mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 00:58:33 +00:00
87 lines
3.4 KiB
C++
87 lines
3.4 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "GenericMageNonCombatStrategy.h"
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#include "Playerbots.h"
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class GenericMageNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericMageNonCombatStrategyActionNodeFactory()
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{
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creators["molten armor"] = &molten_armor;
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creators["mage armor"] = &mage_armor;
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creators["ice armor"] = &ice_armor;
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}
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private:
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static ActionNode* molten_armor([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("molten armor",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("mage armor"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* mage_armor([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("mage armor",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("ice armor"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* ice_armor([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("ice armor",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("frost armor"), nullptr),
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/*C*/ nullptr);
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}
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};
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GenericMageNonCombatStrategy::GenericMageNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericMageNonCombatStrategyActionNodeFactory());
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}
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void GenericMageNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode("arcane intellect", NextAction::array(0, new NextAction("arcane intellect", 21.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("no focus magic", NextAction::array(0, new NextAction("focus magic on party", 19.0f), nullptr)));
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// triggers.push_back(new TriggerNode("no drink", NextAction::array(0, new NextAction("conjure water", 16.0f),
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// nullptr))); triggers.push_back(new TriggerNode("no food", NextAction::array(0, new NextAction("conjure
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// food", 15.0f), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
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}
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void MageBuffManaStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("mage armor", NextAction::array(0, new NextAction("mage armor", 19.0f), nullptr)));
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}
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void MageBuffDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("mage armor", NextAction::array(0, new NextAction("molten armor", 19.0f), nullptr)));
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}
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void MageBuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("arcane intellect on party",
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NextAction::array(0, new NextAction("arcane intellect on party", 20.0f), nullptr)));
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// triggers.push_back(new TriggerNode("give water", NextAction::array(0, new NextAction("give water", 14.0f),
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// nullptr))); triggers.push_back(new TriggerNode("give food", NextAction::array(0, new NextAction("give
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// food", 13.0f), nullptr)));
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}
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