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mod-playerbots/src/Scenario/ClassAi/Druid/Strategy/CasterDruidStrategy.cpp

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6.4 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "CasterDruidStrategy.h"
#include "AiObjectContext.h"
#include "FeralDruidStrategy.h"
class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
CasterDruidStrategyActionNodeFactory()
{
creators["faerie fire"] = &faerie_fire;
creators["hibernate"] = &hibernate;
creators["entangling roots"] = &entangling_roots;
creators["entangling roots on cc"] = &entangling_roots_on_cc;
creators["wrath"] = &wrath;
creators["starfall"] = &starfall;
creators["insect swarm"] = &insect_swarm;
creators["moonfire"] = &moonfire;
creators["starfire"] = &starfire;
creators["moonkin form"] = &moonkin_form;
}
private:
static ActionNode* faerie_fire([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"faerie fire",
/*P*/ { NextAction("moonkin form") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* hibernate([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"hibernate",
/*P*/ { NextAction("moonkin form") },
/*A*/ { NextAction("entangling roots") },
/*C*/ {}
);
}
static ActionNode* entangling_roots([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"entangling roots",
/*P*/ { NextAction("moonkin form") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* entangling_roots_on_cc([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"entangling roots on cc",
/*P*/ { NextAction("moonkin form") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* wrath([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"wrath",
/*P*/ { NextAction("moonkin form") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* starfall([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"starfall",
/*P*/ { NextAction("moonkin form") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* insect_swarm([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"insect swarm",
/*P*/ { NextAction("moonkin form") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* moonfire([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"moonfire",
/*P*/ { NextAction("moonkin form") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* starfire([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"starfire",
/*P*/ { NextAction("moonkin form") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* moonkin_form([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"moonkin form",
/*P*/ { NextAction("caster form") },
/*A*/ {},
/*C*/ {}
);
}
};
CasterDruidStrategy::CasterDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
{
actionNodeFactories.Add(new CasterDruidStrategyActionNodeFactory());
actionNodeFactories.Add(new ShapeshiftDruidStrategyActionNodeFactory());
}
std::vector<NextAction> CasterDruidStrategy::getDefaultActions()
{
return {
NextAction("starfall", ACTION_HIGH + 1.0f),
NextAction("force of nature", ACTION_DEFAULT + 1.0f),
NextAction("wrath", ACTION_DEFAULT + 0.1f),
};
}
void CasterDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDruidStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"eclipse (lunar) cooldown",
{
NextAction("starfire", ACTION_DEFAULT + 0.2f)
}
)
);
triggers.push_back(
new TriggerNode(
"eclipse (solar) cooldown",
{
NextAction("wrath", ACTION_DEFAULT + 0.2f)
}
)
);
triggers.push_back(
new TriggerNode(
"insect swarm",
{
NextAction("insect swarm", ACTION_NORMAL + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"moonfire",
{
NextAction("moonfire", ACTION_NORMAL + 4)
}
)
);
triggers.push_back(
new TriggerNode(
"eclipse (solar)",
{
NextAction("wrath", ACTION_NORMAL + 6)
}
)
);
triggers.push_back(
new TriggerNode(
"eclipse (lunar)",
{
NextAction("starfire", ACTION_NORMAL + 6)
}
)
);
triggers.push_back(
new TriggerNode(
"medium mana",
{
NextAction("innervate", ACTION_HIGH + 9)
}
)
);
triggers.push_back(
new TriggerNode(
"enemy too close for spell",
{
NextAction("flee", ACTION_MOVE + 9)
}
)
);
}
void CasterDruidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"hurricane channel check",
{
NextAction("cancel channel", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"medium aoe",
{
NextAction("hurricane", ACTION_HIGH + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"light aoe",
{
NextAction("insect swarm on attacker", ACTION_NORMAL + 3),
NextAction("moonfire on attacker", ACTION_NORMAL + 3)
}
)
);
}
void CasterDruidDebuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode(
"faerie fire",
{
NextAction("faerie fire", ACTION_HIGH)
}
)
);
}