Files
mod-playerbots/src/strategy/shaman/CasterShamanStrategy.cpp
Bobblybook 936fa40a62 Update CasterShamanStrategy.cpp
Re-add new ele mastery trigger
2024-07-14 14:23:38 +10:00

73 lines
3.3 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 "CasterShamanStrategy.h"
#include "Playerbots.h"
class CasterShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
CasterShamanStrategyActionNodeFactory()
{
creators["magma totem"] = &magma_totem;
creators["totem of wrath"] = &totem_of_wrath;
}
private:
static ActionNode* magma_totem([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("magma totem",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ NextAction::array(0, new NextAction("fire nova"), nullptr));
}
static ActionNode* totem_of_wrath(PlayerbotAI* botAI)
{
return new ActionNode ("totem of wrath",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("flametongue totem"), NULL),
/*C*/ NULL);
}
};
CasterShamanStrategy::CasterShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI)
{
actionNodeFactories.Add(new CasterShamanStrategyActionNodeFactory());
}
NextAction** CasterShamanStrategy::getDefaultActions()
{
return NextAction::array(0,
new NextAction("lava burst", ACTION_DEFAULT + 0.2f),
new NextAction("lightning bolt", ACTION_DEFAULT),
NULL);
}
void CasterShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericShamanStrategy::InitTriggers(triggers);
// triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_NORMAL + 9), nullptr)));
// triggers.push_back(new TriggerNode("shaman weapon", NextAction::array(0, new NextAction("flametongue weapon", 23.0f), nullptr)));
triggers.push_back(new TriggerNode("main hand weapon no imbue", NextAction::array(0, new NextAction("flametongue weapon", 22.0f), nullptr)));
// triggers.push_back(new TriggerNode("searing totem", NextAction::array(0, new NextAction("searing totem", 19.0f), nullptr)));
triggers.push_back(new TriggerNode("flame shock", NextAction::array(0, new NextAction("flame shock", 20.0f), nullptr)));
triggers.push_back(new TriggerNode("elemental mastery", NextAction::array(0, new NextAction("elemental mastery", 27.0f), nullptr)));
// triggers.push_back(new TriggerNode("frost shock snare", NextAction::array(0, new NextAction("frost shock", 21.0f), nullptr)));
triggers.push_back(new TriggerNode(
"no fire totem",
NextAction::array(0,
new NextAction("totem of wrath", 15.0f), NULL)));
triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("thunderstorm", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("thunderstorm", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
}
void CasterAoeShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("chain lightning", 25.0f), nullptr)));
}