Files
mod-playerbots/src/strategy/mage/ArcaneMageStrategy.cpp
ThePenguinMan96 a632fa2194 Migrate important cooldowns over to BoostStrategy
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.
2025-07-26 13:06:41 -07:00

59 lines
2.8 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
* and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#include "ArcaneMageStrategy.h"
#include "Playerbots.h"
// ===== Action Node Factory =====
class ArcaneMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
ArcaneMageStrategyActionNodeFactory()
{
creators["arcane blast"] = &arcane_blast;
creators["arcane barrage"] = &arcane_barrage;
creators["arcane missiles"] = &arcane_missiles;
creators["fire blast"] = &fire_blast;
creators["frostbolt"] = &frostbolt;
creators["arcane power"] = &arcane_power;
creators["icy veins"] = &icy_veins;
}
private:
static ActionNode* arcane_blast(PlayerbotAI*) { return new ActionNode("arcane blast", nullptr, nullptr, nullptr); }
static ActionNode* arcane_barrage(PlayerbotAI*) { return new ActionNode("arcane barrage", nullptr, nullptr, nullptr); }
static ActionNode* arcane_missiles(PlayerbotAI*) { return new ActionNode("arcane missiles", nullptr, nullptr, nullptr); }
static ActionNode* fire_blast(PlayerbotAI*) { return new ActionNode("fire blast", nullptr, nullptr, nullptr); }
static ActionNode* frostbolt(PlayerbotAI*) { return new ActionNode("frostbolt", nullptr, nullptr, nullptr); }
static ActionNode* arcane_power(PlayerbotAI*) { return new ActionNode("arcane power", nullptr, nullptr, nullptr); }
static ActionNode* icy_veins(PlayerbotAI*) { return new ActionNode("icy veins", nullptr, nullptr, nullptr); }
};
// ===== Single Target Strategy =====
ArcaneMageStrategy::ArcaneMageStrategy(PlayerbotAI* botAI) : GenericMageStrategy(botAI)
{
actionNodeFactories.Add(new ArcaneMageStrategyActionNodeFactory());
}
// ===== Default Actions =====
NextAction** ArcaneMageStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("arcane blast", 5.6f),
new NextAction("arcane missiles", 5.5f),
new NextAction("arcane barrage", 5.4f), // cast while moving
new NextAction("fire blast", 5.3f), // cast while moving if arcane barrage isn't available/learned
new NextAction("frostbolt", 5.2f), // for arcane immune targets
new NextAction("shoot", 5.1f), nullptr);
}
// ===== Trigger Initialization ===
void ArcaneMageStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericMageStrategy::InitTriggers(triggers);
// Proc Trigger
triggers.push_back(new TriggerNode("arcane blast 4 stacks and missile barrage", NextAction::array(0, new NextAction("arcane missiles", 15.0f), nullptr)));
}