mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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237 lines
6.0 KiB
C++
237 lines
6.0 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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#ifndef _PLAYERBOT_GENERICWARRIORSTRATEGY_H
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#define _PLAYERBOT_GENERICWARRIORSTRATEGY_H
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#include "CombatStrategy.h"
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class PlayerbotAI;
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// Stance requirements
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class WarriorStanceRequirementActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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WarriorStanceRequirementActionNodeFactory()
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{
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// battle only
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creators["charge"] = &charge;
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creators["mocking blow"] = &mocking_blow;
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creators["overpower"] = &overpower;
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creators["retaliation"] = &retaliation;
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creators["shattering throw"] = &shattering_throw;
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// temp
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creators["mortal strike"] = &mortal_strike;
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// berserker only
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creators["berserker rage"] = &berserker_rage;
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creators["recklessness"] = &recklessness;
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creators["whirlwind"] = &whirlwind;
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creators["pummel"] = &pummel;
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creators["intercept"] = &intercept;
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// defensive only
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creators["taunt"] = &taunt;
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creators["revenge"] = &revenge;
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creators["shield block"] = &shield_block;
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creators["disarm"] = &disarm;
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creators["shield wall"] = &shield_wall;
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creators["intervene"] = &intervene;
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}
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private:
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static ActionNode* charge([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"charge",
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/*P*/ { NextAction("battle stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* mocking_blow([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"mocking blow",
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/*P*/ { NextAction("battle stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* overpower([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"overpower",
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/*P*/ { NextAction("battle stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* berserker_rage([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"berserker rage",
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/*P*/ { NextAction("berserker stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* recklessness([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"recklessness",
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/*P*/ { NextAction("berserker stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* whirlwind([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"whirlwind",
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/*P*/ { NextAction("berserker stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* pummel([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"pummel",
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/*P*/ { NextAction("berserker stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* intercept([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"intercept",
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/*P*/ { NextAction("berserker stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* taunt([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"taunt",
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/*P*/ { NextAction("defensive stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* revenge([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"revenge",
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/*P*/ { NextAction("defensive stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* shield_block([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"shield block",
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/*P*/ { NextAction("defensive stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* disarm([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"disarm",
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/*P*/ { NextAction("defensive stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* shield_wall([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"shield wall",
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/*P*/ { NextAction("defensive stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* intervene([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"intervene",
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/*P*/ { NextAction("defensive stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* mortal_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"mortal strike",
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/*P*/ { NextAction("battle stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* retaliation([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"retaliation",
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/*P*/ { NextAction("battle stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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static ActionNode* shattering_throw([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"shattering throw",
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/*P*/ { NextAction("battle stance") },
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/*A*/ {},
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/*C*/ {}
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);
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}
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};
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class GenericWarriorStrategy : public CombatStrategy
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{
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public:
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GenericWarriorStrategy(PlayerbotAI* botAI);
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void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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std::string const getName() override { return "warrior"; }
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};
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class WarrirorAoeStrategy : public CombatStrategy
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{
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public:
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WarrirorAoeStrategy(PlayerbotAI* botAI);
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void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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std::string const getName() override { return "aoe"; }
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};
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#endif
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