) { return new ActionNode("arcane power", nullptr, nullptr, nullptr); }
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static ActionNode* icy_veins(PlayerbotAI*) { return new ActionNode("icy veins", nullptr, nullptr, nullptr); }
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};
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// ===== Single Target Strategy =====
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ArcaneMageStrategy::ArcaneMageStrategy(PlayerbotAI* botAI) : GenericMageStrategy(botAI)
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{
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actionNodeFactories.Add(new ArcaneMageStrategyActionNodeFactory());
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}
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// ===== Default Actions =====
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NextAction** ArcaneMageStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("arcane blast", 5.6f),
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new NextAction("arcane missiles", 5.5f),
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new NextAction("arcane barrage", 5.4f), // cast while moving
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new NextAction("fire blast", 5.3f), // cast while moving if arcane barrage isn't available/learned
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new NextAction("frostbolt", 5.2f), // for arcane immune targets
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new NextAction("shoot", 5.1f), nullptr);
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}
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// ===== Trigger Initialization ===
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void ArcaneMageStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericMageStrategy::InitTriggers(triggers);
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// Proc Trigger
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triggers.push_back(new TriggerNode("arcane blast 4 stacks and missile barrage", NextAction::array(0, new NextAction("arcane missiles", 15.0f), nullptr)));
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}
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