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mod-playerbots/src/Ai/Class/Priest/Strategy/GenericPriestStrategyActionNodeFactory.h

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_GENERICPRIESTSTRATEGYACTIONNODEFACTORY_H
#define _PLAYERBOT_GENERICPRIESTSTRATEGYACTIONNODEFACTORY_H
#include "Action.h"
#include "NamedObjectContext.h"
class GenericPriestStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
GenericPriestStrategyActionNodeFactory()
{
creators["inner fire"] = &inner_fire;
creators["holy nova"] = &holy_nova;
creators["power word: fortitude"] = &power_word_fortitude;
creators["power word: fortitude on party"] = &power_word_fortitude_on_party;
creators["divine spirit"] = &divine_spirit;
creators["divine spirit on party"] = &divine_spirit_on_party;
creators["power word: shield"] = &power_word_shield;
// creators["power word: shield on party"] = &power_word_shield_on_party;
creators["renew"] = &renew;
creators["renew on party"] = &renew_on_party;
creators["greater heal"] = &greater_heal;
creators["greater heal on party"] = &greater_heal_on_party;
creators["heal"] = &heal;
creators["heal on party"] = &heal_on_party;
creators["lesser heal"] = &lesser_heal;
creators["lesser heal on party"] = &lesser_heal_on_party;
creators["flash heal"] = &flash_heal;
creators["flash heal on party"] = &flash_heal_on_party;
creators["psychic scream"] = &psychic_scream;
// creators["fade"] = &fade;
creators["shadowfiend"] = &shadowfiend;
}
private:
static ActionNode* inner_fire([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"inner fire",
/*P*/ { NextAction("remove shadowform") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* holy_nova([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"holy nova",
/*P*/ { NextAction("remove shadowform") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* power_word_fortitude([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"power word: fortitude",
/*P*/ { NextAction("remove shadowform") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* power_word_fortitude_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"power word: fortitude on party",
/*P*/ { NextAction("remove shadowform") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* divine_spirit([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"divine spirit",
/*P*/ { NextAction("remove shadowform") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* divine_spirit_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"divine spirit on party",
/*P*/ { NextAction("remove shadowform") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* power_word_shield([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"power word: shield",
/*P*/ { NextAction("remove shadowform") },
// /*A*/ { NextAction("renew", 50.0f) },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* power_word_shield_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"power word: shield on party",
/*P*/ { NextAction("remove shadowform") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* renew([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"renew",
/*P*/ { NextAction("remove shadowform") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* renew_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"renew on party",
/*P*/ { NextAction("remove shadowform") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* greater_heal([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"greater heal",
/*P*/ { NextAction("remove shadowform") },
/*A*/ { NextAction("heal") },
/*C*/ {}
);
}
static ActionNode* greater_heal_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"greater heal on party",
/*P*/ { NextAction("remove shadowform") },
/*A*/ { NextAction("heal on party") },
/*C*/ {}
);
}
static ActionNode* heal([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"heal",
/*P*/ { NextAction("remove shadowform") },
/*A*/ { NextAction("lesser heal") },
/*C*/ {}
);
}
static ActionNode* heal_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"heal on party",
/*P*/ { NextAction("remove shadowform") },
/*A*/ { NextAction("lesser heal on party") },
/*C*/ {}
);
}
static ActionNode* lesser_heal([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"lesser heal",
/*P*/ { NextAction("remove shadowform") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* lesser_heal_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"lesser heal on party",
/*P*/ { NextAction("remove shadowform") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* flash_heal([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"flash heal",
/*P*/ { NextAction("remove shadowform") },
/*A*/ { NextAction("greater heal") },
/*C*/ {}
);
}
static ActionNode* flash_heal_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"flash heal on party",
/*P*/ { NextAction("remove shadowform") },
/*A*/ { NextAction("greater heal on party") },
/*C*/ {}
);
}
static ActionNode* psychic_scream([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"psychic scream",
/*P*/ {},
/*A*/ { NextAction("fade") },
/*C*/ {}
);
}
static ActionNode* shadowfiend([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"shadowfiend",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
};
class CurePriestStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
CurePriestStrategyActionNodeFactory()
{
creators["abolish disease"] = &abolish_disease;
creators["abolish disease on party"] = &abolish_disease_on_party;
}
private:
static ActionNode* abolish_disease([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"abolish disease",
/*P*/ {},
/*A*/ { NextAction("cure disease") },
/*C*/ {}
);
}
static ActionNode* abolish_disease_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"abolish disease on party",
/*P*/ {},
/*A*/ { NextAction("cure disease on party") },
/*C*/ {}
);
}
};
#endif