Files
mod-playerbots/src/strategy/warrior/FuryWarriorStrategy.cpp
2024-12-30 10:32:49 +11:00

89 lines
4.6 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 "FuryWarriorStrategy.h"
#include "Playerbots.h"
class FuryWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
FuryWarriorStrategyActionNodeFactory()
{
creators["charge"] = &charge;
creators["intercept"] = &intercept;
// creators["death wish"] = &death_wish;
creators["piercing howl"] = &piercing_howl;
// creators["bloodthirst"] = &bloodthirst;
creators["pummel"] = &pummel;
}
private:
ACTION_NODE_A(charge, "charge", "intercept");
ACTION_NODE_A(intercept, "intercept", "reach melee");
ACTION_NODE_A(piercing_howl, "piercing howl", "hamstring");
// ACTION_NODE_A(death_wish, "death wish", "berserker rage");
// ACTION_NODE_A(bloodthirst, "bloodthirst", "melee");
ACTION_NODE_A(pummel, "pummel", "intercept");
};
FuryWarriorStrategy::FuryWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
{
actionNodeFactories.Add(new FuryWarriorStrategyActionNodeFactory());
}
NextAction** FuryWarriorStrategy::getDefaultActions()
{
return NextAction::array(
0, new NextAction("bloodthirst", ACTION_DEFAULT + 0.5f), new NextAction("whirlwind", ACTION_DEFAULT + 0.4f),
new NextAction("sunder armor", ACTION_DEFAULT + 0.3f), new NextAction("execute", ACTION_DEFAULT + 0.2f),
// new NextAction("overpower", ACTION_DEFAULT + 0.1f),
new NextAction("melee", ACTION_DEFAULT), NULL);
}
void FuryWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericWarriorStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("enemy out of melee",
NextAction::array(0, new NextAction("charge", ACTION_MOVE + 9), nullptr)));
triggers.push_back(new TriggerNode(
"berserker stance", NextAction::array(0, new NextAction("berserker stance", ACTION_HIGH + 9), nullptr)));
triggers.push_back(new TriggerNode("battle shout",
NextAction::array(0, new NextAction("battle shout", ACTION_HIGH + 8), nullptr)));
// triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("execute",
// ACTION_HIGH + 4), nullptr))); triggers.push_back(new TriggerNode("sudden death", NextAction::array(0, new
// NextAction("execute", ACTION_HIGH + 4), nullptr))); triggers.push_back(new TriggerNode("hamstring",
// NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH + 1), nullptr)));
triggers.push_back(
new TriggerNode("pummel on enemy healer",
NextAction::array(0, new NextAction("pummel on enemy healer", ACTION_INTERRUPT), nullptr)));
triggers.push_back(
new TriggerNode("pummel", NextAction::array(0, new NextAction("pummel", ACTION_INTERRUPT), nullptr)));
triggers.push_back(new TriggerNode(
"victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
// triggers.push_back(new TriggerNode("intercept on snare target", NextAction::array(0, new NextAction("intercept on
// snare target", ACTION_HIGH), nullptr)));
triggers.push_back(
new TriggerNode("bloodthirst", NextAction::array(0, new NextAction("bloodthirst", ACTION_HIGH + 7), nullptr)));
triggers.push_back(
new TriggerNode("whirlwind", NextAction::array(0, new NextAction("whirlwind", ACTION_HIGH + 6), nullptr)));
triggers.push_back(
new TriggerNode("instant slam", NextAction::array(0, new NextAction("slam", ACTION_HIGH + 5), nullptr)));
triggers.push_back(
new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("medium rage available",
NextAction::array(0, new NextAction("heroic strike", ACTION_DEFAULT + 0.1f), NULL)));
// triggers.push_back(new TriggerNode("berserker rage", NextAction::array(0, new NextAction("berserker rage",
// ACTION_HIGH + 2), nullptr))); triggers.push_back(new TriggerNode("light aoe", NextAction::array(0,
// new NextAction("whirlwind", ACTION_HIGH + 2),
// nullptr)));
triggers.push_back(
new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH), nullptr)));
triggers.push_back(
new TriggerNode("recklessness", NextAction::array(0, new NextAction("recklessness", ACTION_HIGH), nullptr)));
}