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mod-playerbots/src/strategy/warlock/WarlockTriggers.h
ThePenguinMan96 a33bb3b51e Changes requested
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/*
* 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.
*/
#ifndef _PLAYERBOT_WARLOCKTRIGGERS_H
#define _PLAYERBOT_WARLOCKTRIGGERS_H
#include "GenericTriggers.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "CureTriggers.h"
class PlayerbotAI;
// Buff and Out of Combat Triggers
class DemonArmorTrigger : public BuffTrigger
{
public:
DemonArmorTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "demon armor") {}
bool IsActive() override;
};
class SoulLinkTrigger : public BuffTrigger
{
public:
SoulLinkTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "soul link") {}
bool IsActive() override;
};
class OutOfSoulShardsTrigger : public Trigger
{
public:
OutOfSoulShardsTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no soul shard", 2) {}
bool IsActive() override;
};
class TooManySoulShardsTrigger : public Trigger
{
public:
TooManySoulShardsTrigger(PlayerbotAI* botAI) : Trigger(botAI, "too many soul shards") {}
bool IsActive() override;
};
class FirestoneTrigger : public BuffTrigger
{
public:
FirestoneTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "firestone") {}
bool IsActive() override;
};
class SpellstoneTrigger : public BuffTrigger
{
public:
SpellstoneTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "spellstone") {}
bool IsActive() override;
};
class OutOfSoulstoneTrigger : public Trigger
{
public:
OutOfSoulstoneTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no soulstone") {}
bool IsActive() override;
};
class SoulstoneTrigger : public Trigger
{
public:
SoulstoneTrigger(PlayerbotAI* botAI) : Trigger(botAI, "soulstone") {}
bool IsActive() override
{
static const std::vector<uint32> soulstoneSpellIds = {20707, 20762, 20763, 20764, 20765, 27239, 47883};
if (AI_VALUE2(uint32, "item count", "soulstone") == 0)
return false;
for (uint32 spellId : soulstoneSpellIds)
{
if (!bot->HasSpellCooldown(spellId))
return true; // Ready to use
}
return false; // All are on cooldown
}
};
class WarlockConjuredItemTrigger : public ItemCountTrigger
{
public:
WarlockConjuredItemTrigger(PlayerbotAI* botAI, std::string const item) : ItemCountTrigger(botAI, item, 1) {}
bool IsActive() override;
};
class HasSpellstoneTrigger : public WarlockConjuredItemTrigger
{
public:
HasSpellstoneTrigger(PlayerbotAI* botAI) : WarlockConjuredItemTrigger(botAI, "spellstone") {}
};
class HasFirestoneTrigger : public WarlockConjuredItemTrigger
{
public:
HasFirestoneTrigger(PlayerbotAI* botAI) : WarlockConjuredItemTrigger(botAI, "firestone") {}
};
class HasHealthstoneTrigger : public WarlockConjuredItemTrigger
{
public:
HasHealthstoneTrigger(PlayerbotAI* botAI) : WarlockConjuredItemTrigger(botAI, "healthstone") {}
};
// CC and Pet Triggers
class BanishTrigger : public HasCcTargetTrigger
{
public:
BanishTrigger(PlayerbotAI* botAI) : HasCcTargetTrigger(botAI, "banish") {}
bool IsActive() override;
};
class FearTrigger : public HasCcTargetTrigger
{
public:
FearTrigger(PlayerbotAI* botAI) : HasCcTargetTrigger(botAI, "fear") {}
bool IsActive() override;
};
class SpellLockInterruptSpellTrigger : public InterruptSpellTrigger
{
public:
SpellLockInterruptSpellTrigger(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, "spell lock") {}
};
class DevourMagicPurgeTrigger : public TargetAuraDispelTrigger
{
public:
DevourMagicPurgeTrigger(PlayerbotAI* botAI) : TargetAuraDispelTrigger(botAI, "devour magic", DISPEL_MAGIC) {}
};
class DevourMagicCleanseTrigger : public PartyMemberNeedCureTrigger
{
public:
DevourMagicCleanseTrigger(PlayerbotAI* botAI) : PartyMemberNeedCureTrigger(botAI, "devour magic", DISPEL_MAGIC) {}
};
// DoT/Curse Triggers
class CorruptionTrigger : public DebuffTrigger
{
public:
CorruptionTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "corruption", 1, true, 0.5f) {}
bool IsActive() override
{
return BuffTrigger::IsActive() && !botAI->HasAura("seed of corruption", GetTarget(), false, true);
}
};
class CorruptionOnAttackerTrigger : public DebuffOnAttackerTrigger
{
public:
CorruptionOnAttackerTrigger(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, "corruption", true) {}
bool IsActive() override
{
return BuffTrigger::IsActive() && !botAI->HasAura("seed of corruption", GetTarget(), false, true);
}
};
class ImmolateTrigger : public DebuffTrigger
{
public:
ImmolateTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "immolate", 1, true, 0.5f) {}
bool IsActive() override { return BuffTrigger::IsActive(); }
};
class ImmolateOnAttackerTrigger : public DebuffOnAttackerTrigger
{
public:
ImmolateOnAttackerTrigger(PlayerbotAI* ai) : DebuffOnAttackerTrigger(ai, "immolate", true) {}
bool IsActive() override { return BuffTrigger::IsActive(); }
};
class UnstableAfflictionTrigger : public DebuffTrigger
{
public:
UnstableAfflictionTrigger(PlayerbotAI* ai) : DebuffTrigger(ai, "unstable affliction", 1, true, 0.5f) {}
bool IsActive() override { return BuffTrigger::IsActive(); }
};
class UnstableAfflictionOnAttackerTrigger : public DebuffOnAttackerTrigger
{
public:
UnstableAfflictionOnAttackerTrigger(PlayerbotAI* ai) : DebuffOnAttackerTrigger(ai, "unstable affliction", true) {}
bool IsActive() override { return BuffTrigger::IsActive(); }
};
class HauntTrigger : public DebuffTrigger
{
public:
HauntTrigger(PlayerbotAI* ai) : DebuffTrigger(ai, "haunt", 1, true, 0) {}
};
class CurseOfAgonyTrigger : public DebuffTrigger
{
public:
CurseOfAgonyTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "curse of agony", 1, true, 0.5f) {}
bool IsActive() override { return BuffTrigger::IsActive(); }
};
class CurseOfAgonyOnAttackerTrigger : public DebuffOnAttackerTrigger
{
public:
CurseOfAgonyOnAttackerTrigger(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, "curse of agony", true) {}
bool IsActive() override { return BuffTrigger::IsActive(); }
};
class CurseOfTheElementsTrigger : public DebuffTrigger
{
public:
CurseOfTheElementsTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "curse of the elements", 1, true, 0.5f) {}
bool IsActive() override;
};
class CurseOfDoomTrigger : public DebuffTrigger
{
public:
CurseOfDoomTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "curse of doom", 1, true, 0.5f) {}
bool IsActive() override { return BuffTrigger::IsActive(); }
};
class CurseOfExhaustionTrigger : public DebuffTrigger
{
public:
CurseOfExhaustionTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "curse of exhaustion", 1, true, 0.5f) {}
bool IsActive() override { return BuffTrigger::IsActive(); }
};
class CurseOfTonguesTrigger : public DebuffTrigger
{
public:
CurseOfTonguesTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "curse of tongues", 1, true, 0.5f) {}
bool IsActive() override { return BuffTrigger::IsActive(); }
};
class CurseOfWeaknessTrigger : public DebuffTrigger
{
public:
CurseOfWeaknessTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "curse of weakness", 1, true, 0.5f) {}
bool IsActive() override;
};
// Proc/Cooldown Triggers
class LifeTapTrigger : public Trigger
{
public:
LifeTapTrigger(PlayerbotAI* ai) : Trigger(ai, "life tap") {}
bool IsActive() override;
};
class LifeTapGlyphBuffTrigger : public BuffTrigger
{
public:
LifeTapGlyphBuffTrigger(PlayerbotAI* ai) : BuffTrigger(ai, "life tap") {}
bool IsActive() override;
};
class MetamorphosisTrigger : public BoostTrigger
{
public:
MetamorphosisTrigger(PlayerbotAI* ai) : BoostTrigger(ai, "metamorphosis") {}
};
class DemonicEmpowermentTrigger : public BuffTrigger
{
public:
DemonicEmpowermentTrigger(PlayerbotAI* ai) : BuffTrigger(ai, "demonic empowerment") {}
bool IsActive() override;
};
class ImmolationAuraActiveTrigger : public HasAuraTrigger
{
public:
ImmolationAuraActiveTrigger(PlayerbotAI* ai) : HasAuraTrigger(ai, "immolation aura") {}
};
class ShadowTranceTrigger : public HasAuraTrigger
{
public:
ShadowTranceTrigger(PlayerbotAI* botAI) : HasAuraTrigger(botAI, "shadow trance") {}
};
class BacklashTrigger : public HasAuraTrigger
{
public:
BacklashTrigger(PlayerbotAI* botAI) : HasAuraTrigger(botAI, "backlash") {}
};
class DecimationTrigger : public HasAuraTrigger
{
public:
DecimationTrigger(PlayerbotAI* ai) : HasAuraTrigger(ai, "decimation") {}
bool IsActive() override;
};
class MoltenCoreTrigger : public HasAuraTrigger
{
public:
MoltenCoreTrigger(PlayerbotAI* ai) : HasAuraTrigger(ai, "molten core") {}
};
class MetamorphosisNotActiveTrigger : public HasNoAuraTrigger
{
public:
MetamorphosisNotActiveTrigger(PlayerbotAI* ai) : HasNoAuraTrigger(ai, "metamorphosis") {}
};
class MetaMeleeEnemyTooCloseForSpellTrigger : public TwoTriggers
{
public:
MetaMeleeEnemyTooCloseForSpellTrigger(PlayerbotAI* ai)
: TwoTriggers(ai, "enemy too close for spell", "metamorphosis not active") {}
};
#endif