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mod-playerbots/src/Ai/Class/Paladin/Strategy/OffhealRetPaladinStrategy.cpp

244 lines
6.4 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 "OffhealRetPaladinStrategy.h"
#include "Playerbots.h"
#include "Strategy.h"
class OffhealRetPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
OffhealRetPaladinStrategyActionNodeFactory()
{
creators["retribution aura"] = &retribution_aura;
creators["seal of corruption"] = &seal_of_corruption;
creators["seal of vengeance"] = &seal_of_vengeance;
creators["seal of command"] = &seal_of_command;
creators["blessing of might"] = &blessing_of_might;
creators["crusader strike"] = &crusader_strike;
creators["divine plea"] = &divine_plea;
}
private:
static ActionNode* retribution_aura([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"retribution aura",
/*P*/ {},
/*A*/ { NextAction("devotion aura") },
/*C*/ {}
);
}
static ActionNode* seal_of_corruption([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"seal of corruption",
/*P*/ {},
/*A*/ { NextAction("seal of vengeance") },
/*C*/ {}
);
}
static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"seal of vengeance",
/*P*/ {},
/*A*/ { NextAction("seal of command") },
/*C*/ {}
);
}
static ActionNode* seal_of_command([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"seal of command",
/*P*/ {},
/*A*/ { NextAction("seal of righteousness") },
/*C*/ {}
);
}
static ActionNode* blessing_of_might([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"blessing of might",
/*P*/ {},
/*A*/ { NextAction("blessing of kings") },
/*C*/ {}
);
}
static ActionNode* crusader_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"crusader strike",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* divine_plea([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"divine plea",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
};
OffhealRetPaladinStrategy::OffhealRetPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI)
{
actionNodeFactories.Add(new OffhealRetPaladinStrategyActionNodeFactory());
}
std::vector<NextAction> OffhealRetPaladinStrategy::getDefaultActions()
{
return {
NextAction("hammer of wrath", ACTION_DEFAULT + 0.6f),
NextAction("judgement of wisdom", ACTION_DEFAULT + 0.5f),
NextAction("crusader strike", ACTION_DEFAULT + 0.4f),
NextAction("divine storm", ACTION_DEFAULT + 0.3f),
NextAction("melee", ACTION_DEFAULT)
};
}
void OffhealRetPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericPaladinStrategy::InitTriggers(triggers);
// Damage Triggers
triggers.push_back(
new TriggerNode(
"seal",
{
NextAction("seal of corruption", ACTION_HIGH)
}
)
);
triggers.push_back(
new TriggerNode(
"low mana",
{
NextAction("seal of wisdom", ACTION_HIGH + 5),
NextAction("divine plea", ACTION_HIGH + 4)
}
)
);
triggers.push_back(
new TriggerNode(
"art of war",
{
NextAction("exorcism", ACTION_HIGH + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"avenging wrath",
{
NextAction("avenging wrath", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"medium aoe",
{
NextAction("divine storm", ACTION_HIGH + 4),
NextAction("consecration", ACTION_HIGH + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"enemy out of melee",
{
NextAction("reach melee", ACTION_HIGH + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"retribution aura",
{
NextAction("retribution aura", ACTION_NORMAL)
}
)
);
triggers.push_back(
new TriggerNode(
"blessing of might",
{
NextAction("blessing of might", ACTION_NORMAL + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"low health",
{
NextAction("holy light", ACTION_CRITICAL_HEAL + 2)
}
)
);
// Healing Triggers
triggers.push_back(
new TriggerNode(
"party member critical health",
{
NextAction("holy shock on party", ACTION_CRITICAL_HEAL + 6),
NextAction("holy light on party", ACTION_CRITICAL_HEAL + 4)
}
)
);
triggers.push_back(
new TriggerNode(
"party member low health",
{
NextAction("holy light on party", ACTION_MEDIUM_HEAL + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"party member medium health",
{
NextAction("flash of light on party", ACTION_LIGHT_HEAL + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"party member almost full health",
{
NextAction("flash of light on party", ACTION_LIGHT_HEAL + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"party member to heal out of spell range",
{
NextAction("reach party member to heal", ACTION_EMERGENCY + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"beacon of light on main tank",
{
NextAction("beacon of light on main tank", ACTION_CRITICAL_HEAL + 7)
}
)
);
}