Files
mod-playerbots/src/Ai/Raid/GruulsLair/Strategy/RaidGruulsLairStrategy.cpp

57 lines
3.0 KiB
C++

#include "RaidGruulsLairStrategy.h"
#include "RaidGruulsLairMultipliers.h"
void RaidGruulsLairStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
// High King Maulgar
triggers.push_back(new TriggerNode("high king maulgar is main tank", {
NextAction("high king maulgar main tank attack maulgar", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("high king maulgar is first assist tank", {
NextAction("high king maulgar first assist tank attack olm", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("high king maulgar is second assist tank", {
NextAction("high king maulgar second assist tank attack blindeye", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("high king maulgar is mage tank", {
NextAction("high king maulgar mage tank attack krosh", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("high king maulgar is moonkin tank", {
NextAction("high king maulgar moonkin tank attack kiggler", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("high king maulgar determining kill order", {
NextAction("high king maulgar assign dps priority", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("high king maulgar healer in danger", {
NextAction("high king maulgar healer find safe position", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("high king maulgar boss channeling whirlwind", {
NextAction("high king maulgar run away from whirlwind", ACTION_EMERGENCY + 6) }));
triggers.push_back(new TriggerNode("high king maulgar wild felstalker spawned", {
NextAction("high king maulgar banish felstalker", ACTION_RAID + 2) }));
triggers.push_back(new TriggerNode("high king maulgar pulling olm and blindeye", {
NextAction("high king maulgar misdirect olm and blindeye", ACTION_RAID + 2) }));
// Gruul the Dragonkiller
triggers.push_back(new TriggerNode("gruul the dragonkiller boss engaged by main tank", {
NextAction("gruul the dragonkiller main tank position boss", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("gruul the dragonkiller boss engaged by range", {
NextAction("gruul the dragonkiller spread ranged", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("gruul the dragonkiller incoming shatter", {
NextAction("gruul the dragonkiller shatter spread", ACTION_EMERGENCY + 6) }));
}
void RaidGruulsLairStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
multipliers.push_back(new HighKingMaulgarDisableTankAssistMultiplier(botAI));
multipliers.push_back(new HighKingMaulgarAvoidWhirlwindMultiplier(botAI));
multipliers.push_back(new HighKingMaulgarDisableArcaneShotOnKroshMultiplier(botAI));
multipliers.push_back(new HighKingMaulgarDisableMageTankAOEMultiplier(botAI));
multipliers.push_back(new GruulTheDragonkillerMainTankMovementMultiplier(botAI));
multipliers.push_back(new GruulTheDragonkillerGroundSlamMultiplier(botAI));
}