Files
mod-playerbots/src/strategy/deathknight/FrostDKStrategy.cpp
2022-05-20 12:41:13 -05:00

87 lines
3.2 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 "FrostDKStrategy.h"
#include "Playerbots.h"
class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
FrostDKStrategyActionNodeFactory()
{
//creators["icy touch"] = &icy_touch;
creators["obliterate"] = &obliterate;
creators["howling blast"] = &howling_blast;
creators["frost strike"] = &frost_strike;
//creators["chbotAIns of ice"] = &chbotAIns_of_ice;
creators["rune strike"] = &rune_strike;
//creators["icy clutch"] = &icy_clutch;
//creators["horn of winter"] = &horn_of_winter;
//creators["killing machine"] = &killing_machine;
//creators["frost presence"] = &frost_presence;
//creators["deathchill"] = &deathchill;
//creators["icebound fortitude"] = &icebound_fortitude;
//creators["mind freeze"] = &mind_freeze;
//creators["empower weapon"] = &empower_weapon;
//creators["hungering cold"] = &hungering_cold;
//creators["unbreakable armor"] = &unbreakable_armor;
//creators["improved icy talons"] = &improved_icy_talons;
}
private:
static ActionNode* obliterate([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("obliterate",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
/*A*/ NextAction::array(0, new NextAction("frost strike"), nullptr),
/*C*/ nullptr);
}
static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("rune strike",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
/*C*/ nullptr);
}
static ActionNode* frost_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("frost strike",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* howling_blast([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("howling blast",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
/*A*/ NextAction::array(0, new NextAction("icy touch"), nullptr),
/*C*/ nullptr);
}
};
FrostDKStrategy::FrostDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
{
actionNodeFactories.Add(new FrostDKStrategyActionNodeFactory());
}
NextAction** FrostDKStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("melee", ACTION_NORMAL), new NextAction("frost strike", ACTION_NORMAL + 5), new NextAction("obliterate", ACTION_NORMAL + 4), nullptr);
}
void FrostDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDKStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("empower weapon", NextAction::array(0, new NextAction("empower weapon", ACTION_NORMAL + 4), nullptr)));
}
void FrostDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("howling blast", ACTION_NORMAL + 4), nullptr)));
}