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

93 lines
3.7 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 "GenericPriestStrategy.h"
#include "GenericPriestStrategyActionNodeFactory.h"
#include "HealPriestStrategy.h"
#include "Playerbots.h"
GenericPriestStrategy::GenericPriestStrategy(PlayerbotAI* botAI) : RangedCombatStrategy(botAI)
{
actionNodeFactories.Add(new GenericPriestStrategyActionNodeFactory());
}
void GenericPriestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
CombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("medium threat", { NextAction("fade", 55.0f) }));
triggers.push_back(new TriggerNode("critical health", { NextAction("desperate prayer",
ACTION_HIGH + 5) }));
triggers.push_back(new TriggerNode(
"critical health", { NextAction("power word: shield", ACTION_NORMAL) }));
triggers.push_back(
new TriggerNode("low health", { NextAction("power word: shield", ACTION_HIGH) }));
triggers.push_back(
new TriggerNode("medium mana",
{
NextAction("shadowfiend", ACTION_HIGH + 2),
NextAction("inner focus", ACTION_HIGH + 1) }));
triggers.push_back(
new TriggerNode("low mana", { NextAction("hymn of hope", ACTION_HIGH) }));
triggers.push_back(new TriggerNode("enemy too close for spell",
{ NextAction("flee", ACTION_MOVE + 9) }));
triggers.push_back(new TriggerNode("often", { NextAction("apply oil", 1.0f) }));
triggers.push_back(new TriggerNode("being attacked",
{ NextAction("power word: shield", ACTION_HIGH + 1) }));
triggers.push_back(new TriggerNode("new pet", { NextAction("set pet stance", 60.0f) }));
}
PriestCureStrategy::PriestCureStrategy(PlayerbotAI* botAI) : Strategy(botAI)
{
actionNodeFactories.Add(new CurePriestStrategyActionNodeFactory());
}
void PriestCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("dispel magic", { NextAction("dispel magic", 41.0f) }));
triggers.push_back(new TriggerNode("dispel magic on party",
{ NextAction("dispel magic on party", 40.0f) }));
triggers.push_back(
new TriggerNode("cure disease", { NextAction("abolish disease", 31.0f) }));
triggers.push_back(new TriggerNode(
"party member cure disease", { NextAction("abolish disease on party", 30.0f) }));
}
void PriestBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("power infusion", { NextAction("power infusion", 41.0f) }));
triggers.push_back(new TriggerNode("boost", { NextAction("shadowfiend", 20.0f) }));
}
void PriestCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("shackle undead", { NextAction("shackle undead", 31.0f) }));
}
void PriestHealerDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("healer should attack",
{
NextAction("shadow word: pain", ACTION_DEFAULT + 0.5f),
NextAction("holy fire", ACTION_DEFAULT + 0.4f),
NextAction("smite", ACTION_DEFAULT + 0.3f),
NextAction("mind blast", ACTION_DEFAULT + 0.2f),
NextAction("shoot", ACTION_DEFAULT) }));
triggers.push_back(
new TriggerNode("medium aoe and healer should attack",
{
NextAction("mind sear", ACTION_DEFAULT + 0.5f) }));
}