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mod-playerbots/src/strategy/paladin/GenericPaladinStrategyActionNodeFactory.h
2023-08-28 19:04:13 +08:00

240 lines
9.4 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.
*/
#ifndef _PLAYERBOT_GENERICPALADINSTRATEGYACTIONNODEFACTORY_H
#define _PLAYERBOT_GENERICPALADINSTRATEGYACTIONNODEFACTORY_H
#include "Action.h"
#include "NamedObjectContext.h"
class PlayerbotAI;
class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
GenericPaladinStrategyActionNodeFactory()
{
// creators["seal of light"] = &seal_of_light;
creators["cleanse poison"] = &cleanse_poison;
creators["cleanse disease"] = &cleanse_disease;
creators["cleanse magic"] = &cleanse_magic;
creators["cleanse poison on party"] = &cleanse_poison_on_party;
creators["cleanse disease on party"] = &cleanse_disease_on_party;
// creators["seal of wisdom"] = &seal_of_wisdom;
creators["seal of justice"] = &seal_of_justice;
creators["hand of reckoning"] = &hand_of_reckoning;
creators["judgement"] = &judgement;
creators["judgement of wisdom"] = &judgement_of_wisdom;
creators["divine shield"] = &divine_shield;
creators["flash of light"] = &flash_of_light;
creators["flash of light on party"] = &flash_of_light_on_party;
creators["holy wrath"] = &holy_wrath;
creators["lay on hands"] = &lay_on_hands;
creators["lay on hands on party"] = &lay_on_hands_on_party;
creators["hammer of wrath"] = &hammer_of_wrath;
creators["retribution aura"] = &retribution_aura;
creators["blessing of kings"] = &blessing_of_kings;
creators["blessing of wisdom"] = &blessing_of_wisdom;
creators["blessing of kings on party"] = &blessing_of_kings_on_party;
creators["blessing of wisdom on party"] = &blessing_of_wisdom_on_party;
creators["blessing of sanctuary"] = &blessing_of_sanctuary;
creators["seal of command"] = &seal_of_command;
creators["taunt spell"] = &hand_of_reckoning;
creators["righteous defense"] = &righteous_defense;
creators["avenger's shield"] = &avengers_shield;
}
private:
static ActionNode* blessing_of_sanctuary(PlayerbotAI* ai)
{
return new ActionNode ("blessing of sanctuary",
/*P*/ NULL,
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* blessing_of_kings(PlayerbotAI* ai)
{
return new ActionNode ("blessing of kings",
/*P*/ NULL,
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* blessing_of_wisdom(PlayerbotAI* ai)
{
return new ActionNode ("blessing of wisdom",
/*P*/ NULL,
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* blessing_of_kings_on_party(PlayerbotAI* ai)
{
return new ActionNode ("blessing of kings on party",
/*P*/ NULL,
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* blessing_of_wisdom_on_party(PlayerbotAI* ai)
{
return new ActionNode ("blessing of wisdom on party",
/*P*/ NULL,
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* retribution_aura(PlayerbotAI* ai)
{
return new ActionNode ("retribution aura",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("devotion aura"), NULL),
/*C*/ NULL);
}
static ActionNode* lay_on_hands(PlayerbotAI* ai)
{
return new ActionNode ("lay on hands",
/*P*/ NULL,
/*A*/ NULL, // NextAction::array(0, new NextAction("divine shield"), new NextAction("flash of light"), NULL),
/*C*/ NULL);
}
static ActionNode* lay_on_hands_on_party(PlayerbotAI* ai)
{
return new ActionNode ("lay on hands on party",
/*P*/ NULL,
/*A*/ NULL, // NextAction::array(0, new NextAction("flash of light"), NULL),
/*C*/ NULL);
}
// static ActionNode* seal_of_light(PlayerbotAI* ai)
// {
// return new ActionNode ("seal of light",
// /*P*/ NULL,
// /*A*/ NextAction::array(0, new NextAction("seal of justice"), NULL),
// /*C*/ NULL);
// }
static ActionNode* cleanse_poison(PlayerbotAI* ai)
{
return new ActionNode ("cleanse poison",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("purify poison"), NULL),
/*C*/ NULL);
}
static ActionNode* cleanse_magic(PlayerbotAI* ai)
{
return new ActionNode ("cleanse magic",
/*P*/ NULL,
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* cleanse_disease(PlayerbotAI* ai)
{
return new ActionNode ("cleanse disease",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("purify disease"), NULL),
/*C*/ NULL);
}
static ActionNode* cleanse_poison_on_party(PlayerbotAI* ai)
{
return new ActionNode ("cleanse poison on party",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("purify poison on party"), NULL),
/*C*/ NULL);
}
static ActionNode* cleanse_disease_on_party(PlayerbotAI* ai)
{
return new ActionNode ("cleanse disease on party",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("purify disease on party"), NULL),
/*C*/ NULL);
}
// static ActionNode* seal_of_wisdom(PlayerbotAI* ai)
// {
// return new ActionNode ("seal of wisdom",
// /*P*/ NULL,
// /*A*/ NextAction::array(0, new NextAction("seal of justice"), NULL),
// /*C*/ NULL);
// }
static ActionNode* seal_of_justice(PlayerbotAI* ai)
{
return new ActionNode ("seal of justice",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), NULL),
/*C*/ NULL);
}
static ActionNode* hand_of_reckoning(PlayerbotAI* ai)
{
return new ActionNode ("hand of reckoning",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("righteous defense"), NULL),
/*C*/ NULL);
}
static ActionNode* righteous_defense(PlayerbotAI* ai)
{
return new ActionNode ("righteous defense",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("avenger's shield"), NULL),
/*C*/ NULL);
}
static ActionNode* avengers_shield(PlayerbotAI* ai)
{
return new ActionNode ("avenger's shield",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("judgement of wisdom"), NULL),
/*C*/ NULL);
}
static ActionNode* judgement_of_wisdom(PlayerbotAI* ai)
{
return new ActionNode ("judgement of wisdom",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("judgement of light"), NULL),
/*C*/ NULL);
}
static ActionNode* judgement(PlayerbotAI* ai)
{
return new ActionNode ("judgement",
/*P*/ NULL,
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* divine_shield(PlayerbotAI* ai)
{
return new ActionNode ("divine shield",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("divine protection"), NULL),
/*C*/ NULL);
}
static ActionNode* flash_of_light(PlayerbotAI* ai)
{
return new ActionNode ("flash of light",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("holy light"), NULL),
/*C*/ NULL);
}
static ActionNode* flash_of_light_on_party(PlayerbotAI* ai)
{
return new ActionNode ("flash of light on party",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("holy light on party"), NULL),
/*C*/ NULL);
}
static ActionNode* holy_wrath(PlayerbotAI* ai)
{
return new ActionNode ("holy wrath",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("consecration"), NULL),
/*C*/ NULL);
}
static ActionNode* hammer_of_wrath(PlayerbotAI* ai)
{
return new ActionNode ("hammer of wrath",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("melee"), NULL),
/*C*/ NULL);
}
static ActionNode* seal_of_command(PlayerbotAI* ai)
{
return new ActionNode ("seal of command",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), NULL),
/*C*/ NULL);
}
};
#endif