Files
mod-playerbots/src/strategy/priest/HolyPriestStrategy.cpp
2024-10-04 20:48:29 +08:00

115 lines
5.5 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 "HolyPriestStrategy.h"
#include "Playerbots.h"
class HolyPriestStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
HolyPriestStrategyActionNodeFactory() { creators["smite"] = &smite; }
private:
static ActionNode* smite([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("smite",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
/*C*/ nullptr);
}
};
HolyPriestStrategy::HolyPriestStrategy(PlayerbotAI* botAI) : HealPriestStrategy(botAI)
{
actionNodeFactories.Add(new HolyPriestStrategyActionNodeFactory());
}
NextAction** HolyPriestStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("smite", ACTION_DEFAULT + 0.2f),
new NextAction("mana burn", ACTION_DEFAULT + 0.1f),
new NextAction("starshards", ACTION_DEFAULT), nullptr);
}
void HolyPriestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
HealPriestStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode("holy fire", NextAction::array(0, new NextAction("holy fire", ACTION_NORMAL + 9), nullptr)));
triggers.push_back(
new TriggerNode("shadowfiend", NextAction::array(0, new NextAction("shadowfiend", ACTION_HIGH), nullptr)));
triggers.push_back(
new TriggerNode("medium mana", NextAction::array(0, new NextAction("shadowfiend", ACTION_HIGH), nullptr)));
triggers.push_back(
new TriggerNode("low mana", NextAction::array(0, new NextAction("mana burn", ACTION_HIGH), nullptr)));
}
HolyHealPriestStrategy::HolyHealPriestStrategy(PlayerbotAI* botAI) : GenericPriestStrategy(botAI)
{
actionNodeFactories.Add(new GenericPriestStrategyActionNodeFactory());
}
NextAction** HolyHealPriestStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("shoot", ACTION_DEFAULT), nullptr);
}
void HolyHealPriestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericPriestStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode("group heal setting",
NextAction::array(0,
new NextAction("prayer of mending on party", ACTION_MEDIUM_HEAL + 9),
new NextAction("circle of healing on party", ACTION_MEDIUM_HEAL + 8), nullptr)));
triggers.push_back(new TriggerNode(
"medium group heal setting",
NextAction::array(0, new NextAction("divine hymn", ACTION_CRITICAL_HEAL + 7),
new NextAction("prayer of mending on party", ACTION_CRITICAL_HEAL + 6),
new NextAction("circle of healing on party", ACTION_CRITICAL_HEAL + 5),
new NextAction("prayer of healing on party", ACTION_CRITICAL_HEAL + 4), nullptr)));
triggers.push_back(new TriggerNode(
"party member critical health",
NextAction::array(0,
new NextAction("guardian spirit on party", ACTION_CRITICAL_HEAL + 6),
new NextAction("power word: shield on party", ACTION_CRITICAL_HEAL + 5),
new NextAction("prayer of mending on party", ACTION_CRITICAL_HEAL + 3),
new NextAction("greater heal on party", ACTION_MEDIUM_HEAL + 2),
new NextAction("flash heal on party", ACTION_CRITICAL_HEAL + 1),
nullptr)));
triggers.push_back(
new TriggerNode("party member low health",
NextAction::array(0, new NextAction("circle of healing on party", ACTION_MEDIUM_HEAL + 4),
new NextAction("prayer of mending on party", ACTION_MEDIUM_HEAL + 3),
new NextAction("greater heal on party", ACTION_MEDIUM_HEAL + 2),
new NextAction("flash heal on party", ACTION_MEDIUM_HEAL + 1), nullptr)));
triggers.push_back(
new TriggerNode("party member medium health",
NextAction::array(0, new NextAction("circle of healing on party", ACTION_LIGHT_HEAL + 7),
new NextAction("prayer of mending on party", ACTION_LIGHT_HEAL + 6),
new NextAction("greater heal on party", ACTION_MEDIUM_HEAL + 5),
new NextAction("flash heal on party", ACTION_LIGHT_HEAL + 4),
// new NextAction("renew on party", ACTION_LIGHT_HEAL + 8),
nullptr)));
triggers.push_back(
new TriggerNode("party member almost full health",
NextAction::array(0,
new NextAction("renew on party", ACTION_LIGHT_HEAL + 2),
new NextAction("prayer of mending on party", ACTION_LIGHT_HEAL + 1),
nullptr)));
triggers.push_back(new TriggerNode(
"party member to heal out of spell range",
NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 10), nullptr)));
}