Files
mod-playerbots/src/strategy/actions/ReleaseSpiritAction.h
ThePenguinMan96 00cc2468f1 Warlock overhaul (#1397)
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.
2025-06-27 20:00:38 +02:00

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/*
* 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_RELEASESPIRITACTION_H
#define PLAYERBOT_RELEASESPIRITACTION_H
#include "Action.h"
#include "ReviveFromCorpseAction.h"
class PlayerbotAI;
class ReleaseSpiritAction : public Action
{
public:
ReleaseSpiritAction(PlayerbotAI* botAI, const std::string& name = "release")
: Action(botAI, name) {}
bool Execute(Event event) override;
void LogRelease(const std::string& releaseType, bool isAutoRelease = false) const;
protected:
void IncrementDeathCount() const;
};
class AutoReleaseSpiritAction : public ReleaseSpiritAction
{
public:
AutoReleaseSpiritAction(PlayerbotAI* botAI, const std::string& name = "auto release")
: ReleaseSpiritAction(botAI, name) {}
bool Execute(Event event) override;
bool isUseful() override;
private:
bool HandleBattlegroundSpiritHealer();
bool ShouldAutoRelease() const;
bool ShouldDelayBattlegroundRelease() const;
inline static std::unordered_map<uint32_t, time_t> m_botReleaseTimes;
time_t m_bgGossipTime = 0;
};
class RepopAction : public SpiritHealerAction
{
public:
RepopAction(PlayerbotAI* botAI, const std::string& name = "repop")
: SpiritHealerAction(botAI, name) {}
bool Execute(Event event) override;
bool isUseful() override;
private:
int64 CalculateDeadTime() const;
void PerformGraveyardTeleport(const GraveyardStruct* graveyard) const;
};
// SelfResurrectAction action registration
class SelfResurrectAction : public Action
{
public:
SelfResurrectAction(PlayerbotAI* ai) : Action(ai, "self resurrect") {}
virtual bool Execute(Event event) override;
bool isUseful() override;
};
#endif