Files
mod-playerbots/src/strategy/priest/GenericPriestStrategyActionNodeFactory.h
2023-11-10 20:10:03 +08:00

207 lines
8.5 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.
*/
#ifndef _PLAYERBOT_GENERICPRIESTSTRATEGYACTIONNODEFACTORY_H
#define _PLAYERBOT_GENERICPRIESTSTRATEGYACTIONNODEFACTORY_H
#include "Action.h"
#include "NamedObjectContext.h"
class GenericPriestStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
GenericPriestStrategyActionNodeFactory()
{
creators["inner fire"] = &inner_fire;
creators["holy nova"] = &holy_nova;
creators["power word: fortitude"] = &power_word_fortitude;
creators["power word: fortitude on party"] = &power_word_fortitude_on_party;
creators["divine spirit"] = &divine_spirit;
creators["divine spirit on party"] = &divine_spirit_on_party;
creators["power word: shield"] = &power_word_shield;
// creators["power word: shield on party"] = &power_word_shield_on_party;
creators["renew"] = &renew;
creators["renew on party"] = &renew_on_party;
creators["greater heal"] = &greater_heal;
creators["greater heal on party"] = &greater_heal_on_party;
creators["heal"] = &heal;
creators["heal on party"] = &heal_on_party;
creators["lesser heal"] = &lesser_heal;
creators["lesser heal on party"] = &lesser_heal_on_party;
creators["flash heal"] = &flash_heal;
creators["flash heal on party"] = &flash_heal_on_party;
creators["psychic scream"] = &psychic_scream;
// creators["fade"] = &fade;
creators["shadowfiend"] = &shadowfiend;
}
private:
static ActionNode* inner_fire(PlayerbotAI* ai)
{
return new ActionNode ("inner fire",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* holy_nova(PlayerbotAI* ai)
{
return new ActionNode ("holy nova",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* power_word_fortitude(PlayerbotAI* ai)
{
return new ActionNode ("power word: fortitude",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* power_word_fortitude_on_party(PlayerbotAI* ai)
{
return new ActionNode ("power word: fortitude on party",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* divine_spirit(PlayerbotAI* ai)
{
return new ActionNode ("divine spirit",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* divine_spirit_on_party(PlayerbotAI* ai)
{
return new ActionNode ("divine spirit on party",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* power_word_shield(PlayerbotAI* ai)
{
return new ActionNode ("power word: shield",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
// /*A*/ NextAction::array(0, new NextAction("renew", 50.0f), NULL),
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* power_word_shield_on_party(PlayerbotAI* ai)
{
return new ActionNode ("power word: shield on party",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
// /*A*/ NextAction::array(0, new NextAction("renew on party", 50.0f), NULL),
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* renew(PlayerbotAI* ai)
{
return new ActionNode ("renew",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* renew_on_party(PlayerbotAI* ai)
{
return new ActionNode ("renew on party",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* greater_heal(PlayerbotAI* ai)
{
return new ActionNode ("greater heal",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NextAction::array(0, new NextAction("heal"), NULL),
/*C*/ NULL);
}
static ActionNode* greater_heal_on_party(PlayerbotAI* ai)
{
return new ActionNode ("greater heal on party",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NextAction::array(0, new NextAction("heal on party"), NULL),
/*C*/ NULL);
}
static ActionNode* heal(PlayerbotAI* ai)
{
return new ActionNode ("heal",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NextAction::array(0, new NextAction("lesser heal"), NULL),
/*C*/ NULL);
}
static ActionNode* heal_on_party(PlayerbotAI* ai)
{
return new ActionNode ("heal on party",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NextAction::array(0, new NextAction("lesser heal on party"), NULL),
/*C*/ NULL);
}
static ActionNode* lesser_heal(PlayerbotAI* ai)
{
return new ActionNode ("lesser heal",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* lesser_heal_on_party(PlayerbotAI* ai)
{
return new ActionNode ("lesser heal on party",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* flash_heal(PlayerbotAI* ai)
{
return new ActionNode ("flash heal",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NextAction::array(0, new NextAction("greater heal"), NULL),
/*C*/ NULL);
}
static ActionNode* flash_heal_on_party(PlayerbotAI* ai)
{
return new ActionNode ("flash heal on party",
/*P*/ NextAction::array(0, new NextAction("remove shadowform"), NULL),
/*A*/ NextAction::array(0, new NextAction("greater heal on party"), NULL),
/*C*/ NULL);
}
static ActionNode* psychic_scream(PlayerbotAI* ai)
{
return new ActionNode ("psychic scream",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("fade"), NULL),
/*C*/ NULL);
}
// static ActionNode* fade(PlayerbotAI* ai)
// {
// return new ActionNode ("fade",
// /*P*/ NULL,
// /*A*/ NextAction::array(0, new NextAction("flee"), NULL),
// /*C*/ NULL);
// }
static ActionNode* shadowfiend(PlayerbotAI* ai)
{
return new ActionNode ("shadowfiend",
/*P*/ NULL,
// /*A*/ NextAction::array(0, new NextAction("hymn of hope"), NULL),
/*A*/ NULL,
/*C*/ NULL);
}
};
class CurePriestStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
CurePriestStrategyActionNodeFactory()
{
creators["abolish disease"] = &abolish_disease;
creators["abolish disease on party"] = &abolish_disease_on_party;
}
private:
ACTION_NODE_A(abolish_disease, "abolish disease", "cure disease");
ACTION_NODE_A(abolish_disease_on_party, "abolish disease on party", "cure disease on party");
};
#endif