Files
mod-playerbots/src/strategy/paladin/GenericPaladinNonCombatStrategy.cpp
brighton-chi 938872564a Revise bot logic for initializing and using consumables (#1483)
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.
2025-08-01 19:28:13 +02:00

33 lines
1.8 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.
*/
#include "GenericPaladinNonCombatStrategy.h"
#include "GenericPaladinStrategyActionNodeFactory.h"
#include "Playerbots.h"
#include "AiFactory.h"
GenericPaladinNonCombatStrategy::GenericPaladinNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
{
actionNodeFactories.Add(new GenericPaladinStrategyActionNodeFactory());
}
void GenericPaladinNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("redemption", ACTION_CRITICAL_HEAL + 10), nullptr)));
triggers.push_back(new TriggerNode("party member almost full health", NextAction::array(0, new NextAction("flash of light on party", 25.0f), nullptr)));
triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0, new NextAction("flash of light on party", 26.0f), nullptr)));
triggers.push_back(new TriggerNode("party member low health", NextAction::array(0, new NextAction("holy light on party", 27.0f), nullptr)));
triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("holy light on party", 28.0f), nullptr)));
int specTab = AiFactory::GetPlayerSpecTab(botAI->GetBot());
if (specTab == 0 || specTab == 1) // Holy or Protection
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
if (specTab == 2) // Retribution
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply stone", 1.0f), nullptr)));
}