mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-04 11:23:48 +00:00
171 lines
5.0 KiB
C++
171 lines
5.0 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "HolyPriestStrategy.h"
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#include "Playerbots.h"
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class HolyPriestStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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HolyPriestStrategyActionNodeFactory() { creators["smite"] = &smite; }
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private:
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static ActionNode* smite([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"smite",
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/*P*/ {},
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/*A*/ { NextAction("shoot") },
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/*C*/ {}
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);
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}
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};
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HolyPriestStrategy::HolyPriestStrategy(PlayerbotAI* botAI) : HealPriestStrategy(botAI)
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{
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actionNodeFactories.Add(new HolyPriestStrategyActionNodeFactory());
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}
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std::vector<NextAction> HolyPriestStrategy::getDefaultActions()
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{
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return {
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NextAction("smite", ACTION_DEFAULT + 0.2f),
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NextAction("mana burn", ACTION_DEFAULT + 0.1f),
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NextAction("starshards", ACTION_DEFAULT)
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};
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}
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void HolyPriestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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HealPriestStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode(
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"holy fire",
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{
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NextAction("holy fire", ACTION_NORMAL + 9)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"shadowfiend",
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{
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NextAction("shadowfiend", ACTION_HIGH)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"medium mana",
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{
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NextAction("shadowfiend", ACTION_HIGH)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"low mana",
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{
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NextAction("mana burn", ACTION_HIGH)
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}
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)
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);
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}
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HolyHealPriestStrategy::HolyHealPriestStrategy(PlayerbotAI* botAI) : GenericPriestStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericPriestStrategyActionNodeFactory());
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}
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std::vector<NextAction> HolyHealPriestStrategy::getDefaultActions()
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{
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return { NextAction("shoot", ACTION_DEFAULT) };
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}
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void HolyHealPriestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericPriestStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode(
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"group heal setting",
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{
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NextAction("prayer of mending on party", ACTION_MEDIUM_HEAL + 9),
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NextAction("circle of healing on party", ACTION_MEDIUM_HEAL + 8)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"medium group heal setting",
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{
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NextAction("divine hymn", ACTION_CRITICAL_HEAL + 7),
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NextAction("prayer of mending on party", ACTION_CRITICAL_HEAL + 6),
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NextAction("circle of healing on party", ACTION_CRITICAL_HEAL + 5),
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NextAction("prayer of healing on party", ACTION_CRITICAL_HEAL + 4)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"party member critical health",
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{
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NextAction("guardian spirit on party", ACTION_CRITICAL_HEAL + 6),
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NextAction("power word: shield on party", ACTION_CRITICAL_HEAL + 5),
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NextAction("prayer of mending on party", ACTION_CRITICAL_HEAL + 3),
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NextAction("greater heal on party", ACTION_MEDIUM_HEAL + 2),
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NextAction("flash heal on party", ACTION_CRITICAL_HEAL + 1),
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"party member low health",
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{
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NextAction("circle of healing on party", ACTION_MEDIUM_HEAL + 4),
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NextAction("prayer of mending on party", ACTION_MEDIUM_HEAL + 3),
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NextAction("greater heal on party", ACTION_MEDIUM_HEAL + 2),
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NextAction("flash heal on party", ACTION_MEDIUM_HEAL + 1)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"party member medium health",
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{
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NextAction("circle of healing on party", ACTION_LIGHT_HEAL + 7),
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NextAction("prayer of mending on party", ACTION_LIGHT_HEAL + 6),
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NextAction("greater heal on party", ACTION_MEDIUM_HEAL + 5),
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NextAction("flash heal on party", ACTION_LIGHT_HEAL + 4),
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"party member almost full health",
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{
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NextAction("renew on party", ACTION_LIGHT_HEAL + 2),
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NextAction("prayer of mending on party", ACTION_LIGHT_HEAL + 1),
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"party member to heal out of spell range",
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{
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NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 10)
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}
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)
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);
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}
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