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.
75 lines
3.2 KiB
C++
75 lines
3.2 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 "FireMageStrategy.h"
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#include "Playerbots.h"
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#include "Strategy.h"
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// ===== Action Node Factory =====
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class FireMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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FireMageStrategyActionNodeFactory()
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{
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creators["fireball"] = &fireball;
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creators["frostbolt"] = &frostbolt;
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creators["fire blast"] = &fire_blast;
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creators["pyroblast"] = &pyroblast;
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creators["scorch"] = &scorch;
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creators["living bomb"] = &living_bomb;
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creators["combustion"] = &combustion;
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}
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private:
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static ActionNode* fireball(PlayerbotAI*) { return new ActionNode("fireball", nullptr, nullptr, nullptr); }
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static ActionNode* frostbolt(PlayerbotAI*) { return new ActionNode("frostbolt", 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* pyroblast(PlayerbotAI*) { return new ActionNode("pyroblast", nullptr, nullptr, nullptr); }
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static ActionNode* scorch(PlayerbotAI*) { return new ActionNode("scorch", nullptr, nullptr, nullptr); }
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static ActionNode* living_bomb(PlayerbotAI*) { return new ActionNode("living bomb", nullptr, nullptr, nullptr); }
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static ActionNode* combustion(PlayerbotAI*) { return new ActionNode("combustion", nullptr, nullptr, nullptr); }
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};
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// ===== Single Target Strategy =====
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FireMageStrategy::FireMageStrategy(PlayerbotAI* botAI) : GenericMageStrategy(botAI)
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{
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actionNodeFactories.Add(new FireMageStrategyActionNodeFactory());
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}
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// ===== Default Actions =====
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NextAction** FireMageStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("fireball", 5.3f),
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new NextAction("frostbolt", 5.2f), // fire immune target
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new NextAction("fire blast", 5.1f), // cast during movement
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new NextAction("shoot", 5.0f), nullptr);
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}
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// ===== Trigger Initialization =====
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void FireMageStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericMageStrategy::InitTriggers(triggers);
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// Debuff Triggers
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triggers.push_back(new TriggerNode("improved scorch", NextAction::array(0, new NextAction("scorch", 19.0f), nullptr)));
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triggers.push_back(new TriggerNode("living bomb", NextAction::array(0, new NextAction("living bomb", 18.5f), nullptr)));
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// Proc Trigger
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triggers.push_back(new TriggerNode("hot streak", NextAction::array(0, new NextAction("pyroblast", 25.0f), nullptr)));
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}
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// Combat strategy to run to melee for Dragon's Breath and Blast Wave
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// Disabled by default for the Fire/Frostfire spec
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// To enable, type "co +firestarter"
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// To disable, type "co -firestarter"
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FirestarterStrategy::FirestarterStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
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void FirestarterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode(
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"blast wave off cd and medium aoe",
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NextAction::array(0, new NextAction("reach melee", 25.5f), nullptr)));
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}
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