Files
mod-playerbots/src/strategy/mage/FireMageStrategy.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

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