Files
mod-playerbots/src/strategy/deathknight/UnholyDKStrategy.cpp
2025-01-19 17:10:10 +08:00

144 lines
6.4 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 "UnholyDKStrategy.h"
#include "Playerbots.h"
class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
UnholyDKStrategyActionNodeFactory()
{
// Unholy
// creators["bone shield"] = &bone_shield;
// creators["plague strike"] = &plague_strike;
// creators["death grip"] = &death_grip;
// creators["death coil"] = &death_coil;
creators["death strike"] = &death_strike;
// creators["unholy blight"] = &unholy_blight;
creators["scourge strike"] = &scourge_strike;
// creators["death and decay"] = &death_and_decay;
// creators["unholy pressence"] = &unholy_pressence;
// creators["raise dead"] = &raise_dead;
// creators["army of the dead"] = &army of the dead;
// creators["summon gargoyle"] = &army of the dead;
// creators["anti magic shell"] = &anti_magic_shell;
// creators["anti magic zone"] = &anti_magic_zone;
creators["ghoul frenzy"] = &ghoul_frenzy;
creators["corpse explosion"] = &corpse_explosion;
creators["icy touch"] = &icy_touch;
}
private:
static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("death strike",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* ghoul_frenzy([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("ghoul frenzy",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("corpse explosion",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* scourge_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("scourge strike",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("icy touch",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
};
UnholyDKStrategy::UnholyDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
{
actionNodeFactories.Add(new UnholyDKStrategyActionNodeFactory());
}
NextAction** UnholyDKStrategy::getDefaultActions()
{
return NextAction::array(
0, new NextAction("death and decay", ACTION_HIGH + 5),
new NextAction("summon gargoyle", ACTION_DEFAULT + 0.4f),
// new NextAction("empower rune weapon", ACTION_DEFAULT + 0.3f),
new NextAction("horn of winter", ACTION_DEFAULT + 0.2f),
new NextAction("death coil", ACTION_DEFAULT + 0.1f),
new NextAction("melee", ACTION_DEFAULT), nullptr);
}
void UnholyDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDKStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode(
"death and decay cooldown", NextAction::array(0,
new NextAction("ghoul frenzy", ACTION_DEFAULT + 0.9f),
new NextAction("scourge strike", ACTION_DEFAULT + 0.8f),
new NextAction("icy touch", ACTION_DEFAULT + 0.7f),
new NextAction("blood strike", ACTION_DEFAULT + 0.6f),
new NextAction("plague strike", ACTION_DEFAULT + 0.5f),
nullptr)));
triggers.push_back(new TriggerNode("dd cd and no desolation",
NextAction::array(0, new NextAction("blood strike", ACTION_DEFAULT + 0.75f), nullptr)));
// triggers.push_back(
// new TriggerNode("icy touch", NextAction::array(0, new NextAction("icy touch", ACTION_HIGH + 2), nullptr)));
// triggers.push_back(new TriggerNode(
// "plague strike", NextAction::array(0, new NextAction("plague strike", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode(
"high frost rune", NextAction::array(0,
new NextAction("icy touch", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode(
"high blood rune", NextAction::array(0, new NextAction("blood strike", ACTION_NORMAL + 2), nullptr)));
triggers.push_back(new TriggerNode(
"high unholy rune", NextAction::array(0,
new NextAction("plague strike", ACTION_NORMAL + 1), nullptr)));
triggers.push_back(
new TriggerNode("dd cd and plague strike 3s", NextAction::array(0, new NextAction("plague strike", ACTION_HIGH + 1), nullptr)));
triggers.push_back(
new TriggerNode("dd cd and icy touch 3s", NextAction::array(0, new NextAction("icy touch", ACTION_HIGH + 2), nullptr)));
triggers.push_back(
new TriggerNode("no rune", NextAction::array(0, new NextAction("empower rune weapon", ACTION_HIGH + 1), nullptr)));
// triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction(, ACTION_NORMAL + 2), nullptr)));
triggers.push_back(new TriggerNode(
"army of the dead", NextAction::array(0, new NextAction("army of the dead", ACTION_HIGH + 6), nullptr)));
triggers.push_back(
new TriggerNode("bone shield", NextAction::array(0, new NextAction("bone shield", ACTION_HIGH + 3), nullptr)));
}
void UnholyDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode(
"loot available", NextAction::array(0, new NextAction("corpse explosion", ACTION_NORMAL + 1), nullptr)));
triggers.push_back(new TriggerNode(
"medium aoe", NextAction::array(0, new NextAction("death and decay", ACTION_NORMAL + 3),
new NextAction("corpse explosion", ACTION_NORMAL + 3), nullptr)));
}