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https://github.com/mod-playerbots/mod-playerbots.git
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Bots will now add level- and spec-appropriate oils and stones when maintaining and, with respect to randombots, leveling. All bots (other than those with class-specific temporary weapon enchants) will apply oils and stones to their weapons. General clean-ups to associated code were made.
33 lines
1.8 KiB
C++
33 lines
1.8 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "GenericPaladinNonCombatStrategy.h"
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#include "GenericPaladinStrategyActionNodeFactory.h"
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#include "Playerbots.h"
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#include "AiFactory.h"
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GenericPaladinNonCombatStrategy::GenericPaladinNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericPaladinStrategyActionNodeFactory());
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}
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void GenericPaladinNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("redemption", ACTION_CRITICAL_HEAL + 10), nullptr)));
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triggers.push_back(new TriggerNode("party member almost full health", NextAction::array(0, new NextAction("flash of light on party", 25.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0, new NextAction("flash of light on party", 26.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member low health", NextAction::array(0, new NextAction("holy light on party", 27.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("holy light on party", 28.0f), nullptr)));
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int specTab = AiFactory::GetPlayerSpecTab(botAI->GetBot());
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if (specTab == 0 || specTab == 1) // Holy or Protection
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
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if (specTab == 2) // Retribution
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply stone", 1.0f), nullptr)));
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}
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