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

83 lines
4.5 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 "FrostMageStrategy.h"
#include "Playerbots.h"
// ===== Action Node Factory =====
class FrostMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
FrostMageStrategyActionNodeFactory()
{
creators["cold snap"] = &cold_snap;
creators["ice barrier"] = &ice_barrier;
creators["summon water elemental"] = &summon_water_elemental;
creators["deep freeze"] = &deep_freeze;
creators["icy veins"] = &icy_veins;
creators["frostbolt"] = &frostbolt;
creators["ice lance"] = &ice_lance;
creators["fire blast"] = &fire_blast;
creators["fireball"] = &fireball;
creators["frostfire bolt"] = &frostfire_bolt;
}
private:
static ActionNode* cold_snap(PlayerbotAI*) { return new ActionNode("cold snap", nullptr, nullptr, nullptr); }
static ActionNode* ice_barrier(PlayerbotAI*) { return new ActionNode("ice barrier", nullptr, nullptr, nullptr); }
static ActionNode* summon_water_elemental(PlayerbotAI*) { return new ActionNode("summon water elemental", nullptr, nullptr, nullptr); }
static ActionNode* deep_freeze(PlayerbotAI*) { return new ActionNode("deep freeze", nullptr, nullptr, nullptr); }
static ActionNode* icy_veins(PlayerbotAI*) { return new ActionNode("icy veins", nullptr, nullptr, nullptr); }
static ActionNode* frostbolt(PlayerbotAI*) { return new ActionNode("frostbolt", nullptr, nullptr, nullptr); }
static ActionNode* ice_lance(PlayerbotAI*) { return new ActionNode("ice lance", nullptr, nullptr, nullptr); }
static ActionNode* fire_blast(PlayerbotAI*) { return new ActionNode("fire blast", nullptr, nullptr, nullptr); }
static ActionNode* fireball(PlayerbotAI*) { return new ActionNode("fireball", nullptr, nullptr, nullptr); }
static ActionNode* frostfire_bolt(PlayerbotAI*) { return new ActionNode("frostfire bolt", nullptr, nullptr, nullptr); }
};
// ===== Single Target Strategy =====
FrostMageStrategy::FrostMageStrategy(PlayerbotAI* botAI) : GenericMageStrategy(botAI)
{
actionNodeFactories.Add(new FrostMageStrategyActionNodeFactory());
}
// ===== Default Actions =====
NextAction** FrostMageStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("frostbolt", 5.4f),
new NextAction("ice lance", 5.3f), // cast during movement
new NextAction("fire blast", 5.2f), // cast during movement if ice lance is not learned
new NextAction("shoot", 5.1f),
new NextAction("fireball", 5.0f), nullptr);
}
// ===== Trigger Initialization ===
void FrostMageStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericMageStrategy::InitTriggers(triggers);
// Pet/Defensive triggers
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon water elemental", 30.0f), nullptr)));
triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 29.5f), nullptr)));
triggers.push_back(new TriggerNode("medium health", NextAction::array(0, new NextAction("ice barrier", 29.0f), nullptr)));
triggers.push_back(new TriggerNode("being attacked", NextAction::array(0, new NextAction("ice barrier", 29.0f), nullptr)));
// Proc/Freeze triggers
triggers.push_back(new TriggerNode("brain freeze", NextAction::array(0, new NextAction("frostfire bolt", 19.5f), nullptr)));
triggers.push_back(new TriggerNode("fingers of frost", NextAction::array(0,
new NextAction("deep freeze", 19.0f),
new NextAction("frostbolt", 18.0f), nullptr)));
triggers.push_back(new TriggerNode("frostbite on target", NextAction::array(0,
new NextAction("deep freeze", 19.0f),
new NextAction("frostbolt", 18.0f), nullptr)));
triggers.push_back(new TriggerNode("frost nova on target", NextAction::array(0,
new NextAction("deep freeze", 19.0f),
new NextAction("frostbolt", 18.0f), nullptr)));
}