Files
mod-playerbots/src/Ai/Class/Priest/Strategy/HolyPriestStrategy.cpp

171 lines
5.0 KiB
C++

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