Files
mod-playerbots/src/strategy/deathknight/BloodDKStrategy.cpp
2024-09-06 20:29:38 +08:00

109 lines
4.8 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 "BloodDKStrategy.h"
#include "Playerbots.h"
class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
BloodDKStrategyActionNodeFactory()
{
// creators["melee"] = &melee;
// creators["blood strike"] = &blood_strike;
creators["rune strike"] = &rune_strike;
creators["heart strike"] = &heart_strike;
creators["death strike"] = &death_strike;
// creators["death grip"] = &death_grip;
// creators["plague strike"] = &plague_strike;
// creators["pestilence"] = &pestilence;
creators["icy touch"] = &icy_touch;
// creators["obliterate"] = &obliterate;
// creators["blood boil"] = &blood_boil;
// creators["mark of_blood"] = &mark_of_blood;
// creators["blood presence"] = &blood_presence;
// creators["rune tap"] = &rune_tap;
// creators["vampiric blood"] = &vampiric_blood;
// creators["death pact"] = &death_pact;
// creators["death rune_mastery"] = &death_rune_mastery;
// creators["hysteria"] = &hysteria;
// creators["dancing weapon"] = &dancing_weapon;
creators["dark command"] = &dark_command;
creators["taunt spell"] = &dark_command;
}
private:
static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("rune strike",
/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("icy touch",
/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("heart strike",
/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("death strike",
/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* dark_command([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("dark command",
/*P*/ NextAction::array(0, new NextAction("frost presence"), NULL),
/*A*/ NextAction::array(0, new NextAction("death grip"), NULL),
/*C*/ NULL);
}
};
BloodDKStrategy::BloodDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
{
actionNodeFactories.Add(new BloodDKStrategyActionNodeFactory());
}
NextAction** BloodDKStrategy::getDefaultActions()
{
return NextAction::array(
0, new NextAction("rune strike", ACTION_DEFAULT + 0.8f), new NextAction("icy touch", ACTION_DEFAULT + 0.7f),
new NextAction("heart strike", ACTION_DEFAULT + 0.6f), new NextAction("blood strike", ACTION_DEFAULT + 0.5f),
new NextAction("dancing rune weapon", ACTION_DEFAULT + 0.4f),
new NextAction("death coil", ACTION_DEFAULT + 0.3f), new NextAction("plague strike", ACTION_DEFAULT + 0.2f),
new NextAction("horn of winter", ACTION_DEFAULT + 0.1f), new NextAction("melee", ACTION_DEFAULT), NULL);
}
void BloodDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDKStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode(
"rune strike", NextAction::array(0, new NextAction("rune strike", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(
new TriggerNode("blood tap", NextAction::array(0, new NextAction("blood tap", ACTION_HIGH + 5), nullptr)));
triggers.push_back(
new TriggerNode("lose aggro", NextAction::array(0, new NextAction("dark command", ACTION_HIGH + 3), nullptr)));
triggers.push_back(
new TriggerNode("low health", NextAction::array(0, new NextAction("army of the dead", ACTION_HIGH + 4),
new NextAction("death strike", ACTION_HIGH + 3), nullptr)));
triggers.push_back(
new TriggerNode("critical health", NextAction::array(0, new NextAction("vampiric blood", ACTION_HIGH + 5), nullptr)));
}