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