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https://github.com/mod-playerbots/mod-playerbots.git
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This is a complete overhaul of the warlock class, making 3 new strategies (affliction, demonology, and destruction), as well as finishing the warlock tank strategy (shadow ward and searing pain). It also includes a soulstone fix, where the bots can change who they soulstone based on the non-combat strategies you set for them. It also includes a self-resurrect action and trigger that allows the bots to resurrect using a soulstone or reincarnation. Many other skills were added to finish out the warlock skillset.
69 lines
1.8 KiB
C++
69 lines
1.8 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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#ifndef PLAYERBOT_RELEASESPIRITACTION_H
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#define PLAYERBOT_RELEASESPIRITACTION_H
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#include "Action.h"
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#include "ReviveFromCorpseAction.h"
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class PlayerbotAI;
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class ReleaseSpiritAction : public Action
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{
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public:
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ReleaseSpiritAction(PlayerbotAI* botAI, const std::string& name = "release")
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: Action(botAI, name) {}
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bool Execute(Event event) override;
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void LogRelease(const std::string& releaseType, bool isAutoRelease = false) const;
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protected:
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void IncrementDeathCount() const;
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};
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class AutoReleaseSpiritAction : public ReleaseSpiritAction
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{
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public:
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AutoReleaseSpiritAction(PlayerbotAI* botAI, const std::string& name = "auto release")
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: ReleaseSpiritAction(botAI, name) {}
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bool Execute(Event event) override;
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bool isUseful() override;
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private:
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bool HandleBattlegroundSpiritHealer();
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bool ShouldAutoRelease() const;
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bool ShouldDelayBattlegroundRelease() const;
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inline static std::unordered_map<uint32_t, time_t> m_botReleaseTimes;
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time_t m_bgGossipTime = 0;
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};
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class RepopAction : public SpiritHealerAction
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{
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public:
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RepopAction(PlayerbotAI* botAI, const std::string& name = "repop")
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: SpiritHealerAction(botAI, name) {}
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bool Execute(Event event) override;
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bool isUseful() override;
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private:
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int64 CalculateDeadTime() const;
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void PerformGraveyardTeleport(const GraveyardStruct* graveyard) const;
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};
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// SelfResurrectAction action registration
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class SelfResurrectAction : public Action
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{
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public:
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SelfResurrectAction(PlayerbotAI* ai) : Action(ai, "self resurrect") {}
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virtual bool Execute(Event event) override;
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bool isUseful() override;
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};
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#endif
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