mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-02 10:23:47 +00:00
213 lines
4.9 KiB
C++
213 lines
4.9 KiB
C++
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#include "AssassinationRogueStrategy.h"
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#include "Playerbots.h"
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class AssassinationRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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AssassinationRogueStrategyActionNodeFactory()
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{
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creators["mutilate"] = &mutilate;
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creators["envenom"] = &envenom;
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creators["backstab"] = &backstab;
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creators["rupture"] = &rupture;
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}
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private:
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static ActionNode* mutilate([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"mutilate",
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/*P*/ {},
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/*A*/ { NextAction("backstab") },
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/*C*/ {}
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);
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}
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static ActionNode* envenom([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"envenom",
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/*P*/ {},
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/*A*/ { NextAction("rupture") },
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/*C*/ {}
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);
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}
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static ActionNode* backstab([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"backstab",
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/*P*/ {},
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/*A*/ { NextAction("sinister strike") },
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/*C*/ {}
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);
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}
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static ActionNode* rupture([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode(
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"rupture",
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/*P*/ {},
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/*A*/ { NextAction("eviscerate") },
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/*C*/ {}
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);
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}
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};
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AssassinationRogueStrategy::AssassinationRogueStrategy(PlayerbotAI* ai) : MeleeCombatStrategy(ai)
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{
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actionNodeFactories.Add(new AssassinationRogueStrategyActionNodeFactory());
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}
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std::vector<NextAction> AssassinationRogueStrategy::getDefaultActions()
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{
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return {
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NextAction("melee", ACTION_DEFAULT)
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};
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}
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void AssassinationRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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MeleeCombatStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode(
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"high energy available",
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{
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NextAction("garrote", ACTION_HIGH + 7),
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NextAction("ambush", ACTION_HIGH + 6)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"high energy available",
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{
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NextAction("mutilate", ACTION_NORMAL + 3)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"hunger for blood",
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{
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NextAction("hunger for blood", ACTION_HIGH + 6),
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"slice and dice",
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{
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NextAction("slice and dice", ACTION_HIGH + 5),
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"combo points 3 available",
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{
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NextAction("envenom", ACTION_HIGH + 5),
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NextAction("eviscerate", ACTION_HIGH + 3)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"target with combo points almost dead",
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{
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NextAction("envenom", ACTION_HIGH + 4),
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NextAction("eviscerate", ACTION_HIGH + 2)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"expose armor",
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{
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NextAction("expose armor", ACTION_HIGH + 3),
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"medium threat",
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{
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NextAction("vanish", ACTION_HIGH),
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"low health",
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{
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NextAction("evasion", ACTION_HIGH + 9),
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NextAction("feint", ACTION_HIGH + 8)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"critical health",
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{
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NextAction("cloak of shadows", ACTION_HIGH + 7)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"kick",
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{
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NextAction("kick", ACTION_INTERRUPT + 2),
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"kick on enemy healer",
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{
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NextAction("kick on enemy healer", ACTION_INTERRUPT + 1),
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"medium aoe",
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{
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NextAction("fan of knives", ACTION_NORMAL + 5),
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"low tank threat",
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{
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NextAction("tricks of the trade on main tank", ACTION_HIGH + 7),
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"enemy out of melee",
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{
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NextAction("stealth", ACTION_HIGH + 3),
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NextAction("sprint", ACTION_HIGH + 2),
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NextAction("reach melee", ACTION_HIGH + 1),
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}
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)
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);
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}
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