mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
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.
This commit is contained in:
@@ -1341,8 +1341,8 @@ AiPlayerbot.PremadeSpecLink.9.1.70 = -003203301135112530135201051-55
|
||||
AiPlayerbot.PremadeSpecLink.9.1.80 = -003203301135112530135221351-55000005
|
||||
AiPlayerbot.PremadeSpecName.9.2 = destro pve
|
||||
AiPlayerbot.PremadeSpecGlyph.9.2 = 45785,43390,50077,43394,43393,42454
|
||||
AiPlayerbot.PremadeSpecLink.9.2.60 = --05203205210131051313230341
|
||||
AiPlayerbot.PremadeSpecLink.9.2.80 = -03310030003-05203205210331051335230351
|
||||
AiPlayerbot.PremadeSpecLink.9.2.60 = --05203215200231051305031151
|
||||
AiPlayerbot.PremadeSpecLink.9.2.80 = 23-0302-05203215220331051335231351
|
||||
|
||||
#
|
||||
#
|
||||
@@ -1590,11 +1590,11 @@ AiPlayerbot.RandomClassSpecIndex.8.2 = 2
|
||||
#
|
||||
#
|
||||
|
||||
AiPlayerbot.RandomClassSpecProb.9.0 = 45
|
||||
AiPlayerbot.RandomClassSpecProb.9.0 = 33
|
||||
AiPlayerbot.RandomClassSpecIndex.9.0 = 0
|
||||
AiPlayerbot.RandomClassSpecProb.9.1 = 45
|
||||
AiPlayerbot.RandomClassSpecProb.9.1 = 34
|
||||
AiPlayerbot.RandomClassSpecIndex.9.1 = 1
|
||||
AiPlayerbot.RandomClassSpecProb.9.2 = 10
|
||||
AiPlayerbot.RandomClassSpecProb.9.2 = 33
|
||||
AiPlayerbot.RandomClassSpecIndex.9.2 = 2
|
||||
|
||||
#
|
||||
|
||||
@@ -385,8 +385,16 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
|
||||
}
|
||||
break;
|
||||
case CLASS_WARLOCK:
|
||||
engine->addStrategiesNoInit("dps assist", "dps", "dps debuff", "aoe", nullptr);
|
||||
if (tab == 0) // Affliction
|
||||
engine->addStrategiesNoInit("affli", "affli aoe", nullptr);
|
||||
else if (tab == 1) // Demonology
|
||||
engine->addStrategiesNoInit("demo", "demo aoe", "meta melee", nullptr);
|
||||
else if (tab == 2) // Destruction
|
||||
engine->addStrategiesNoInit("destro", "destro aoe", "curse of elements", nullptr);
|
||||
|
||||
engine->addStrategiesNoInit("cc", "dps assist", nullptr);
|
||||
break;
|
||||
|
||||
case CLASS_DEATH_KNIGHT:
|
||||
if (tab == 0)
|
||||
engine->addStrategiesNoInit("blood", "tank assist", nullptr);
|
||||
@@ -588,15 +596,15 @@ void AiFactory::AddDefaultNonCombatStrategies(Player* player, PlayerbotAI* const
|
||||
case CLASS_WARLOCK:
|
||||
if (tab == WARLOCK_TAB_AFFLICATION)
|
||||
{
|
||||
nonCombatEngine->addStrategiesNoInit("bmana", nullptr);
|
||||
nonCombatEngine->addStrategiesNoInit("felhunter", nullptr);
|
||||
}
|
||||
else if (tab == WARLOCK_TAB_DEMONOLOGY)
|
||||
{
|
||||
nonCombatEngine->addStrategiesNoInit("bdps", nullptr);
|
||||
nonCombatEngine->addStrategiesNoInit("felguard", nullptr);
|
||||
}
|
||||
else if (tab == WARLOCK_TAB_DESTRUCTION)
|
||||
{
|
||||
nonCombatEngine->addStrategiesNoInit("bhealth", nullptr);
|
||||
nonCombatEngine->addStrategiesNoInit("imp", nullptr);
|
||||
}
|
||||
nonCombatEngine->addStrategiesNoInit("dps assist", nullptr);
|
||||
break;
|
||||
|
||||
@@ -3154,6 +3154,24 @@ bool PlayerbotAI::CastSpell(uint32 spellId, Unit* target, Item* itemTarget)
|
||||
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
|
||||
if (pet && pet->HasSpell(spellId))
|
||||
{
|
||||
// List of spell IDs for which we do NOT want to toggle auto-cast or send message
|
||||
// We are excluding Spell Lock and Devour Magic because they are casted in the GenericWarlockStrategy
|
||||
// Without this exclusion, the skill would be togged for auto-cast and the player would
|
||||
// be spammed with messages about enabling/disabling auto-cast
|
||||
switch (spellId)
|
||||
{
|
||||
case 19244: // Spell Lock rank 1
|
||||
case 19647: // Spell Lock rank 2
|
||||
case 19505: // Devour Magic rank 1
|
||||
case 19731: // Devour Magic rank 2
|
||||
case 19734: // Devour Magic rank 3
|
||||
case 19736: // Devour Magic rank 4
|
||||
case 27276: // Devour Magic rank 5
|
||||
case 27277: // Devour Magic rank 6
|
||||
case 48011: // Devour Magic rank 7
|
||||
// No message - just break out of the switch and let normal cast logic continue
|
||||
break;
|
||||
default:
|
||||
bool autocast = false;
|
||||
for (unsigned int& m_autospell : pet->m_autospells)
|
||||
{
|
||||
@@ -3171,6 +3189,7 @@ bool PlayerbotAI::CastSpell(uint32 spellId, Unit* target, Item* itemTarget)
|
||||
TellMaster(out);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// aiObjectContext->GetValue<LastMovement&>("last movement")->Get().Set(nullptr);
|
||||
// aiObjectContext->GetValue<time_t>("stay time")->Set(0);
|
||||
|
||||
@@ -14,10 +14,25 @@ enum PetSpells
|
||||
PET_PROWL_2 = 24452,
|
||||
PET_PROWL_3 = 24453,
|
||||
PET_COWER = 1742,
|
||||
PET_LEAP = 47482
|
||||
PET_LEAP = 47482,
|
||||
PET_SPELL_LOCK_1 = 19244,
|
||||
PET_SPELL_LOCK_2 = 19647,
|
||||
PET_DEVOUR_MAGIC_1 = 19505,
|
||||
PET_DEVOUR_MAGIC_2 = 19731,
|
||||
PET_DEVOUR_MAGIC_3 = 19734,
|
||||
PET_DEVOUR_MAGIC_4 = 19736,
|
||||
PET_DEVOUR_MAGIC_5 = 27276,
|
||||
PET_DEVOUR_MAGIC_6 = 27277,
|
||||
PET_DEVOUR_MAGIC_7 = 48011
|
||||
};
|
||||
|
||||
static std::vector<uint32> disabledPetSpells = {PET_PROWL_1, PET_PROWL_2, PET_PROWL_3, PET_COWER, PET_LEAP};
|
||||
static std::vector<uint32> disabledPetSpells = {
|
||||
PET_PROWL_1, PET_PROWL_2, PET_PROWL_3,
|
||||
PET_COWER, PET_LEAP,
|
||||
PET_SPELL_LOCK_1, PET_SPELL_LOCK_2,
|
||||
PET_DEVOUR_MAGIC_1, PET_DEVOUR_MAGIC_2, PET_DEVOUR_MAGIC_3,
|
||||
PET_DEVOUR_MAGIC_4, PET_DEVOUR_MAGIC_5, PET_DEVOUR_MAGIC_6, PET_DEVOUR_MAGIC_7
|
||||
};
|
||||
|
||||
bool MeleeAction::isUseful()
|
||||
{
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
*/
|
||||
|
||||
#include "ReleaseSpiritAction.h"
|
||||
|
||||
#include "ServerFacade.h"
|
||||
#include "Event.h"
|
||||
#include "GameGraveyard.h"
|
||||
#include "NearestNpcsValue.h"
|
||||
@@ -13,6 +13,7 @@
|
||||
#include "Playerbots.h"
|
||||
#include "ServerFacade.h"
|
||||
#include "Corpse.h"
|
||||
#include "Log.h"
|
||||
|
||||
// ReleaseSpiritAction implementation
|
||||
bool ReleaseSpiritAction::Execute(Event event)
|
||||
@@ -247,3 +248,19 @@ void RepopAction::PerformGraveyardTeleport(const GraveyardStruct* graveyard) con
|
||||
RESET_AI_VALUE(bool, "combat::self target");
|
||||
RESET_AI_VALUE(WorldPosition, "current position");
|
||||
}
|
||||
|
||||
// SelfResurrectAction implementation for Warlock's Soulstone Resurrection/Shaman's Reincarnation
|
||||
bool SelfResurrectAction::Execute(Event event)
|
||||
{
|
||||
if (!bot->IsAlive() && bot->GetUInt32Value(PLAYER_SELF_RES_SPELL))
|
||||
{
|
||||
WorldPacket packet(CMSG_SELF_RES);
|
||||
bot->GetSession()->HandleSelfResOpcode(packet);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
bool SelfResurrectAction::isUseful()
|
||||
{
|
||||
return !bot->IsAlive() && bot->GetUInt32Value(PLAYER_SELF_RES_SPELL);
|
||||
}
|
||||
|
||||
@@ -56,4 +56,13 @@ private:
|
||||
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
|
||||
|
||||
@@ -238,10 +238,25 @@ bool UseItemAction::UseItem(Item* item, ObjectGuid goGuid, Item* itemTarget, Uni
|
||||
{
|
||||
targetFlag = TARGET_FLAG_NONE;
|
||||
packet << targetFlag;
|
||||
|
||||
// Use the actual target if provided
|
||||
if (unitTarget)
|
||||
{
|
||||
packet << unitTarget->GetGUID();
|
||||
targetSelected = true;
|
||||
// If the target is bot or is an enemy, say "on self"
|
||||
if (unitTarget == bot || (unitTarget->IsHostileTo(bot)))
|
||||
out << " on self";
|
||||
else
|
||||
out << " on " << unitTarget->GetName();
|
||||
}
|
||||
else
|
||||
{
|
||||
packet << bot->GetPackGUID();
|
||||
targetSelected = true;
|
||||
out << " on self";
|
||||
}
|
||||
}
|
||||
|
||||
ItemTemplate const* proto = item->GetTemplate();
|
||||
bool isDrink = proto->Spells[0].SpellCategory == 59;
|
||||
|
||||
@@ -40,6 +40,7 @@
|
||||
#include "TradeStatusExtendedAction.h"
|
||||
#include "UseMeetingStoneAction.h"
|
||||
#include "NamedObjectContext.h"
|
||||
#include "ReleaseSpiritAction.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
@@ -68,6 +69,7 @@ public:
|
||||
creators["accept trade"] = &WorldPacketActionContext::accept_trade;
|
||||
creators["trade status extended"] = &WorldPacketActionContext::trade_status_extended;
|
||||
creators["store loot"] = &WorldPacketActionContext::store_loot;
|
||||
creators["self resurrect"] = &WorldPacketActionContext::self_resurrect;
|
||||
|
||||
// quest
|
||||
creators["talk to quest giver"] = &WorldPacketActionContext::turn_in_quest;
|
||||
@@ -136,6 +138,7 @@ private:
|
||||
static Action* tell_not_enough_money(PlayerbotAI* botAI) { return new TellMasterAction(botAI, "Not enough money"); }
|
||||
static Action* tell_not_enough_reputation(PlayerbotAI* botAI) { return new TellMasterAction(botAI, "Not enough reputation"); }
|
||||
static Action* tell_cannot_equip(PlayerbotAI* botAI) { return new InventoryChangeFailureAction(botAI); }
|
||||
static Action* self_resurrect(PlayerbotAI* botAI) { return new SelfResurrectAction(botAI); }
|
||||
|
||||
// quest
|
||||
static Action* quest_update_add_kill(PlayerbotAI* ai) { return new QuestUpdateAddKillAction(ai); }
|
||||
|
||||
@@ -25,6 +25,8 @@ void DeadStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
new TriggerNode("falling far", NextAction::array(0, new NextAction("repop", relevance + 1.f), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("location stuck", NextAction::array(0, new NextAction("repop", relevance + 1), nullptr)));
|
||||
triggers.push_back(new TriggerNode(
|
||||
"can self resurrect", NextAction::array(0, new NextAction("self resurrect", relevance + 2.0f), nullptr)));
|
||||
}
|
||||
|
||||
DeadStrategy::DeadStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI) {}
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
#include "HealthTriggers.h"
|
||||
#include "RangeTriggers.h"
|
||||
#include "Trigger.h"
|
||||
#include "Player.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
class Unit;
|
||||
@@ -922,4 +923,13 @@ public:
|
||||
public:
|
||||
virtual Value<Unit*>* GetTargetValue();
|
||||
};
|
||||
|
||||
class SelfResurrectTrigger : public Trigger
|
||||
{
|
||||
public:
|
||||
SelfResurrectTrigger(PlayerbotAI* ai) : Trigger(ai, "can self resurrect") {}
|
||||
|
||||
bool IsActive() override { return !bot->IsAlive() && bot->GetUInt32Value(PLAYER_SELF_RES_SPELL); }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -223,6 +223,7 @@ public:
|
||||
creators["near random status"] = &TriggerContext::near_random_status;
|
||||
creators["near npc status"] = &TriggerContext::near_npc_status;
|
||||
creators["do quest status"] = &TriggerContext::do_quest_status;
|
||||
creators["can self resurrect"] = &TriggerContext::can_self_resurrect;
|
||||
}
|
||||
|
||||
private:
|
||||
@@ -420,6 +421,7 @@ private:
|
||||
static Trigger* near_random_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_NEAR_RANDOM); }
|
||||
static Trigger* near_npc_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_NEAR_NPC); }
|
||||
static Trigger* do_quest_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_DO_QUEST); }
|
||||
static Trigger* can_self_resurrect(PlayerbotAI* ai) { return new SelfResurrectTrigger(ai); }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
99
src/strategy/warlock/AfflictionWarlockStrategy.cpp
Normal file
99
src/strategy/warlock/AfflictionWarlockStrategy.cpp
Normal file
@@ -0,0 +1,99 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include "AfflictionWarlockStrategy.h"
|
||||
#include "Playerbots.h"
|
||||
|
||||
// ===== Action Node Factory =====
|
||||
class AfflictionWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
AfflictionWarlockStrategyActionNodeFactory()
|
||||
{
|
||||
creators["corruption"] = &corruption;
|
||||
creators["corruption on attacker"] = &corruption;
|
||||
creators["unstable affliction"] = &unstable_affliction;
|
||||
creators["unstable affliction on attacker"] = &unstable_affliction;
|
||||
creators["curse of agony"] = &curse_of_agony;
|
||||
creators["curse of agony on attacker"] = &curse_of_agony;
|
||||
creators["haunt"] = &haunt;
|
||||
creators["shadow bolt"] = &shadow_bolt;
|
||||
creators["drain soul"] = &drain_soul;
|
||||
creators["life tap"] = &life_tap;
|
||||
creators["shadowflame"] = &shadowflame;
|
||||
creators["seed of corruption on attacker"] = &seed_of_corruption;
|
||||
creators["seed of corruption"] = &seed_of_corruption;
|
||||
creators["rain of fire"] = &rain_of_fire;
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* corruption_on_attacker(PlayerbotAI*) { return new ActionNode("corruption on attacker", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* unstable_affliction(PlayerbotAI*) { return new ActionNode("unstable affliction", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* unstable_affliction_on_attacker(PlayerbotAI*) { return new ActionNode("unstable affliction on attacker", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* curse_of_agony(PlayerbotAI*) { return new ActionNode("curse of agony", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* curse_of_agony_on_attacker(PlayerbotAI*) { return new ActionNode("curse of agony on attacker", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* haunt(PlayerbotAI*) { return new ActionNode("haunt", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* shadow_bolt(PlayerbotAI*) { return new ActionNode("shadow bolt", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* drain_soul(PlayerbotAI*) { return new ActionNode("drain soul", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* life_tap(PlayerbotAI*) { return new ActionNode("life tap", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* shadowflame(PlayerbotAI*) { return new ActionNode("shadowflame", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* seed_of_corruption_on_attacker(PlayerbotAI*) { return new ActionNode("seed of corruption on attacker", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* seed_of_corruption(PlayerbotAI*) { return new ActionNode("seed of corruption", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* rain_of_fire(PlayerbotAI*) { return new ActionNode("rain of fire", nullptr, nullptr, nullptr); }
|
||||
};
|
||||
|
||||
// ===== Single Target Strategy =====
|
||||
AfflictionWarlockStrategy::AfflictionWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI)
|
||||
{
|
||||
actionNodeFactories.Add(new AfflictionWarlockStrategyActionNodeFactory());
|
||||
}
|
||||
|
||||
// ===== Default Actions =====
|
||||
NextAction** AfflictionWarlockStrategy::getDefaultActions()
|
||||
{
|
||||
return NextAction::array( 0,
|
||||
new NextAction("corruption", 5.6f),
|
||||
new NextAction("unstable affliction", 5.5f),
|
||||
new NextAction("curse of agony", 5.4f),
|
||||
new NextAction("haunt", 5.3f),
|
||||
new NextAction("shadow bolt", 5.2f),
|
||||
new NextAction("shoot", 5.0f), nullptr);
|
||||
}
|
||||
|
||||
// ===== Trigger Initialization ===
|
||||
void AfflictionWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
GenericWarlockStrategy::InitTriggers(triggers);
|
||||
|
||||
// Main DoT triggers for high uptime
|
||||
triggers.push_back(new TriggerNode("corruption on attacker", NextAction::array(0, new NextAction("corruption on attacker", 19.5f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("unstable affliction on attacker", NextAction::array(0, new NextAction("unstable affliction on attacker", 19.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("curse of agony on attacker", NextAction::array(0, new NextAction("curse of agony on attacker", 18.5f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("corruption", NextAction::array(0, new NextAction("corruption", 18.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("unstable affliction", NextAction::array(0, new NextAction("unstable affliction", 17.5f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("curse of agony", NextAction::array(0, new NextAction("curse of agony", 17.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("haunt", NextAction::array(0, new NextAction("haunt", 16.5f), nullptr)));
|
||||
|
||||
// Drain Soul as execute if target is low HP // Shadow Trance for free casts
|
||||
triggers.push_back(new TriggerNode("shadow trance", NextAction::array(0, new NextAction("shadow bolt", 16.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("drain soul", 15.5f), nullptr)));
|
||||
|
||||
// Life Tap glyph buff, and Life Tap as filler
|
||||
triggers.push_back(new TriggerNode("life tap glyph buff", NextAction::array(0, new NextAction("life tap", 29.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("life tap", NextAction::array(0, new NextAction("life tap", 5.1f), nullptr)));
|
||||
}
|
||||
|
||||
// ===== AoE Strategy, 3+ enemies =====
|
||||
AfflictionWarlockAoeStrategy::AfflictionWarlockAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
|
||||
|
||||
void AfflictionWarlockAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0,
|
||||
new NextAction("shadowflame", 22.5f),
|
||||
new NextAction("seed of corruption on attacker", 22.0f),
|
||||
new NextAction("seed of corruption", 21.5f),
|
||||
new NextAction("rain of fire", 21.0f), nullptr)));
|
||||
}
|
||||
32
src/strategy/warlock/AfflictionWarlockStrategy.h
Normal file
32
src/strategy/warlock/AfflictionWarlockStrategy.h
Normal file
@@ -0,0 +1,32 @@
|
||||
/*
|
||||
* 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_AFFLICTIONWARLOCKSTRATEGY_H
|
||||
#define _PLAYERBOT_AFFLICTIONWARLOCKSTRATEGY_H
|
||||
|
||||
#include "GenericWarlockStrategy.h"
|
||||
#include "CombatStrategy.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
class AfflictionWarlockStrategy : public GenericWarlockStrategy
|
||||
{
|
||||
public:
|
||||
AfflictionWarlockStrategy(PlayerbotAI* botAI);
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "affli"; }
|
||||
NextAction** getDefaultActions() override;
|
||||
};
|
||||
|
||||
class AfflictionWarlockAoeStrategy : public CombatStrategy
|
||||
{
|
||||
public:
|
||||
AfflictionWarlockAoeStrategy(PlayerbotAI* botAI);
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "affli aoe"; }
|
||||
};
|
||||
#endif
|
||||
127
src/strategy/warlock/DemonologyWarlockStrategy.cpp
Normal file
127
src/strategy/warlock/DemonologyWarlockStrategy.cpp
Normal file
@@ -0,0 +1,127 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include "DemonologyWarlockStrategy.h"
|
||||
#include "Playerbots.h"
|
||||
|
||||
// ===== Action Node Factory =====
|
||||
class DemonologyWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
DemonologyWarlockStrategyActionNodeFactory()
|
||||
{
|
||||
creators["metamorphosis"] = &metamorphosis;
|
||||
creators["demonic empowerment"] = &demonic_empowerment;
|
||||
creators["curse of agony"] = &curse_of_agony;
|
||||
creators["curse of agony on attacker"] = &curse_of_agony_on_attacker;
|
||||
creators["corruption"] = &corruption;
|
||||
creators["corruption on attacker"] = &corruption_on_attacker;
|
||||
creators["immolate"] = &immolate;
|
||||
creators["immolate on attacker"] = &immolate_on_attacker;
|
||||
creators["incinerate"] = &incinerate;
|
||||
creators["soul fire"] = &soul_fire;
|
||||
creators["shadow bolt"] = &shadow_bolt;
|
||||
creators["life tap"] = &life_tap;
|
||||
creators["immolation aura"] = &immolation_aura;
|
||||
creators["shadowflame"] = &shadowflame;
|
||||
creators["seed of corruption on attacker"] = &seed_of_corruption_on_attacker;
|
||||
creators["seed of corruption"] = &seed_of_corruption;
|
||||
creators["rain of fire"] = &rain_of_fire;
|
||||
creators["demon charge"] = &demon_charge;
|
||||
creators["shadow cleave"] = &shadow_cleave;
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* metamorphosis(PlayerbotAI*) { return new ActionNode("metamorphosis", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* demonic_empowerment(PlayerbotAI*) { return new ActionNode("demonic empowerment", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* curse_of_agony(PlayerbotAI*) { return new ActionNode("curse of agony", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* curse_of_agony_on_attacker(PlayerbotAI*) { return new ActionNode("curse of agony on attacker", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* corruption_on_attacker(PlayerbotAI*) { return new ActionNode("corruption on attacker", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* immolate(PlayerbotAI*) { return new ActionNode("immolate", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* immolate_on_attacker(PlayerbotAI*) { return new ActionNode("immolate on attacker", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* incinerate(PlayerbotAI*) { return new ActionNode("incinerate", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* soul_fire(PlayerbotAI*) { return new ActionNode("soul fire", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* shadow_bolt(PlayerbotAI*) { return new ActionNode("shadow bolt", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* life_tap(PlayerbotAI*) { return new ActionNode("life tap", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* immolation_aura(PlayerbotAI*) { return new ActionNode("immolation aura", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* shadowflame(PlayerbotAI*) { return new ActionNode("shadowflame", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* seed_of_corruption_on_attacker(PlayerbotAI*) { return new ActionNode("seed of corruption on attacker", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* seed_of_corruption(PlayerbotAI*) { return new ActionNode("seed of corruption", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* rain_of_fire(PlayerbotAI*) { return new ActionNode("rain of fire", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* demon_charge(PlayerbotAI*) { return new ActionNode("demon charge", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* shadow_cleave(PlayerbotAI*) { return new ActionNode("shadow cleave", nullptr, nullptr, nullptr); }
|
||||
};
|
||||
|
||||
// ===== Single Target Strategy =====
|
||||
DemonologyWarlockStrategy::DemonologyWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI)
|
||||
{
|
||||
actionNodeFactories.Add(new DemonologyWarlockStrategyActionNodeFactory());
|
||||
}
|
||||
|
||||
// ===== Default Actions =====
|
||||
NextAction** DemonologyWarlockStrategy::getDefaultActions()
|
||||
{
|
||||
return NextAction::array(0,
|
||||
new NextAction("corruption", 5.6f),
|
||||
new NextAction("curse of agony", 5.5f),
|
||||
new NextAction("immolate", 5.4f),
|
||||
new NextAction("shadow bolt", 5.3f),
|
||||
new NextAction("incinerate", 5.2f),
|
||||
new NextAction("shoot", 5.0f), nullptr);
|
||||
}
|
||||
|
||||
// ===== Trigger Initialization ===
|
||||
void DemonologyWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
GenericWarlockStrategy::InitTriggers(triggers);
|
||||
|
||||
// High priority cooldowns
|
||||
triggers.push_back(new TriggerNode("metamorphosis", NextAction::array(0, new NextAction("metamorphosis", 28.5f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("demonic empowerment", NextAction::array(0, new NextAction("demonic empowerment", 28.0f), nullptr)));
|
||||
|
||||
// Main DoT triggers for high uptime
|
||||
triggers.push_back(new TriggerNode("corruption on attacker", NextAction::array(0, new NextAction("corruption on attacker", 20.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("curse of agony on attacker", NextAction::array(0, new NextAction("curse of agony on attacker", 19.5f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("immolate on attacker", NextAction::array(0, new NextAction("immolate on attacker", 19.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("corruption", NextAction::array(0, new NextAction("corruption", 18.5f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("curse of agony", NextAction::array(0, new NextAction("curse of agony", 18.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("immolate", NextAction::array(0, new NextAction("immolate", 17.5f), nullptr)));
|
||||
|
||||
// Procs
|
||||
triggers.push_back(new TriggerNode("decimation", NextAction::array(0, new NextAction("soul fire", 17.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("molten core", NextAction::array(0, new NextAction("incinerate", 16.5f), nullptr)));
|
||||
|
||||
// Life Tap glyph buff, and Life Tap as filler
|
||||
triggers.push_back(new TriggerNode("life tap glyph buff", NextAction::array(0, new NextAction("life tap", 29.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("life tap", NextAction::array(0, new NextAction("life tap", 5.1f), nullptr)));
|
||||
}
|
||||
|
||||
// ===== AoE Strategy, 3+ enemies =====
|
||||
DemonologyWarlockAoeStrategy::DemonologyWarlockAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
|
||||
|
||||
void DemonologyWarlockAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0,
|
||||
new NextAction("immolation aura", 26.0f),
|
||||
new NextAction("shadowflame", 22.5f),
|
||||
new NextAction("seed of corruption on attacker", 22.0f),
|
||||
new NextAction("seed of corruption", 21.5f),
|
||||
new NextAction("rain of fire", 21.0f), nullptr)));
|
||||
}
|
||||
|
||||
// Combat strategy to run to melee for Immolation Aura
|
||||
// Enabled by default for the Demonology spec
|
||||
// To enable, type "co +meta melee"
|
||||
// To disable, type "co -meta melee"
|
||||
MetaMeleeAoeStrategy::MetaMeleeAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
|
||||
|
||||
void MetaMeleeAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("immolation aura active", NextAction::array(0,
|
||||
new NextAction("reach melee", 25.5f),
|
||||
new NextAction("demon charge", 25.0f),
|
||||
new NextAction("shadow cleave", 24.5f), nullptr)));
|
||||
}
|
||||
41
src/strategy/warlock/DemonologyWarlockStrategy.h
Normal file
41
src/strategy/warlock/DemonologyWarlockStrategy.h
Normal file
@@ -0,0 +1,41 @@
|
||||
/*
|
||||
* 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_DEMONOLOGYWARLOCKSTRATEGY_H
|
||||
#define _PLAYERBOT_DEMONOLOGYWARLOCKSTRATEGY_H
|
||||
|
||||
#include "GenericWarlockStrategy.h"
|
||||
#include "CombatStrategy.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
class DemonologyWarlockStrategy : public GenericWarlockStrategy
|
||||
{
|
||||
public:
|
||||
DemonologyWarlockStrategy(PlayerbotAI* botAI);
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "demo"; }
|
||||
NextAction** getDefaultActions() override;
|
||||
};
|
||||
|
||||
class DemonologyWarlockAoeStrategy : public CombatStrategy
|
||||
{
|
||||
public:
|
||||
DemonologyWarlockAoeStrategy(PlayerbotAI* botAI);
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "demo aoe"; }
|
||||
};
|
||||
|
||||
class MetaMeleeAoeStrategy : public CombatStrategy
|
||||
{
|
||||
public:
|
||||
MetaMeleeAoeStrategy(PlayerbotAI* botAI);
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "meta melee"; }
|
||||
};
|
||||
#endif
|
||||
107
src/strategy/warlock/DestructionWarlockStrategy.cpp
Normal file
107
src/strategy/warlock/DestructionWarlockStrategy.cpp
Normal file
@@ -0,0 +1,107 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include "DestructionWarlockStrategy.h"
|
||||
#include "Playerbots.h"
|
||||
|
||||
// ===== Action Node Factory =====
|
||||
class DestructionWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
DestructionWarlockStrategyActionNodeFactory()
|
||||
{
|
||||
creators["immolate"] = &immolate;
|
||||
creators["conflagrate"] = &conflagrate;
|
||||
creators["chaos bolt"] = &chaos_bolt;
|
||||
creators["incinerate"] = &incinerate;
|
||||
creators["corruption"] = &corruption;
|
||||
creators["corruption on attacker"] = &corruption_on_attacker;
|
||||
creators["curse of agony"] = &curse_of_agony;
|
||||
creators["curse of agony on attacker"] = &curse_of_agony_on_attacker;
|
||||
creators["shadow bolt"] = &shadow_bolt;
|
||||
creators["shadowburn"] = &shadowburn;
|
||||
creators["life tap"] = &life_tap;
|
||||
creators["shadowfury"] = &shadowfury;
|
||||
creators["shadowflame"] = &shadowflame;
|
||||
creators["seed of corruption"] = &seed_of_corruption;
|
||||
creators["seed of corruption on attacker"] = &seed_of_corruption;
|
||||
creators["rain of fire"] = &rain_of_fire;
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* immolate(PlayerbotAI*) { return new ActionNode("immolate", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* conflagrate(PlayerbotAI*) { return new ActionNode("conflagrate", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* chaos_bolt(PlayerbotAI*) { return new ActionNode("chaos bolt", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* incinerate(PlayerbotAI*) { return new ActionNode("incinerate", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* corruption_on_attacker(PlayerbotAI*) { return new ActionNode("corruption on attacker", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* curse_of_agony(PlayerbotAI*) { return new ActionNode("curse of agony", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* curse_of_agony_on_attacker(PlayerbotAI*) { return new ActionNode("curse of agony on attacker", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* shadow_bolt(PlayerbotAI*) { return new ActionNode("shadow bolt", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* shadowburn(PlayerbotAI*) { return new ActionNode("shadowburn", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* life_tap(PlayerbotAI*) { return new ActionNode("life tap", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* shadowfury(PlayerbotAI*) { return new ActionNode("shadowfury", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* shadowflame(PlayerbotAI*) { return new ActionNode("shadowflame", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* seed_of_corruption(PlayerbotAI*) { return new ActionNode("seed of corruption", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* seed_of_corruption_on_attacker(PlayerbotAI*) { return new ActionNode("seed of corruption on attacker", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* rain_of_fire(PlayerbotAI*) { return new ActionNode("rain of fire", nullptr, nullptr, nullptr); }
|
||||
};
|
||||
|
||||
// ===== Single Target Strategy =====
|
||||
DestructionWarlockStrategy::DestructionWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI)
|
||||
{
|
||||
actionNodeFactories.Add(new DestructionWarlockStrategyActionNodeFactory());
|
||||
}
|
||||
|
||||
// ===== Default Actions =====
|
||||
NextAction** DestructionWarlockStrategy::getDefaultActions()
|
||||
{
|
||||
return NextAction::array( 0,
|
||||
new NextAction("immolate", 6.1f),
|
||||
new NextAction("conflagrate", 6.0f),
|
||||
new NextAction("chaos bolt", 5.9f),
|
||||
new NextAction("incinerate", 5.8f),
|
||||
new NextAction("corruption", 5.4f), // Note: Corruption, Curse of Agony, and Shadow Bolt won't be used after
|
||||
new NextAction("curse of agony", 5.3f), // the character learns Incinerate at level 64
|
||||
new NextAction("shadow bolt", 5.2f),
|
||||
new NextAction("shoot", 5.0f), nullptr);
|
||||
}
|
||||
|
||||
// ===== Trigger Initialization ===
|
||||
void DestructionWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
GenericWarlockStrategy::InitTriggers(triggers);
|
||||
|
||||
// Main DoT triggers for high uptime + high priority cooldowns
|
||||
triggers.push_back(new TriggerNode("immolate", NextAction::array(0, new NextAction("immolate", 20.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("conflagrate", NextAction::array(0, new NextAction("conflagrate", 19.5f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("chaos bolt", NextAction::array(0, new NextAction("chaos bolt", 19.0f), nullptr)));
|
||||
|
||||
// Note: These DoTs won't be used after the character learns Incinerate at level 64
|
||||
triggers.push_back(new TriggerNode("corruption on attacker", NextAction::array(0, new NextAction("corruption on attacker", 5.6f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("curse of agony on attacker", NextAction::array(0, new NextAction("curse of agony on attacker", 5.5f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("corruption", NextAction::array(0, new NextAction("corruption", 5.4f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("curse of agony", NextAction::array(0, new NextAction("curse of agony", 5.3f), nullptr)));
|
||||
|
||||
// Shadowburn as execute if target is low HP
|
||||
triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("shadowburn", 18.0f), nullptr)));
|
||||
|
||||
// Life Tap glyph buff, and Life Tap as filler
|
||||
triggers.push_back(new TriggerNode("life tap glyph buff", NextAction::array(0, new NextAction("life tap", 29.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("life tap", NextAction::array(0, new NextAction("life tap", 5.1f), nullptr)));
|
||||
}
|
||||
|
||||
// ===== AoE Strategy, 3+ enemies =====
|
||||
DestructionWarlockAoeStrategy::DestructionWarlockAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
|
||||
|
||||
void DestructionWarlockAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0,
|
||||
new NextAction("shadowfury", 23.0f),
|
||||
new NextAction("shadowflame", 22.5f),
|
||||
new NextAction("seed of corruption on attacker", 22.0f),
|
||||
new NextAction("seed of corruption", 21.5f),
|
||||
new NextAction("rain of fire", 21.0f), nullptr)));
|
||||
}
|
||||
33
src/strategy/warlock/DestructionWarlockStrategy.h
Normal file
33
src/strategy/warlock/DestructionWarlockStrategy.h
Normal file
@@ -0,0 +1,33 @@
|
||||
/*
|
||||
* 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_DESTRUCTIONWARLOCKSTRATEGY_H
|
||||
#define _PLAYERBOT_DESTRUCTIONWARLOCKSTRATEGY_H
|
||||
|
||||
#include "GenericWarlockStrategy.h"
|
||||
#include "CombatStrategy.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
class DestructionWarlockStrategy : public GenericWarlockStrategy
|
||||
{
|
||||
public:
|
||||
DestructionWarlockStrategy(PlayerbotAI* botAI);
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "destro"; }
|
||||
NextAction** getDefaultActions() override;
|
||||
};
|
||||
|
||||
class DestructionWarlockAoeStrategy : public CombatStrategy
|
||||
{
|
||||
public:
|
||||
DestructionWarlockAoeStrategy(PlayerbotAI* botAI);
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "destro aoe"; }
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -4,105 +4,85 @@
|
||||
*/
|
||||
|
||||
#include "DpsWarlockStrategy.h"
|
||||
|
||||
#include "Playerbots.h"
|
||||
|
||||
// This strategy is designed for low-level Warlocks without talents.
|
||||
// All of the important spells/cooldowns have been migrated to
|
||||
// their respective specs.
|
||||
|
||||
// ===== Action Node Factory =====
|
||||
class DpsWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
DpsWarlockStrategyActionNodeFactory()
|
||||
{
|
||||
creators["corruption"] = &corruption;
|
||||
creators["curse of agony"] = &curse_of_agony;
|
||||
creators["immolate"] = &immolate;
|
||||
creators["shadow bolt"] = &shadow_bolt;
|
||||
creators["unstable affliction"] = &unstable_affliction;
|
||||
creators["unstable affliction on attacker"] = &unstable_affliction_on_attacker;
|
||||
creators["life tap"] = &life_tap;
|
||||
creators["shadowflame"] = &shadowflame;
|
||||
creators["seed of corruption"] = &seed_of_corruption;
|
||||
creators["rain of fire"] = &rain_of_fire;
|
||||
creators["drain soul"] = &drain_soul;
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* shadow_bolt([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("shadow bolt",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* unstable_affliction([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("unstable affliction",
|
||||
/*P*/ NULL,
|
||||
/*A*/ NextAction::array(0, new NextAction("immolate"), NULL),
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* unstable_affliction_on_attacker([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("unstable affliction on attacker",
|
||||
/*P*/ NULL,
|
||||
/*A*/ NextAction::array(0, new NextAction("immolate on attacker"), NULL),
|
||||
/*C*/ NULL);
|
||||
}
|
||||
static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* curse_of_agony(PlayerbotAI*){return new ActionNode("curse of agony", nullptr, nullptr, nullptr);}
|
||||
static ActionNode* immolate(PlayerbotAI*) { return new ActionNode("immolate", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* shadow_bolt(PlayerbotAI*) { return new ActionNode("shadow bolt", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* life_tap(PlayerbotAI*) { return new ActionNode("life tap", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* shadowflame(PlayerbotAI*) { return new ActionNode("shadowflame", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* seed_of_corruption(PlayerbotAI*){return new ActionNode("seed of corruption", nullptr, nullptr, nullptr);}
|
||||
static ActionNode* rain_of_fire(PlayerbotAI*) { return new ActionNode("rain of fire", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* drain_soul(PlayerbotAI*) { return new ActionNode("drain soul", nullptr, nullptr, nullptr); }
|
||||
};
|
||||
|
||||
// ===== Single Target Strategy =====
|
||||
DpsWarlockStrategy::DpsWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI)
|
||||
{
|
||||
actionNodeFactories.Add(new DpsWarlockStrategyActionNodeFactory());
|
||||
}
|
||||
|
||||
// ===== Default Actions =====
|
||||
NextAction** DpsWarlockStrategy::getDefaultActions()
|
||||
{
|
||||
return NextAction::array(
|
||||
0, new NextAction("haunt", ACTION_DEFAULT + 0.4f), new NextAction("demonic empowerment", ACTION_DEFAULT + 0.3f),
|
||||
new NextAction("shadow bolt", ACTION_DEFAULT + 0.2f), new NextAction("shoot", ACTION_DEFAULT), nullptr);
|
||||
return NextAction::array(0,
|
||||
new NextAction("immolate", 5.5f),
|
||||
new NextAction("corruption", 5.4f),
|
||||
new NextAction("curse of agony", 5.3f),
|
||||
new NextAction("shadow bolt", 5.2f),
|
||||
new NextAction("shoot", 5.0f), nullptr);
|
||||
}
|
||||
|
||||
// ===== Trigger Initialization ===
|
||||
void DpsWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
GenericWarlockStrategy::InitTriggers(triggers);
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("backlash", NextAction::array(0, new NextAction("shadow bolt", 20.0f), nullptr)));
|
||||
// Main DoT triggers for high uptime
|
||||
triggers.push_back(new TriggerNode("corruption on attacker", NextAction::array(0, new NextAction("corruption on attacker", 20.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("curse of agony on attacker", NextAction::array(0, new NextAction("curse of agony on attacker", 19.5f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("immolate on attacker", NextAction::array(0, new NextAction("immolate on attacker", 19.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("corruption", NextAction::array(0, new NextAction("corruption", 18.5f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("curse of agony", NextAction::array(0, new NextAction("curse of agony", 18.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("immolate", NextAction::array(0, new NextAction("immolate", 17.5f), nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode("haunt", NextAction::array(0, new NextAction("haunt", 26.0f), NULL)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("shadow trance", NextAction::array(0, new NextAction("shadow bolt", 15.0f), NULL)));
|
||||
|
||||
triggers.push_back(new TriggerNode("backlash", NextAction::array(0, new NextAction("shadow bolt", 15.0f), NULL)));
|
||||
|
||||
triggers.push_back(new TriggerNode("molten core", NextAction::array(0, new NextAction("incinerate", 15.0f), NULL)));
|
||||
|
||||
triggers.push_back(new TriggerNode("decimation", NextAction::array(0, new NextAction("soul fire", 16.0f), NULL)));
|
||||
|
||||
// cast during movement
|
||||
triggers.push_back(
|
||||
new TriggerNode("high mana", NextAction::array(0, new NextAction("life tap", ACTION_DEFAULT + 0.1f), nullptr)));
|
||||
// Drain Soul as execute if target is low HP
|
||||
triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("drain soul", 17.0f), nullptr)));
|
||||
|
||||
// Cast during movement or to activate glyph buff
|
||||
triggers.push_back(new TriggerNode("life tap", NextAction::array(0, new NextAction("life tap", ACTION_DEFAULT + 0.1f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("life tap glyph buff", NextAction::array(0, new NextAction("life tap", 28.0f), NULL)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("metamorphosis", NextAction::array(0, new NextAction("metamorphosis", 20.0f), NULL)));
|
||||
}
|
||||
|
||||
// ===== AoE Strategy, 3+ enemies =====
|
||||
void DpsAoeWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(
|
||||
new TriggerNode("medium aoe", NextAction::array(0, new NextAction("seed of corruption", 33.0f),
|
||||
new NextAction("seed of corruption on attacker", 32.0f),
|
||||
new NextAction("rain of fire", 31.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("corruption on attacker",
|
||||
NextAction::array(0, new NextAction("corruption on attacker", 27.0f), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("unstable affliction on attacker",
|
||||
NextAction::array(0, new NextAction("unstable affliction on attacker", 26.0f), NULL)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("curse of agony on attacker",
|
||||
NextAction::array(0, new NextAction("curse of agony on attacker", 25.0f), nullptr)));
|
||||
}
|
||||
|
||||
void DpsWarlockDebuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(
|
||||
new TriggerNode("corruption", NextAction::array(0, new NextAction("corruption", 22.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("unstable affliction",
|
||||
NextAction::array(0, new NextAction("unstable affliction", 21.0f), NULL)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("curse of agony", NextAction::array(0, new NextAction("curse of agony", 20.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0,
|
||||
new NextAction("shadowflame", 22.5f),
|
||||
new NextAction("seed of corruption on attacker", 22.0f),
|
||||
new NextAction("seed of corruption", 21.5f),
|
||||
new NextAction("rain of fire", 21.0f), nullptr)));
|
||||
}
|
||||
|
||||
@@ -30,14 +30,4 @@ public:
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "aoe"; }
|
||||
};
|
||||
|
||||
class DpsWarlockDebuffStrategy : public CombatStrategy
|
||||
{
|
||||
public:
|
||||
DpsWarlockDebuffStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
|
||||
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
std::string const getName() override { return "dps debuff"; }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
*/
|
||||
|
||||
#include "GenericWarlockNonCombatStrategy.h"
|
||||
|
||||
#include "AiFactory.h"
|
||||
#include "Playerbots.h"
|
||||
|
||||
class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
@@ -20,6 +20,10 @@ public:
|
||||
creators["summon felhunter"] = &summon_felhunter;
|
||||
}
|
||||
|
||||
// Pet skills are setup in pass-through fashion, so if one fails, it attempts to cast the next one
|
||||
// The order goes Felguard -> Felhunter -> Succubus -> Voidwalker -> Imp
|
||||
// Pets are summoned based on the non-combat strategy you have active, the warlock's level, and if they have a soulstone available
|
||||
|
||||
private:
|
||||
static ActionNode* fel_armor([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
@@ -36,7 +40,6 @@ private:
|
||||
/*A*/ NextAction::array(0, new NextAction("demon skin"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("summon voidwalker",
|
||||
@@ -62,7 +65,7 @@ private:
|
||||
{
|
||||
return new ActionNode("summon felguard",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("summon succubus"), nullptr),
|
||||
/*A*/ NextAction::array(0, new NextAction("summon felhunter"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
};
|
||||
@@ -75,45 +78,133 @@ GenericWarlockNonCombatStrategy::GenericWarlockNonCombatStrategy(PlayerbotAI* bo
|
||||
void GenericWarlockNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
NonCombatStrategy::InitTriggers(triggers);
|
||||
triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("fel domination", 30.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("soul link", NextAction::array(0, new NextAction("soul link", 28.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("demon armor", NextAction::array(0, new NextAction("fel armor", 27.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("no healthstone", NextAction::array(0, new NextAction("create healthstone", 26.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("no soulstone", NextAction::array(0, new NextAction("create soulstone", 25.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("life tap", NextAction::array(0, new NextAction("life tap", 23.0f), nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("demon armor", NextAction::array(0, new NextAction("fel armor", 21.0f), nullptr)));
|
||||
// triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("no healthstone", NextAction::array(0, new NextAction("create healthstone", 15.0f), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("no spellstone", NextAction::array(0, new NextAction("create spellstone", 13.0f), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("spellstone", NextAction::array(0, new NextAction("spellstone", 13.0f), nullptr)));
|
||||
}
|
||||
Player* bot = botAI->GetBot();
|
||||
int tab = AiFactory::GetPlayerSpecTab(bot);
|
||||
|
||||
void WarlockPetStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
if (tab == 2) // Destruction uses Firestone
|
||||
{
|
||||
// triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 60.0f),
|
||||
// nullptr)));
|
||||
// TODO Warlock pets
|
||||
triggers.push_back(
|
||||
new TriggerNode("no firestone", NextAction::array(0, new NextAction("create firestone", 24.0f), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("firestone", NextAction::array(0, new NextAction("firestone", 24.0f), nullptr)));
|
||||
}
|
||||
else // Affliction and Demonology use Spellstone
|
||||
{
|
||||
triggers.push_back(new TriggerNode("no spellstone",
|
||||
NextAction::array(0, new NextAction("create spellstone", 24.0f), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("spellstone", NextAction::array(0, new NextAction("spellstone", 24.0f), nullptr)));
|
||||
}
|
||||
}
|
||||
|
||||
// Non-combat strategy for summoning a Imp
|
||||
// Enabled by default for the Destruction spec
|
||||
// To enable, type "nc +imp"
|
||||
// To disable, type "nc -imp"
|
||||
SummonImpStrategy::SummonImpStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
|
||||
|
||||
void SummonImpStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon imp", 11.0f), NULL)));
|
||||
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon imp", 29.0f), NULL)));
|
||||
}
|
||||
|
||||
SummonFelguardStrategy::SummonFelguardStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
|
||||
// Non-combat strategy for summoning a Voidwalker
|
||||
// Disabled by default
|
||||
// To enable, type "nc +voidwalker"
|
||||
// To disable, type "nc -voidwalker"
|
||||
SummonVoidwalkerStrategy::SummonVoidwalkerStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
|
||||
|
||||
void SummonFelguardStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
void SummonVoidwalkerStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 11.0f), NULL)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("no pet", NextAction::array(0, new NextAction("summon voidwalker", 29.0f), NULL)));
|
||||
}
|
||||
|
||||
// Non-combat strategy for summoning a Succubus
|
||||
// Disabled by default
|
||||
// To enable, type "nc +succubus"
|
||||
// To disable, type "nc -succubus"
|
||||
SummonSuccubusStrategy::SummonSuccubusStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
|
||||
|
||||
void SummonSuccubusStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon succubus", 29.0f), NULL)));
|
||||
}
|
||||
|
||||
// Non-combat strategy for summoning a Felhunter
|
||||
// Enabled by default for the Affliction spec
|
||||
// To enable, type "nc +felhunter"
|
||||
// To disable, type "nc -felhunter"
|
||||
SummonFelhunterStrategy::SummonFelhunterStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
|
||||
|
||||
void SummonFelhunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(
|
||||
new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felhunter", 11.0f), NULL)));
|
||||
new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felhunter", 29.0f), NULL)));
|
||||
}
|
||||
|
||||
// Non-combat strategy for summoning a Felguard
|
||||
// Enabled by default for the Demonology spec
|
||||
// To enable, type "nc +felguard"
|
||||
// To disable, type "nc -felguard"
|
||||
SummonFelguardStrategy::SummonFelguardStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
|
||||
|
||||
void SummonFelguardStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 29.0f), NULL)));
|
||||
}
|
||||
|
||||
// Non-combat strategy for selecting themselves to receive soulstone
|
||||
// Disabled by default
|
||||
// To enable, type "nc +ss self"
|
||||
// To disable, type "nc -ss self"
|
||||
SoulstoneSelfStrategy::SoulstoneSelfStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
|
||||
|
||||
void SoulstoneSelfStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("soulstone", NextAction::array(0, new NextAction("soulstone self", 24.0f), NULL)));
|
||||
}
|
||||
|
||||
// Non-combat strategy for selecting the master to receive soulstone
|
||||
// Disabled by default
|
||||
// To enable, type "nc +ss master"
|
||||
// To disable, type "nc -ss master"
|
||||
SoulstoneMasterStrategy::SoulstoneMasterStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
|
||||
|
||||
void SoulstoneMasterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(
|
||||
new TriggerNode("soulstone", NextAction::array(0, new NextAction("soulstone master", 24.0f), NULL)));
|
||||
}
|
||||
|
||||
// Non-combat strategy for selecting tanks to receive soulstone
|
||||
// Disabled by default
|
||||
// To enable, type "nc +ss tank"
|
||||
// To disable, type "nc -ss tank"
|
||||
SoulstoneTankStrategy::SoulstoneTankStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
|
||||
|
||||
void SoulstoneTankStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(
|
||||
new TriggerNode("soulstone", NextAction::array(0, new NextAction("soulstone tank", 24.0f), NULL)));
|
||||
}
|
||||
|
||||
// Non-combat strategy for selecting healers to receive soulstone
|
||||
// Disabled by default
|
||||
// To enable, type "nc +ss healer"
|
||||
// To disable, type "nc -ss healer"
|
||||
SoulstoneHealerStrategy::SoulstoneHealerStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
|
||||
|
||||
void SoulstoneHealerStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(
|
||||
new TriggerNode("soulstone", NextAction::array(0, new NextAction("soulstone healer", 24.0f), NULL)));
|
||||
}
|
||||
@@ -19,30 +19,31 @@ public:
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
class WarlockPetStrategy : public Strategy
|
||||
{
|
||||
public:
|
||||
WarlockPetStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
|
||||
|
||||
std::string const getName() override { return "pet"; }
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
class SummonImpStrategy : public NonCombatStrategy
|
||||
{
|
||||
public:
|
||||
SummonImpStrategy(PlayerbotAI* ai);
|
||||
virtual std::string const getName() override { return "bhealth"; }
|
||||
virtual std::string const getName() override { return "imp"; }
|
||||
|
||||
public:
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
class SummonFelguardStrategy : public NonCombatStrategy
|
||||
class SummonVoidwalkerStrategy : public NonCombatStrategy
|
||||
{
|
||||
public:
|
||||
SummonFelguardStrategy(PlayerbotAI* ai);
|
||||
virtual std::string const getName() override { return "bdps"; }
|
||||
SummonVoidwalkerStrategy(PlayerbotAI* ai);
|
||||
virtual std::string const getName() override { return "voidwalker"; }
|
||||
|
||||
public:
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
class SummonSuccubusStrategy : public NonCombatStrategy
|
||||
{
|
||||
public:
|
||||
SummonSuccubusStrategy(PlayerbotAI* ai);
|
||||
virtual std::string const getName() override { return "succubus"; }
|
||||
|
||||
public:
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
@@ -52,7 +53,57 @@ class SummonFelhunterStrategy : public NonCombatStrategy
|
||||
{
|
||||
public:
|
||||
SummonFelhunterStrategy(PlayerbotAI* ai);
|
||||
virtual std::string const getName() override { return "bmana"; }
|
||||
virtual std::string const getName() override { return "felhunter"; }
|
||||
|
||||
public:
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
class SummonFelguardStrategy : public NonCombatStrategy
|
||||
{
|
||||
public:
|
||||
SummonFelguardStrategy(PlayerbotAI* ai);
|
||||
virtual std::string const getName() override { return "felguard"; }
|
||||
|
||||
public:
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
class SoulstoneSelfStrategy : public NonCombatStrategy
|
||||
{
|
||||
public:
|
||||
SoulstoneSelfStrategy(PlayerbotAI* ai);
|
||||
virtual std::string const getName() override { return "ss self"; }
|
||||
|
||||
public:
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
class SoulstoneMasterStrategy : public NonCombatStrategy
|
||||
{
|
||||
public:
|
||||
SoulstoneMasterStrategy(PlayerbotAI* ai);
|
||||
virtual std::string const getName() override { return "ss master"; }
|
||||
|
||||
public:
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
class SoulstoneTankStrategy : public NonCombatStrategy
|
||||
{
|
||||
public:
|
||||
SoulstoneTankStrategy(PlayerbotAI* ai);
|
||||
virtual std::string const getName() override { return "ss tank"; }
|
||||
|
||||
public:
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
class SoulstoneHealerStrategy : public NonCombatStrategy
|
||||
{
|
||||
public:
|
||||
SoulstoneHealerStrategy(PlayerbotAI* ai);
|
||||
virtual std::string const getName() override { return "ss healer"; }
|
||||
|
||||
public:
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
*/
|
||||
|
||||
#include "GenericWarlockStrategy.h"
|
||||
|
||||
#include "Strategy.h"
|
||||
#include "Playerbots.h"
|
||||
|
||||
class GenericWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
@@ -12,28 +12,22 @@ class GenericWarlockStrategyActionNodeFactory : public NamedObjectFactory<Action
|
||||
public:
|
||||
GenericWarlockStrategyActionNodeFactory()
|
||||
{
|
||||
// creators["summon voidwalker"] = &summon_voidwalker;
|
||||
creators["banish"] = &banish;
|
||||
creators["banish on cc"] = &banish_on_cc;
|
||||
creators["fear on cc"] = &fear_on_cc;
|
||||
creators["spell lock"] = &spell_lock;
|
||||
creators["devour magic purge"] = &devour_magic_purge;
|
||||
creators["devour magic cleanse"] = &devour_magic_cleanse;
|
||||
}
|
||||
|
||||
private:
|
||||
// static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI)
|
||||
//{
|
||||
// return new ActionNode ("summon voidwalker",
|
||||
/*P*/ // nullptr,
|
||||
/*A*/ // NextAction::array(0, new NextAction("drain soul"), nullptr),
|
||||
/*C*/ // nullptr);
|
||||
//}
|
||||
static ActionNode* banish([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("banish",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("fear"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* banish_on_cc(PlayerbotAI*) { return new ActionNode("banish on cc", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* fear_on_cc(PlayerbotAI*) { return new ActionNode("fear on cc", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* spell_lock(PlayerbotAI*) { return new ActionNode("spell lock", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* devour_magic_purge(PlayerbotAI*) { return new ActionNode("devour magic purge", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* devour_magic_cleanse(PlayerbotAI*) { return new ActionNode("devour magic cleanse", nullptr, nullptr, nullptr); }
|
||||
};
|
||||
|
||||
GenericWarlockStrategy::GenericWarlockStrategy(PlayerbotAI* botAI) : RangedCombatStrategy(botAI)
|
||||
GenericWarlockStrategy::GenericWarlockStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
|
||||
{
|
||||
actionNodeFactories.Add(new GenericWarlockStrategyActionNodeFactory());
|
||||
}
|
||||
@@ -42,28 +36,38 @@ NextAction** GenericWarlockStrategy::getDefaultActions() { return NextAction::ar
|
||||
|
||||
void GenericWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
RangedCombatStrategy::InitTriggers(triggers);
|
||||
CombatStrategy::InitTriggers(triggers);
|
||||
|
||||
// triggers.push_back(new TriggerNode("shadow trance", NextAction::array(0, new NextAction("shadow bolt", 20.0f),
|
||||
// nullptr))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("drain
|
||||
// life", 40.0f), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("low mana", NextAction::array(0, new NextAction("life tap", ACTION_EMERGENCY + 5), nullptr)));
|
||||
triggers.push_back(
|
||||
new TriggerNode("target critical health", NextAction::array(0, new NextAction("drain soul", 30.0f), nullptr)));
|
||||
// triggers.push_back(new TriggerNode("immolate", NextAction::array(0, new NextAction("immolate", 13.0f), new
|
||||
// NextAction("conflagrate", 13.0f), nullptr))); triggers.push_back(new TriggerNode("enemy too close for spell",
|
||||
// NextAction::array(0, new NextAction("flee", 49.0f), NULL)));
|
||||
triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("life tap", ACTION_EMERGENCY + 5), nullptr)));
|
||||
triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("soulshatter", 55.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("spell lock", NextAction::array(0, new NextAction("spell lock", ACTION_INTERRUPT), nullptr)));
|
||||
triggers.push_back(new TriggerNode("devour magic purge", NextAction::array(0, new NextAction("devour magic purge", ACTION_DISPEL), nullptr)));
|
||||
triggers.push_back(new TriggerNode("devour magic cleanse", NextAction::array(0, new NextAction("devour magic cleanse", ACTION_DISPEL), nullptr)));
|
||||
}
|
||||
|
||||
void WarlockBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(
|
||||
new TriggerNode("amplify curse", NextAction::array(0, new NextAction("amplify curse", 41.0f), nullptr)));
|
||||
// Placeholder for future boost triggers
|
||||
}
|
||||
|
||||
void WarlockPetStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
// Placeholder for future pet triggers
|
||||
}
|
||||
|
||||
void WarlockCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("banish", NextAction::array(0, new NextAction("banish on cc", 32.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("fear", NextAction::array(0, new NextAction("fear on cc", 33.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("banish", NextAction::array(0, new NextAction("banish on cc", 33.0f), nullptr)));
|
||||
triggers.push_back(new TriggerNode("fear", NextAction::array(0, new NextAction("fear on cc", 32.0f), nullptr)));
|
||||
}
|
||||
|
||||
// Combat strategy for using Curse of the Elements
|
||||
// Enabling this will turn off their use of Curse of Agony
|
||||
// Enabled by default for the Destruction spec
|
||||
// To enable, type "co +curse of elements"
|
||||
// To disable, type "co -curse of elements"
|
||||
|
||||
void WarlockCurseOfTheElementsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
triggers.push_back(new TriggerNode("curse of the elements", NextAction::array(0, new NextAction("curse of the elements", 30.0f), nullptr)));
|
||||
}
|
||||
|
||||
@@ -7,11 +7,10 @@
|
||||
#define _PLAYERBOT_GENERICWARLOCKSTRATEGY_H
|
||||
|
||||
#include "CombatStrategy.h"
|
||||
#include "RangedCombatStrategy.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
class GenericWarlockStrategy : public RangedCombatStrategy
|
||||
class GenericWarlockStrategy : public CombatStrategy
|
||||
{
|
||||
public:
|
||||
GenericWarlockStrategy(PlayerbotAI* botAI);
|
||||
@@ -30,6 +29,15 @@ public:
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
class WarlockPetStrategy : public Strategy
|
||||
{
|
||||
public:
|
||||
WarlockPetStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
|
||||
|
||||
std::string const getName() override { return "pet"; }
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
class WarlockCcStrategy : public Strategy
|
||||
{
|
||||
public:
|
||||
@@ -39,4 +47,13 @@ public:
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
class WarlockCurseOfTheElementsStrategy : public Strategy
|
||||
{
|
||||
public:
|
||||
WarlockCurseOfTheElementsStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
|
||||
|
||||
std::string const getName() override { return "curse of elements"; }
|
||||
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -4,65 +4,41 @@
|
||||
*/
|
||||
|
||||
#include "TankWarlockStrategy.h"
|
||||
|
||||
#include "Playerbots.h"
|
||||
|
||||
class GenericWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
// Combat strategy for a Warlock Tank, for certain bosses like Twin Emperors
|
||||
// Priority is set to spam Searing Pain and use Shadow Ward on CD
|
||||
// Disabled by default
|
||||
// To enable, type "co +tank"
|
||||
// To disable, type "co -tank"
|
||||
|
||||
// ===== Action Node Factory =====
|
||||
class TankWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
||||
{
|
||||
public:
|
||||
GenericWarlockStrategyActionNodeFactory()
|
||||
TankWarlockStrategyActionNodeFactory()
|
||||
{
|
||||
creators["summon voidwalker"] = &summon_voidwalker;
|
||||
creators["summon felguard"] = &summon_felguard;
|
||||
creators["summon succubus"] = &summon_succubus;
|
||||
creators["summon felhunter"] = &summon_felhunter;
|
||||
creators["shadow ward"] = &shadow_ward;
|
||||
creators["searing pain"] = &searing_pain;
|
||||
}
|
||||
|
||||
private:
|
||||
static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("summon voidwalker",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("summon imp"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("summon felguard",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("summon succubus"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* summon_succubus([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("summon succubus",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("summon voidwalker"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
|
||||
static ActionNode* summon_felhunter([[maybe_unused]] PlayerbotAI* botAI)
|
||||
{
|
||||
return new ActionNode("summon felhunter",
|
||||
/*P*/ nullptr,
|
||||
/*A*/ NextAction::array(0, new NextAction("summon imp"), nullptr),
|
||||
/*C*/ nullptr);
|
||||
}
|
||||
static ActionNode* shadow_ward(PlayerbotAI*) { return new ActionNode("shadow ward", nullptr, nullptr, nullptr); }
|
||||
static ActionNode* searing_pain(PlayerbotAI*) { return new ActionNode("searing pain", nullptr, nullptr, nullptr); }
|
||||
};
|
||||
|
||||
// ===== Warlock Tank Combat Strategy =====
|
||||
TankWarlockStrategy::TankWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI)
|
||||
{
|
||||
actionNodeFactories.Add(new GenericWarlockStrategyActionNodeFactory());
|
||||
actionNodeFactories.Add(new TankWarlockStrategyActionNodeFactory());
|
||||
}
|
||||
|
||||
NextAction** TankWarlockStrategy::getDefaultActions()
|
||||
{
|
||||
return NextAction::array(0, new NextAction("shoot", ACTION_DEFAULT), nullptr);
|
||||
// Shadow Ward is the highest priority, Searing Pain next.
|
||||
return NextAction::array(0, new NextAction("shadow ward", 27.5f), new NextAction("searing pain", 27.0f), nullptr);
|
||||
}
|
||||
|
||||
void TankWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
||||
{
|
||||
GenericWarlockStrategy::InitTriggers(triggers);
|
||||
}
|
||||
|
||||
@@ -5,23 +5,204 @@
|
||||
|
||||
#include "WarlockActions.h"
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "Event.h"
|
||||
#include "Item.h"
|
||||
#include "ObjectGuid.h"
|
||||
#include "Player.h"
|
||||
#include "PlayerbotAI.h"
|
||||
#include "Playerbots.h"
|
||||
#include "ServerFacade.h"
|
||||
#include "Unit.h"
|
||||
|
||||
bool CastDrainSoulAction::isUseful() { return AI_VALUE2(uint32, "item count", "soul shard") < 10; }
|
||||
|
||||
Value<Unit*>* CastBanishAction::GetTargetValue() { return context->GetValue<Unit*>("cc target", "banish"); }
|
||||
|
||||
bool CastBanishAction::Execute(Event event) { return botAI->CastSpell("banish", GetTarget()); }
|
||||
|
||||
Value<Unit*>* CastFearOnCcAction::GetTargetValue() { return context->GetValue<Unit*>("cc target", "fear"); }
|
||||
|
||||
bool CastFearOnCcAction::Execute(Event event) { return botAI->CastSpell("fear", GetTarget()); }
|
||||
|
||||
bool CastFearOnCcAction::isPossible() { return true; }
|
||||
|
||||
bool CastFearOnCcAction::isUseful() { return true; }
|
||||
// Checks if the bot has less than 32 soul shards, and if so, allows casting Drain Soul
|
||||
bool CastDrainSoulAction::isUseful() { return AI_VALUE2(uint32, "item count", "soul shard") < 32; }
|
||||
|
||||
// Checks if the bot's health is above a certain threshold, and if so, allows casting Life Tap
|
||||
bool CastLifeTapAction::isUseful() { return AI_VALUE2(uint8, "health", "self target") > sPlayerbotAIConfig->lowHealth; }
|
||||
|
||||
Unit* UseSoulstoneAction::GetTarget() { return botAI->GetMaster(); }
|
||||
// Checks if the target marked with the moon icon can be banished
|
||||
bool CastBanishOnCcAction::isPossible()
|
||||
{
|
||||
Unit* target = GetTarget();
|
||||
if (!target)
|
||||
return false;
|
||||
|
||||
// Only possible on elementals or demons
|
||||
uint32 creatureType = target->GetCreatureType();
|
||||
if (creatureType != CREATURE_TYPE_DEMON && creatureType != CREATURE_TYPE_ELEMENTAL)
|
||||
return false;
|
||||
|
||||
// Use base class to check spell available, range, etc
|
||||
return CastCrowdControlSpellAction::isPossible();
|
||||
}
|
||||
|
||||
// Checks if the target marked with the moon icon can be feared
|
||||
bool CastFearOnCcAction::isPossible()
|
||||
{
|
||||
Unit* target = GetTarget();
|
||||
if (!target)
|
||||
return false;
|
||||
|
||||
// Fear cannot be cast on mechanical or undead creatures
|
||||
uint32 creatureType = target->GetCreatureType();
|
||||
if (creatureType == CREATURE_TYPE_MECHANICAL || creatureType == CREATURE_TYPE_UNDEAD)
|
||||
return false;
|
||||
|
||||
// Use base class to check spell available, range, etc
|
||||
return CastCrowdControlSpellAction::isPossible();
|
||||
}
|
||||
|
||||
// Checks if the enemies are close enough to use Shadowflame
|
||||
bool CastShadowflameAction::isUseful()
|
||||
{
|
||||
Unit* target = AI_VALUE(Unit*, "current target");
|
||||
if (!target)
|
||||
return false;
|
||||
bool facingTarget = AI_VALUE2(bool, "facing", "current target");
|
||||
bool targetClose = bot->IsWithinCombatRange(target, 7.0f); // 7 yard cone
|
||||
return facingTarget && targetClose;
|
||||
}
|
||||
|
||||
// Checks if the bot knows Seed of Corruption, and prevents the use of Rain of Fire if it does
|
||||
bool CastRainOfFireAction::isUseful()
|
||||
{
|
||||
Unit* target = GetTarget();
|
||||
if (!target)
|
||||
return false;
|
||||
if (bot->HasSpell(27243) || bot->HasSpell(47835) || bot->HasSpell(47836)) // Seed of Corruption spell IDs
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Checks if the enemies are close enough to use Hellfire
|
||||
bool CastHellfireAction::isUseful()
|
||||
{
|
||||
Unit* target = AI_VALUE(Unit*, "current target");
|
||||
if (!target)
|
||||
return false;
|
||||
|
||||
return bot->IsWithinCombatRange(target, 5.0f); // 5 yard AoE radius
|
||||
}
|
||||
|
||||
// Checks if the "meta melee aoe" strategy is active, OR if the bot is in melee range of the target
|
||||
bool CastImmolationAuraAction::isUseful()
|
||||
{
|
||||
if (botAI->HasStrategy("meta melee", BOT_STATE_COMBAT))
|
||||
return true;
|
||||
|
||||
Unit* target = AI_VALUE(Unit*, "current target");
|
||||
if (!target)
|
||||
return false;
|
||||
|
||||
if (!bot->HasAura(47241)) // 47241 is Metamorphosis spell ID (WotLK)
|
||||
return false;
|
||||
|
||||
return bot->IsWithinCombatRange(target, 5.0f); // 5 yard AoE radius
|
||||
}
|
||||
|
||||
// Checks if the "warlock tank" strategy is active, and if so, prevents the use of Soulshatter
|
||||
bool CastSoulshatterAction::isUseful()
|
||||
{
|
||||
if (botAI->HasStrategy("tank", BOT_STATE_COMBAT))
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Checks if the target has a soulstone aura
|
||||
static bool HasSoulstoneAura(Unit* unit)
|
||||
{
|
||||
static const std::vector<uint32> soulstoneAuraIds = {20707, 20762, 20763, 20764, 20765, 27239, 47883};
|
||||
for (uint32 spellId : soulstoneAuraIds)
|
||||
if (unit->HasAura(spellId))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Use the soulstone item on the bot itself with nc strategy "ss self"
|
||||
bool UseSoulstoneSelfAction::Execute(Event event)
|
||||
{
|
||||
std::vector<Item*> items = AI_VALUE2(std::vector<Item*>, "inventory items", "soulstone");
|
||||
if (items.empty())
|
||||
return false;
|
||||
|
||||
if (HasSoulstoneAura(bot))
|
||||
return false;
|
||||
|
||||
bot->SetSelection(bot->GetGUID());
|
||||
return UseItem(items[0], ObjectGuid::Empty, nullptr, bot);
|
||||
}
|
||||
|
||||
// Use the soulstone item on the bot's master with nc strategy "ss master"
|
||||
bool UseSoulstoneMasterAction::Execute(Event event)
|
||||
{
|
||||
std::vector<Item*> items = AI_VALUE2(std::vector<Item*>, "inventory items", "soulstone");
|
||||
if (items.empty())
|
||||
return false;
|
||||
|
||||
Player* master = botAI->GetMaster();
|
||||
if (!master || HasSoulstoneAura(master))
|
||||
return false;
|
||||
|
||||
bot->SetSelection(master->GetGUID());
|
||||
return UseItem(items[0], ObjectGuid::Empty, nullptr, master);
|
||||
}
|
||||
|
||||
// Use the soulstone item on a tank in the group with nc strategy "ss tank"
|
||||
bool UseSoulstoneTankAction::Execute(Event event)
|
||||
{
|
||||
std::vector<Item*> items = AI_VALUE2(std::vector<Item*>, "inventory items", "soulstone");
|
||||
if (items.empty())
|
||||
return false;
|
||||
|
||||
Player* tank = nullptr;
|
||||
Group* group = bot->GetGroup();
|
||||
if (group)
|
||||
{
|
||||
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
|
||||
{
|
||||
Player* member = gref->GetSource();
|
||||
if (member && member->IsAlive() && botAI->IsTank(member) && !HasSoulstoneAura(member))
|
||||
{
|
||||
tank = member;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!tank)
|
||||
return false;
|
||||
|
||||
bot->SetSelection(tank->GetGUID());
|
||||
return UseItem(items[0], ObjectGuid::Empty, nullptr, tank);
|
||||
}
|
||||
|
||||
// Use the soulstone item on a healer in the group with nc strategy "ss healer"
|
||||
bool UseSoulstoneHealerAction::Execute(Event event)
|
||||
{
|
||||
std::vector<Item*> items = AI_VALUE2(std::vector<Item*>, "inventory items", "soulstone");
|
||||
if (items.empty())
|
||||
return false;
|
||||
|
||||
Player* healer = nullptr;
|
||||
Group* group = bot->GetGroup();
|
||||
if (group)
|
||||
{
|
||||
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
|
||||
{
|
||||
Player* member = gref->GetSource();
|
||||
if (member && member->IsAlive() && botAI->IsHeal(member) && !HasSoulstoneAura(member))
|
||||
{
|
||||
healer = member;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!healer)
|
||||
return false;
|
||||
|
||||
bot->SetSelection(healer->GetGUID());
|
||||
return UseItem(items[0], ObjectGuid::Empty, nullptr, healer);
|
||||
}
|
||||
|
||||
@@ -8,10 +8,13 @@
|
||||
|
||||
#include "GenericSpellActions.h"
|
||||
#include "UseItemAction.h"
|
||||
#include "Action.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
class Unit;
|
||||
|
||||
// Buff and Out of Combat Spells
|
||||
|
||||
class CastDemonSkinAction : public CastBuffSpellAction
|
||||
{
|
||||
public:
|
||||
@@ -30,71 +33,67 @@ public:
|
||||
CastFelArmorAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "fel armor") {}
|
||||
};
|
||||
|
||||
BEGIN_RANGED_SPELL_ACTION(CastShadowBoltAction, "shadow bolt")
|
||||
END_SPELL_ACTION()
|
||||
|
||||
class CastDrainSoulAction : public CastSpellAction
|
||||
class CastSoulLinkAction : public CastBuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastDrainSoulAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "drain soul") {}
|
||||
|
||||
bool isUseful() override;
|
||||
CastSoulLinkAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "soul link", false, 5000) {}
|
||||
std::string const GetTargetName() override { return "pet target"; }
|
||||
};
|
||||
|
||||
class CastDrainManaAction : public CastSpellAction
|
||||
class CastCreateHealthstoneAction : public CastBuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastDrainManaAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "drain mana") {}
|
||||
CastCreateHealthstoneAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "create healthstone") {}
|
||||
};
|
||||
|
||||
class CastDrainLifeAction : public CastSpellAction
|
||||
class CastCreateFirestoneAction : public CastBuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastDrainLifeAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "drain life") {}
|
||||
CastCreateFirestoneAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "create firestone") {}
|
||||
};
|
||||
|
||||
class CastCurseOfAgonyAction : public CastDebuffSpellAction
|
||||
class CastCreateSpellstoneAction : public CastBuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastCurseOfAgonyAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "curse of agony", true) {}
|
||||
CastCreateSpellstoneAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "create spellstone") {}
|
||||
};
|
||||
|
||||
class CastCurseOfWeaknessAction : public CastDebuffSpellAction
|
||||
class CastCreateSoulstoneAction : public CastBuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastCurseOfWeaknessAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "curse of weakness") {}
|
||||
CastCreateSoulstoneAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "create soulstone") {}
|
||||
};
|
||||
|
||||
class CastCorruptionAction : public CastDebuffSpellAction
|
||||
class UseSoulstoneSelfAction : public UseSpellItemAction
|
||||
{
|
||||
public:
|
||||
CastCorruptionAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "corruption", true) {}
|
||||
bool isUseful() override
|
||||
{
|
||||
return CastDebuffSpellAction::isUseful() && !botAI->HasAura("seed of corruption", GetTarget(), false, true);
|
||||
}
|
||||
UseSoulstoneSelfAction(PlayerbotAI* botAI) : UseSpellItemAction(botAI, "soulstone") {}
|
||||
bool Execute(Event event) override;
|
||||
};
|
||||
|
||||
class CastCorruptionOnAttackerAction : public CastDebuffSpellOnAttackerAction
|
||||
class UseSoulstoneMasterAction : public UseSpellItemAction
|
||||
{
|
||||
public:
|
||||
CastCorruptionOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "corruption", true) {}
|
||||
bool isUseful() override
|
||||
{
|
||||
return CastDebuffSpellOnAttackerAction::isUseful() &&
|
||||
!botAI->HasAura("seed of corruption", GetTarget(), false, true);
|
||||
}
|
||||
UseSoulstoneMasterAction(PlayerbotAI* botAI) : UseSpellItemAction(botAI, "soulstone") {}
|
||||
bool Execute(Event event) override;
|
||||
};
|
||||
|
||||
class CastCurseOfAgonyOnAttackerAction : public CastDebuffSpellOnAttackerAction
|
||||
class UseSoulstoneTankAction : public UseSpellItemAction
|
||||
{
|
||||
public:
|
||||
CastCurseOfAgonyOnAttackerAction(PlayerbotAI* botAI)
|
||||
: CastDebuffSpellOnAttackerAction(botAI, "curse of agony", true)
|
||||
{
|
||||
}
|
||||
UseSoulstoneTankAction(PlayerbotAI* botAI) : UseSpellItemAction(botAI, "soulstone") {}
|
||||
bool Execute(Event event) override;
|
||||
};
|
||||
|
||||
class UseSoulstoneHealerAction : public UseSpellItemAction
|
||||
{
|
||||
public:
|
||||
UseSoulstoneHealerAction(PlayerbotAI* botAI) : UseSpellItemAction(botAI, "soulstone") {}
|
||||
bool Execute(Event event) override;
|
||||
};
|
||||
|
||||
// Summoning Spells
|
||||
|
||||
class CastSummonVoidwalkerAction : public CastBuffSpellAction
|
||||
{
|
||||
public:
|
||||
@@ -124,41 +123,293 @@ class CastSummonSuccubusAction : public CastBuffSpellAction
|
||||
public:
|
||||
CastSummonSuccubusAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "summon succubus") {}
|
||||
};
|
||||
|
||||
class CastCreateHealthstoneAction : public CastBuffSpellAction
|
||||
class CastFelDominationAction : public CastBuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastCreateHealthstoneAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "create healthstone") {}
|
||||
CastFelDominationAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "fel domination") {}
|
||||
};
|
||||
|
||||
class CastCreateFirestoneAction : public CastBuffSpellAction
|
||||
// CC and Pet Spells
|
||||
|
||||
class CastBanishOnCcAction : public CastCrowdControlSpellAction
|
||||
{
|
||||
public:
|
||||
CastCreateFirestoneAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "create firestone") {}
|
||||
CastBanishOnCcAction(PlayerbotAI* botAI) : CastCrowdControlSpellAction(botAI, "banish") {}
|
||||
bool isPossible() override;
|
||||
};
|
||||
|
||||
class CastCreateSpellstoneAction : public CastBuffSpellAction
|
||||
class CastFearOnCcAction : public CastCrowdControlSpellAction
|
||||
{
|
||||
public:
|
||||
CastCreateSpellstoneAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "create spellstone") {}
|
||||
CastFearOnCcAction(PlayerbotAI* botAI) : CastCrowdControlSpellAction(botAI, "fear") {}
|
||||
bool isPossible() override;
|
||||
};
|
||||
|
||||
class CastBanishAction : public CastBuffSpellAction
|
||||
class CastSpellLockAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastBanishAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "banish on cc") {}
|
||||
|
||||
Value<Unit*>* GetTargetValue() override;
|
||||
bool Execute(Event event) override;
|
||||
CastSpellLockAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "spell lock") {}
|
||||
};
|
||||
|
||||
class CastDevourMagicPurgeAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastDevourMagicPurgeAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "devour magic") {}
|
||||
|
||||
std::string const GetTargetName() override { return "current target"; }
|
||||
};
|
||||
|
||||
class CastDevourMagicCleanseAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastDevourMagicCleanseAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "devour magic cleanse") {}
|
||||
std::string const getName() override { return "cleanse magic on party"; }
|
||||
};
|
||||
|
||||
// Utility Spells
|
||||
|
||||
class CastShadowWardAction : public CastBuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastShadowWardAction(PlayerbotAI* ai) : CastBuffSpellAction(ai, "shadow ward") {}
|
||||
};
|
||||
|
||||
class CastSoulshatterAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastSoulshatterAction(PlayerbotAI* ai) : CastSpellAction(ai, "soulshatter") {}
|
||||
bool isUseful() override;
|
||||
};
|
||||
|
||||
class CastLifeTapAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastLifeTapAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "life tap") {}
|
||||
|
||||
std::string const GetTargetName() override { return "self target"; }
|
||||
bool isUseful() override;
|
||||
};
|
||||
|
||||
class CastCurseOfWeaknessAction : public CastDebuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastCurseOfWeaknessAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "curse of weakness") {}
|
||||
};
|
||||
|
||||
class CastCurseOfTheElementsAction : public CastDebuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastCurseOfTheElementsAction(PlayerbotAI* ai) : CastDebuffSpellAction(ai, "curse of the elements", true) {}
|
||||
bool isUseful() override
|
||||
{
|
||||
// Bypass TTL check
|
||||
return CastAuraSpellAction::isUseful();
|
||||
}
|
||||
};
|
||||
|
||||
class DemonChargeAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
DemonChargeAction(PlayerbotAI* ai) : CastSpellAction(ai, "demon charge") {}
|
||||
};
|
||||
|
||||
// Cooldown Spells
|
||||
|
||||
class CastMetamorphosisAction : public CastBuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastMetamorphosisAction(PlayerbotAI* ai) : CastBuffSpellAction(ai, "metamorphosis") {}
|
||||
};
|
||||
|
||||
class CastDemonicEmpowermentAction : public CastBuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastDemonicEmpowermentAction(PlayerbotAI* ai) : CastBuffSpellAction(ai, "demonic empowerment") {}
|
||||
std::string const GetTargetName() override { return "pet target"; }
|
||||
};
|
||||
|
||||
// DoT Spells
|
||||
|
||||
class CastCurseOfAgonyAction : public CastDebuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastCurseOfAgonyAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "curse of agony", true) {}
|
||||
bool isUseful() override
|
||||
{
|
||||
if (botAI->HasStrategy(
|
||||
"curse of elements", BOT_STATE_COMBAT)) // If Curse of the Elements strategy is active, do not cast Curse of Agony
|
||||
return false;
|
||||
// Bypass TTL check
|
||||
return CastAuraSpellAction::isUseful();
|
||||
}
|
||||
};
|
||||
|
||||
class CastCurseOfAgonyOnAttackerAction : public CastDebuffSpellOnAttackerAction
|
||||
{
|
||||
public:
|
||||
CastCurseOfAgonyOnAttackerAction(PlayerbotAI* botAI)
|
||||
: CastDebuffSpellOnAttackerAction(botAI, "curse of agony", true)
|
||||
{
|
||||
}
|
||||
bool isUseful() override
|
||||
{
|
||||
if (botAI->HasStrategy(
|
||||
"curse of elements", BOT_STATE_COMBAT)) // If Curse of the Elements strategy is active, do not cast Curse of Agony
|
||||
return false;
|
||||
// Bypass TTL check
|
||||
return CastAuraSpellAction::isUseful();
|
||||
}
|
||||
};
|
||||
|
||||
class CastCorruptionAction : public CastDebuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastCorruptionAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "corruption", true) {}
|
||||
bool isUseful() override
|
||||
{
|
||||
// Bypass TTL check and prevent casting if Seed of Corruption is present
|
||||
return CastAuraSpellAction::isUseful() && !botAI->HasAura("seed of corruption", GetTarget(), false, true);
|
||||
}
|
||||
};
|
||||
|
||||
class CastCorruptionOnAttackerAction : public CastDebuffSpellOnAttackerAction
|
||||
{
|
||||
public:
|
||||
CastCorruptionOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "corruption", true) {}
|
||||
bool isUseful() override
|
||||
{
|
||||
// Bypass TTL check and prevent casting if Seed of Corruption is present
|
||||
return CastAuraSpellAction::isUseful() && !botAI->HasAura("seed of corruption", GetTarget(), false, true);
|
||||
}
|
||||
};
|
||||
|
||||
class CastImmolateAction : public CastDebuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastImmolateAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "immolate", true) {}
|
||||
bool isUseful() override
|
||||
{
|
||||
// Bypass TTL check
|
||||
return CastAuraSpellAction::isUseful();
|
||||
}
|
||||
};
|
||||
|
||||
class CastImmolateOnAttackerAction : public CastDebuffSpellOnAttackerAction
|
||||
{
|
||||
public:
|
||||
CastImmolateOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "immolate", true) {}
|
||||
bool isUseful() override
|
||||
{
|
||||
// Bypass TTL check
|
||||
return CastAuraSpellAction::isUseful();
|
||||
}
|
||||
};
|
||||
|
||||
class CastUnstableAfflictionAction : public CastDebuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastUnstableAfflictionAction(PlayerbotAI* ai) : CastDebuffSpellAction(ai, "unstable affliction", true) {}
|
||||
bool isUseful() override
|
||||
{
|
||||
// Bypass TTL check
|
||||
return CastAuraSpellAction::isUseful();
|
||||
}
|
||||
};
|
||||
|
||||
class CastUnstableAfflictionOnAttackerAction : public CastDebuffSpellOnAttackerAction
|
||||
{
|
||||
public:
|
||||
CastUnstableAfflictionOnAttackerAction(PlayerbotAI* ai)
|
||||
: CastDebuffSpellOnAttackerAction(ai, "unstable affliction", true)
|
||||
{
|
||||
}
|
||||
bool isUseful() override
|
||||
{
|
||||
// Bypass TTL check
|
||||
return CastAuraSpellAction::isUseful();
|
||||
}
|
||||
};
|
||||
|
||||
// Damage Spells
|
||||
|
||||
class CastShadowBoltAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastShadowBoltAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "shadow bolt") {}
|
||||
};
|
||||
|
||||
class CastDrainSoulAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastDrainSoulAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "drain soul") {}
|
||||
|
||||
bool isUseful() override;
|
||||
};
|
||||
|
||||
class CastDrainManaAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastDrainManaAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "drain mana") {}
|
||||
};
|
||||
|
||||
class CastDrainLifeAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastDrainLifeAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "drain life") {}
|
||||
};
|
||||
|
||||
class CastConflagrateAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastConflagrateAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "conflagrate") {}
|
||||
};
|
||||
|
||||
class CastIncinerateAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastIncinerateAction(PlayerbotAI* ai) : CastSpellAction(ai, "incinerate") {}
|
||||
};
|
||||
|
||||
class CastHauntAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastHauntAction(PlayerbotAI* ai) : CastSpellAction(ai, "haunt") {}
|
||||
};
|
||||
|
||||
class CastSoulFireAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastSoulFireAction(PlayerbotAI* ai) : CastSpellAction(ai, "soul fire") {}
|
||||
};
|
||||
|
||||
class CastShadowburnAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastShadowburnAction(PlayerbotAI* ai) : CastSpellAction(ai, "shadowburn") {}
|
||||
};
|
||||
|
||||
class CastChaosBoltAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastChaosBoltAction(PlayerbotAI* ai) : CastSpellAction(ai, "chaos bolt") {}
|
||||
};
|
||||
|
||||
class CastSearingPainAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastSearingPainAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "searing pain") {}
|
||||
};
|
||||
|
||||
// AoE Spells
|
||||
|
||||
class CastSeedOfCorruptionAction : public CastDebuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastSeedOfCorruptionAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "seed of corruption", true, 0) {}
|
||||
bool isUseful() override
|
||||
{
|
||||
return CastDebuffSpellAction::isUseful() && !botAI->HasAura("corruption", GetTarget(), false, true);
|
||||
// Bypass TTL check
|
||||
return CastAuraSpellAction::isUseful();
|
||||
}
|
||||
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
|
||||
};
|
||||
@@ -172,7 +423,8 @@ public:
|
||||
}
|
||||
bool isUseful() override
|
||||
{
|
||||
return CastDebuffSpellOnAttackerAction::isUseful() && !botAI->HasAura("corruption", GetTarget(), false, true);
|
||||
// Bypass TTL check
|
||||
return CastAuraSpellAction::isUseful();
|
||||
}
|
||||
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
|
||||
};
|
||||
@@ -182,6 +434,22 @@ class CastRainOfFireAction : public CastSpellAction
|
||||
public:
|
||||
CastRainOfFireAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "rain of fire") {}
|
||||
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
|
||||
bool isUseful() override;
|
||||
};
|
||||
|
||||
class CastHellfireAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastHellfireAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "hellfire") {}
|
||||
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
|
||||
bool isUseful() override;
|
||||
};
|
||||
|
||||
class CastShadowflameAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastShadowflameAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "shadowflame") {}
|
||||
bool isUseful() override;
|
||||
};
|
||||
|
||||
class CastShadowfuryAction : public CastSpellAction
|
||||
@@ -190,125 +458,17 @@ public:
|
||||
CastShadowfuryAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "shadowfury") {}
|
||||
};
|
||||
|
||||
class CastImmolateAction : public CastDebuffSpellAction
|
||||
class CastImmolationAuraAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastImmolateAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "immolate", true) {}
|
||||
};
|
||||
|
||||
class CastImmolateOnAttackerAction : public CastDebuffSpellOnAttackerAction
|
||||
{
|
||||
public:
|
||||
CastImmolateOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "immolate", true) {}
|
||||
};
|
||||
|
||||
class CastConflagrateAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastConflagrateAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "conflagrate") {}
|
||||
};
|
||||
|
||||
class CastIncinirateAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastIncinirateAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "incinirate") {}
|
||||
};
|
||||
|
||||
class CastFearAction : public CastDebuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastFearAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "fear") {}
|
||||
};
|
||||
|
||||
class CastFearOnCcAction : public CastBuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastFearOnCcAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "fear on cc") {}
|
||||
|
||||
Value<Unit*>* GetTargetValue() override;
|
||||
bool Execute(Event event) override;
|
||||
bool isPossible() override;
|
||||
CastImmolationAuraAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "immolation aura") {}
|
||||
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
|
||||
bool isUseful() override;
|
||||
};
|
||||
|
||||
class CastLifeTapAction : public CastSpellAction
|
||||
class ShadowCleaveAction : public CastMeleeSpellAction
|
||||
{
|
||||
public:
|
||||
CastLifeTapAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "life tap") {}
|
||||
|
||||
std::string const GetTargetName() override { return "self target"; }
|
||||
bool isUseful() override;
|
||||
};
|
||||
|
||||
class CastAmplifyCurseAction : public CastBuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastAmplifyCurseAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "amplify curse") {}
|
||||
};
|
||||
|
||||
class CastSiphonLifeAction : public CastDebuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastSiphonLifeAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "siphon life", true) {}
|
||||
};
|
||||
|
||||
class CastSiphonLifeOnAttackerAction : public CastDebuffSpellOnAttackerAction
|
||||
{
|
||||
public:
|
||||
CastSiphonLifeOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "siphon life") {}
|
||||
};
|
||||
|
||||
class CastUnstableAfflictionAction : public CastDebuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastUnstableAfflictionAction(PlayerbotAI* ai) : CastDebuffSpellAction(ai, "unstable affliction", true) {}
|
||||
};
|
||||
|
||||
class CastHauntAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastHauntAction(PlayerbotAI* ai) : CastSpellAction(ai, "haunt") {}
|
||||
};
|
||||
|
||||
class CastDemonicEmpowermentAction : public CastBuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastDemonicEmpowermentAction(PlayerbotAI* ai) : CastBuffSpellAction(ai, "demonic empowerment") {}
|
||||
std::string const GetTargetName() override { return "pet target"; }
|
||||
};
|
||||
|
||||
class CastMetamorphosisAction : public CastBuffSpellAction
|
||||
{
|
||||
public:
|
||||
CastMetamorphosisAction(PlayerbotAI* ai) : CastBuffSpellAction(ai, "metamorphosis") {}
|
||||
};
|
||||
|
||||
class CastUnstableAfflictionOnAttackerAction : public CastDebuffSpellOnAttackerAction
|
||||
{
|
||||
public:
|
||||
CastUnstableAfflictionOnAttackerAction(PlayerbotAI* ai)
|
||||
: CastDebuffSpellOnAttackerAction(ai, "unstable affliction", true)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
class CastSoulFireAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastSoulFireAction(PlayerbotAI* ai) : CastSpellAction(ai, "soul fire") {}
|
||||
};
|
||||
|
||||
class CastIncinerateAction : public CastSpellAction
|
||||
{
|
||||
public:
|
||||
CastIncinerateAction(PlayerbotAI* ai) : CastSpellAction(ai, "incinerate") {}
|
||||
};
|
||||
|
||||
class UseSoulstoneAction : public UseSpellItemAction
|
||||
{
|
||||
public:
|
||||
UseSoulstoneAction(PlayerbotAI* ai) : UseSpellItemAction(ai, "soulstone") {}
|
||||
|
||||
Unit* GetTarget() override;
|
||||
ShadowCleaveAction(PlayerbotAI* ai) : CastMeleeSpellAction(ai, "shadow cleave") {}
|
||||
};
|
||||
#endif
|
||||
|
||||
@@ -4,7 +4,10 @@
|
||||
*/
|
||||
|
||||
#include "WarlockAiObjectContext.h"
|
||||
|
||||
#include "AfflictionWarlockStrategy.h"
|
||||
#include "DemonologyWarlockStrategy.h"
|
||||
#include "DestructionWarlockStrategy.h"
|
||||
#include "TankWarlockStrategy.h"
|
||||
#include "DpsWarlockStrategy.h"
|
||||
#include "GenericTriggers.h"
|
||||
#include "GenericWarlockNonCombatStrategy.h"
|
||||
@@ -12,7 +15,6 @@
|
||||
#include "Playerbots.h"
|
||||
#include "PullStrategy.h"
|
||||
#include "Strategy.h"
|
||||
#include "TankWarlockStrategy.h"
|
||||
#include "UseItemAction.h"
|
||||
#include "WarlockActions.h"
|
||||
#include "WarlockTriggers.h"
|
||||
@@ -24,21 +26,37 @@ public:
|
||||
{
|
||||
creators["nc"] = &WarlockStrategyFactoryInternal::nc;
|
||||
creators["pull"] = &WarlockStrategyFactoryInternal::pull;
|
||||
creators["aoe"] = &WarlockStrategyFactoryInternal::aoe;
|
||||
creators["dps debuff"] = &WarlockStrategyFactoryInternal::dps_debuff;
|
||||
creators["boost"] = &WarlockStrategyFactoryInternal::boost;
|
||||
creators["cc"] = &WarlockStrategyFactoryInternal::cc;
|
||||
creators["pet"] = &WarlockStrategyFactoryInternal::pet;
|
||||
creators["affli"] = &WarlockStrategyFactoryInternal::affliction;
|
||||
creators["affli aoe"] = &WarlockStrategyFactoryInternal::affliction_aoe;
|
||||
creators["demo"] = &WarlockStrategyFactoryInternal::demonology;
|
||||
creators["demo aoe"] = &WarlockStrategyFactoryInternal::demonology_aoe;
|
||||
creators["destro"] = &WarlockStrategyFactoryInternal::destruction;
|
||||
creators["destro aoe"] = &WarlockStrategyFactoryInternal::destruction_aoe;
|
||||
creators["meta melee"] = &WarlockStrategyFactoryInternal::meta_melee_aoe;
|
||||
creators["dps"] = &WarlockStrategyFactoryInternal::dps;
|
||||
creators["aoe"] = &WarlockStrategyFactoryInternal::aoe;
|
||||
creators["curse of elements"] = &WarlockStrategyFactoryInternal::curse_of_elements;
|
||||
}
|
||||
|
||||
private:
|
||||
static Strategy* pet(PlayerbotAI* botAI) { return new WarlockPetStrategy(botAI); }
|
||||
static Strategy* nc(PlayerbotAI* botAI) { return new GenericWarlockNonCombatStrategy(botAI); }
|
||||
static Strategy* aoe(PlayerbotAI* botAI) { return new DpsAoeWarlockStrategy(botAI); }
|
||||
static Strategy* dps_debuff(PlayerbotAI* botAI) { return new DpsWarlockDebuffStrategy(botAI); }
|
||||
static Strategy* pull(PlayerbotAI* botAI) { return new PullStrategy(botAI, "shoot"); }
|
||||
static Strategy* boost(PlayerbotAI* botAI) { return new WarlockBoostStrategy(botAI); }
|
||||
static Strategy* cc(PlayerbotAI* botAI) { return new WarlockCcStrategy(botAI); }
|
||||
static Strategy* affliction(PlayerbotAI* botAI) { return new AfflictionWarlockStrategy(botAI); }
|
||||
static Strategy* affliction_aoe(PlayerbotAI* botAI) { return new AfflictionWarlockAoeStrategy(botAI); }
|
||||
static Strategy* demonology(PlayerbotAI* botAI) { return new DemonologyWarlockStrategy(botAI); }
|
||||
static Strategy* demonology_aoe(PlayerbotAI* botAI) { return new DemonologyWarlockAoeStrategy(botAI); }
|
||||
static Strategy* destruction(PlayerbotAI* botAI) { return new DestructionWarlockStrategy(botAI); }
|
||||
static Strategy* destruction_aoe(PlayerbotAI* botAI) { return new DestructionWarlockAoeStrategy(botAI); }
|
||||
static Strategy* meta_melee_aoe(PlayerbotAI* botAI) { return new MetaMeleeAoeStrategy(botAI); }
|
||||
static Strategy* dps(PlayerbotAI* botAI) { return new DpsWarlockStrategy(botAI); }
|
||||
static Strategy* aoe(PlayerbotAI* botAI) { return new DpsAoeWarlockStrategy(botAI); }
|
||||
static Strategy* curse_of_elements(PlayerbotAI* botAI) { return new WarlockCurseOfTheElementsStrategy(botAI); }
|
||||
};
|
||||
|
||||
class WarlockCombatStrategyFactoryInternal : public NamedObjectContext<Strategy>
|
||||
@@ -46,13 +64,11 @@ class WarlockCombatStrategyFactoryInternal : public NamedObjectContext<Strategy>
|
||||
public:
|
||||
WarlockCombatStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true)
|
||||
{
|
||||
creators["dps"] = &WarlockCombatStrategyFactoryInternal::dps;
|
||||
creators["tank"] = &WarlockCombatStrategyFactoryInternal::tank;
|
||||
}
|
||||
|
||||
private:
|
||||
static Strategy* tank(PlayerbotAI* botAI) { return new TankWarlockStrategy(botAI); }
|
||||
static Strategy* dps(PlayerbotAI* botAI) { return new DpsWarlockStrategy(botAI); }
|
||||
};
|
||||
|
||||
class NonCombatBuffStrategyFactoryInternal : public NamedObjectContext<Strategy>
|
||||
@@ -60,15 +76,27 @@ class NonCombatBuffStrategyFactoryInternal : public NamedObjectContext<Strategy>
|
||||
public:
|
||||
NonCombatBuffStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true)
|
||||
{
|
||||
creators["bdps"] = &NonCombatBuffStrategyFactoryInternal::felguard;
|
||||
creators["bmana"] = &NonCombatBuffStrategyFactoryInternal::felhunter;
|
||||
creators["bhealth"] = &NonCombatBuffStrategyFactoryInternal::imp;
|
||||
creators["imp"] = &NonCombatBuffStrategyFactoryInternal::imp;
|
||||
creators["voidwalker"] = &NonCombatBuffStrategyFactoryInternal::voidwalker;
|
||||
creators["succubus"] = &NonCombatBuffStrategyFactoryInternal::succubus;
|
||||
creators["felhunter"] = &NonCombatBuffStrategyFactoryInternal::felhunter;
|
||||
creators["felguard"] = &NonCombatBuffStrategyFactoryInternal::felguard;
|
||||
creators["ss self"] = &NonCombatBuffStrategyFactoryInternal::soulstone_self;
|
||||
creators["ss master"] = &NonCombatBuffStrategyFactoryInternal::soulstone_master;
|
||||
creators["ss tank"] = &NonCombatBuffStrategyFactoryInternal::soulstone_tank;
|
||||
creators["ss healer"] = &NonCombatBuffStrategyFactoryInternal::soulstone_healer;
|
||||
}
|
||||
|
||||
private:
|
||||
static Strategy* imp(PlayerbotAI* ai) { return new SummonImpStrategy(ai); }
|
||||
static Strategy* voidwalker(PlayerbotAI* ai) { return new SummonVoidwalkerStrategy(ai); }
|
||||
static Strategy* succubus(PlayerbotAI* ai) { return new SummonSuccubusStrategy(ai); }
|
||||
static Strategy* felhunter(PlayerbotAI* ai) { return new SummonFelhunterStrategy(ai); }
|
||||
static Strategy* felguard(PlayerbotAI* ai) { return new SummonFelguardStrategy(ai); }
|
||||
static Strategy* soulstone_self(PlayerbotAI* ai) { return new SoulstoneSelfStrategy(ai); }
|
||||
static Strategy* soulstone_master(PlayerbotAI* ai) { return new SoulstoneMasterStrategy(ai); }
|
||||
static Strategy* soulstone_tank(PlayerbotAI* ai) { return new SoulstoneTankStrategy(ai); }
|
||||
static Strategy* soulstone_healer(PlayerbotAI* ai) { return new SoulstoneHealerStrategy(ai); }
|
||||
};
|
||||
|
||||
class WarlockTriggerFactoryInternal : public NamedObjectContext<Trigger>
|
||||
@@ -78,64 +106,73 @@ public:
|
||||
{
|
||||
creators["shadow trance"] = &WarlockTriggerFactoryInternal::shadow_trance;
|
||||
creators["demon armor"] = &WarlockTriggerFactoryInternal::demon_armor;
|
||||
creators["soul link"] = &WarlockTriggerFactoryInternal::soul_link;
|
||||
creators["no healthstone"] = &WarlockTriggerFactoryInternal::HasHealthstone;
|
||||
creators["no firestone"] = &WarlockTriggerFactoryInternal::HasFirestone;
|
||||
creators["no spellstone"] = &WarlockTriggerFactoryInternal::HasSpellstone;
|
||||
creators["no soulstone"] = &WarlockTriggerFactoryInternal::HasSoulstone;
|
||||
creators["firestone"] = &WarlockTriggerFactoryInternal::firestone;
|
||||
creators["spellstone"] = &WarlockTriggerFactoryInternal::spellstone;
|
||||
creators["soulstone"] = &WarlockTriggerFactoryInternal::soulstone;
|
||||
creators["banish"] = &WarlockTriggerFactoryInternal::banish;
|
||||
creators["fear"] = &WarlockTriggerFactoryInternal::fear;
|
||||
creators["spell lock"] = &WarlockTriggerFactoryInternal::spell_lock;
|
||||
creators["devour magic purge"] = &WarlockTriggerFactoryInternal::devour_magic_purge;
|
||||
creators["devour magic cleanse"] = &WarlockTriggerFactoryInternal::devour_magic_cleanse;
|
||||
creators["backlash"] = &WarlockTriggerFactoryInternal::backlash;
|
||||
creators["corruption"] = &WarlockTriggerFactoryInternal::corruption;
|
||||
creators["corruption on attacker"] = &WarlockTriggerFactoryInternal::corruption_on_attacker;
|
||||
creators["curse of agony"] = &WarlockTriggerFactoryInternal::curse_of_agony;
|
||||
creators["curse of agony on attacker"] = &WarlockTriggerFactoryInternal::curse_of_agony_on_attacker;
|
||||
creators["banish"] = &WarlockTriggerFactoryInternal::banish;
|
||||
creators["spellstone"] = &WarlockTriggerFactoryInternal::spellstone;
|
||||
creators["backlash"] = &WarlockTriggerFactoryInternal::backlash;
|
||||
creators["fear"] = &WarlockTriggerFactoryInternal::fear;
|
||||
creators["immolate"] = &WarlockTriggerFactoryInternal::immolate;
|
||||
creators["amplify curse"] = &WarlockTriggerFactoryInternal::amplify_curse;
|
||||
creators["siphon life"] = &WarlockTriggerFactoryInternal::siphon_life;
|
||||
creators["siphon life on attacker"] = &WarlockTriggerFactoryInternal::siphon_life_on_attacker;
|
||||
|
||||
creators["immolate on attacker"] = &WarlockTriggerFactoryInternal::immolate_on_attacker;
|
||||
creators["unstable affliction"] = &WarlockTriggerFactoryInternal::unstable_affliction;
|
||||
creators["unstable affliction on attacker"] = &WarlockTriggerFactoryInternal::unstable_affliction_on_attacker;
|
||||
creators["haunt"] = &WarlockTriggerFactoryInternal::haunt;
|
||||
creators["curse of the elements"] = &WarlockTriggerFactoryInternal::curse_of_the_elements;
|
||||
creators["decimation"] = &WarlockTriggerFactoryInternal::decimation;
|
||||
creators["life tap"] = &WarlockTriggerFactoryInternal::life_tap;
|
||||
creators["life tap glyph buff"] = &WarlockTriggerFactoryInternal::life_tap_glyph_buff;
|
||||
creators["molten core"] = &WarlockTriggerFactoryInternal::molten_core;
|
||||
creators["metamorphosis"] = &WarlockTriggerFactoryInternal::metamorphosis;
|
||||
creators["demonic empowerment"] = &WarlockTriggerFactoryInternal::demonic_empowerment;
|
||||
creators["immolation aura active"] = &WarlockTriggerFactoryInternal::immolation_aura_active;
|
||||
}
|
||||
|
||||
private:
|
||||
static Trigger* amplify_curse(PlayerbotAI* botAI) { return new AmplifyCurseTrigger(botAI); }
|
||||
static Trigger* shadow_trance(PlayerbotAI* botAI) { return new ShadowTranceTrigger(botAI); }
|
||||
static Trigger* demon_armor(PlayerbotAI* botAI) { return new DemonArmorTrigger(botAI); }
|
||||
static Trigger* soul_link(PlayerbotAI* botAI) { return new SoulLinkTrigger(botAI); }
|
||||
static Trigger* HasHealthstone(PlayerbotAI* botAI) { return new HasHealthstoneTrigger(botAI); }
|
||||
static Trigger* HasFirestone(PlayerbotAI* botAI) { return new HasFirestoneTrigger(botAI); }
|
||||
static Trigger* HasSpellstone(PlayerbotAI* botAI) { return new HasSpellstoneTrigger(botAI); }
|
||||
static Trigger* HasSoulstone(PlayerbotAI* botAI) { return new HasSoulstoneTrigger(botAI); }
|
||||
static Trigger* firestone(PlayerbotAI* botAI) { return new FirestoneTrigger(botAI); }
|
||||
static Trigger* spellstone(PlayerbotAI* botAI) { return new SpellstoneTrigger(botAI); }
|
||||
static Trigger* soulstone(PlayerbotAI* botAI) { return new SoulstoneTrigger(botAI); }
|
||||
static Trigger* corruption(PlayerbotAI* botAI) { return new CorruptionTrigger(botAI); }
|
||||
static Trigger* corruption_on_attacker(PlayerbotAI* botAI) { return new CorruptionOnAttackerTrigger(botAI); }
|
||||
static Trigger* siphon_life(PlayerbotAI* botAI) { return new SiphonLifeTrigger(botAI); }
|
||||
static Trigger* siphon_life_on_attacker(PlayerbotAI* botAI) { return new SiphonLifeOnAttackerTrigger(botAI); }
|
||||
static Trigger* curse_of_agony(PlayerbotAI* botAI) { return new CurseOfAgonyTrigger(botAI); }
|
||||
static Trigger* curse_of_agony_on_attacker(PlayerbotAI* botAI)
|
||||
{
|
||||
return new CastCurseOfAgonyOnAttackerTrigger(botAI);
|
||||
}
|
||||
static Trigger* curse_of_agony_on_attacker(PlayerbotAI* botAI) { return new CurseOfAgonyOnAttackerTrigger(botAI); }
|
||||
static Trigger* banish(PlayerbotAI* botAI) { return new BanishTrigger(botAI); }
|
||||
static Trigger* spellstone(PlayerbotAI* botAI) { return new SpellstoneTrigger(botAI); }
|
||||
static Trigger* backlash(PlayerbotAI* botAI) { return new BacklashTrigger(botAI); }
|
||||
static Trigger* fear(PlayerbotAI* botAI) { return new FearTrigger(botAI); }
|
||||
static Trigger* spell_lock(PlayerbotAI* botAI) { return new SpellLockInterruptSpellTrigger(botAI); }
|
||||
static Trigger* devour_magic_purge(PlayerbotAI* botAI) { return new DevourMagicPurgeTrigger(botAI); }
|
||||
static Trigger* devour_magic_cleanse(PlayerbotAI* botAI) { return new DevourMagicCleanseTrigger(botAI); }
|
||||
static Trigger* backlash(PlayerbotAI* botAI) { return new BacklashTrigger(botAI); }
|
||||
static Trigger* immolate(PlayerbotAI* botAI) { return new ImmolateTrigger(botAI); }
|
||||
static Trigger* immolate_on_attacker(PlayerbotAI* ai) { return new ImmolateOnAttackerTrigger(ai); }
|
||||
static Trigger* unstable_affliction(PlayerbotAI* ai) { return new UnstableAfflictionTrigger(ai); }
|
||||
static Trigger* unstable_affliction_on_attacker(PlayerbotAI* ai)
|
||||
{
|
||||
return new UnstableAfflictionOnAttackerTrigger(ai);
|
||||
}
|
||||
static Trigger* unstable_affliction_on_attacker(PlayerbotAI* ai) { return new UnstableAfflictionOnAttackerTrigger(ai); }
|
||||
static Trigger* haunt(PlayerbotAI* ai) { return new HauntTrigger(ai); }
|
||||
static Trigger* curse_of_the_elements(PlayerbotAI* ai) { return new CurseOfTheElementsTrigger(ai); }
|
||||
static Trigger* decimation(PlayerbotAI* ai) { return new DecimationTrigger(ai); }
|
||||
static Trigger* life_tap(PlayerbotAI* ai) { return new LifeTapTrigger(ai); }
|
||||
static Trigger* life_tap_glyph_buff(PlayerbotAI* ai) { return new LifeTapGlyphBuffTrigger(ai); }
|
||||
static Trigger* molten_core(PlayerbotAI* ai) { return new MoltenCoreTrigger(ai); }
|
||||
static Trigger* metamorphosis(PlayerbotAI* ai) { return new MetamorphosisTrigger(ai); }
|
||||
static Trigger* demonic_empowerment(PlayerbotAI* ai) { return new DemonicEmpowermentTrigger(ai); }
|
||||
static Trigger* immolation_aura_active(PlayerbotAI* ai) { return new ImmolationAuraActiveTrigger(ai); }
|
||||
};
|
||||
|
||||
class WarlockAiObjectContextInternal : public NamedObjectContext<Action>
|
||||
@@ -146,104 +183,125 @@ public:
|
||||
creators["fel armor"] = &WarlockAiObjectContextInternal::fel_armor;
|
||||
creators["demon armor"] = &WarlockAiObjectContextInternal::demon_armor;
|
||||
creators["demon skin"] = &WarlockAiObjectContextInternal::demon_skin;
|
||||
creators["soul link"] = &WarlockAiObjectContextInternal::soul_link;
|
||||
creators["create healthstone"] = &WarlockAiObjectContextInternal::create_healthstone;
|
||||
creators["create firestone"] = &WarlockAiObjectContextInternal::create_firestone;
|
||||
creators["create spellstone"] = &WarlockAiObjectContextInternal::create_spellstone;
|
||||
creators["create soulstone"] = &WarlockAiObjectContextInternal::create_soulstone;
|
||||
creators["firestone"] = &WarlockAiObjectContextInternal::firestone;
|
||||
creators["spellstone"] = &WarlockAiObjectContextInternal::spellstone;
|
||||
creators["soulstone self"] = &WarlockAiObjectContextInternal::soulstone_self;
|
||||
creators["soulstone master"] = &WarlockAiObjectContextInternal::soulstone_master;
|
||||
creators["soulstone tank"] = &WarlockAiObjectContextInternal::soulstone_tank;
|
||||
creators["soulstone healer"] = &WarlockAiObjectContextInternal::soulstone_healer;
|
||||
creators["summon voidwalker"] = &WarlockAiObjectContextInternal::summon_voidwalker;
|
||||
creators["summon felguard"] = &WarlockAiObjectContextInternal::summon_felguard;
|
||||
creators["summon felhunter"] = &WarlockAiObjectContextInternal::summon_felhunter;
|
||||
creators["summon succubus"] = &WarlockAiObjectContextInternal::summon_succubus;
|
||||
creators["summon imp"] = &WarlockAiObjectContextInternal::summon_imp;
|
||||
creators["fel domination"] = &WarlockAiObjectContextInternal::fel_domination;
|
||||
creators["immolate"] = &WarlockAiObjectContextInternal::immolate;
|
||||
creators["immolate on attacker"] = &WarlockAiObjectContextInternal::immolate_on_attacker;
|
||||
creators["corruption"] = &WarlockAiObjectContextInternal::corruption;
|
||||
creators["corruption on attacker"] = &WarlockAiObjectContextInternal::corruption_on_attacker;
|
||||
creators["siphon life"] = &WarlockAiObjectContextInternal::siphon_life;
|
||||
creators["siphon life on attacker"] = &WarlockAiObjectContextInternal::siphon_life_on_attacker;
|
||||
creators["curse of agony"] = &WarlockAiObjectContextInternal::curse_of_agony;
|
||||
creators["curse of agony on attacker"] = &WarlockAiObjectContextInternal::curse_of_agony_on_attacker;
|
||||
creators["shadow bolt"] = &WarlockAiObjectContextInternal::shadow_bolt;
|
||||
creators["drain soul"] = &WarlockAiObjectContextInternal::drain_soul;
|
||||
creators["drain mana"] = &WarlockAiObjectContextInternal::drain_mana;
|
||||
creators["drain life"] = &WarlockAiObjectContextInternal::drain_life;
|
||||
creators["banish"] = &WarlockAiObjectContextInternal::banish;
|
||||
creators["banish on cc"] = &WarlockAiObjectContextInternal::banish_on_cc;
|
||||
creators["fear on cc"] = &WarlockAiObjectContextInternal::fear_on_cc;
|
||||
creators["spell lock"] = &WarlockAiObjectContextInternal::spell_lock;
|
||||
creators["devour magic purge"] = &WarlockAiObjectContextInternal::devour_magic_purge;
|
||||
creators["devour magic cleanse"] = &WarlockAiObjectContextInternal::devour_magic_cleanse;
|
||||
creators["seed of corruption"] = &WarlockAiObjectContextInternal::seed_of_corruption;
|
||||
creators["seed of corruption on attacker"] = &WarlockAiObjectContextInternal::seed_of_corruption_on_attacker;
|
||||
creators["rain of fire"] = &WarlockAiObjectContextInternal::rain_of_fire;
|
||||
creators["hellfire"] = &WarlockAiObjectContextInternal::hellfire;
|
||||
creators["shadowfury"] = &WarlockAiObjectContextInternal::shadowfury;
|
||||
creators["life tap"] = &WarlockAiObjectContextInternal::life_tap;
|
||||
creators["fear"] = &WarlockAiObjectContextInternal::fear;
|
||||
creators["fear on cc"] = &WarlockAiObjectContextInternal::fear_on_cc;
|
||||
creators["incinirate"] = &WarlockAiObjectContextInternal::incinirate;
|
||||
creators["incinerate"] = &WarlockAiObjectContextInternal::incinerate;
|
||||
creators["conflagrate"] = &WarlockAiObjectContextInternal::conflagrate;
|
||||
creators["amplify curse"] = &WarlockAiObjectContextInternal::amplify_curse;
|
||||
|
||||
creators["immolate on attacker"] = &WarlockAiObjectContextInternal::immolate_on_attacker;
|
||||
creators["unstable affliction"] = &WarlockAiObjectContextInternal::unstable_affliction;
|
||||
creators["unstable affliction on attacker"] = &WarlockAiObjectContextInternal::unstable_affliction_on_attacker;
|
||||
creators["haunt"] = &WarlockAiObjectContextInternal::haunt;
|
||||
creators["curse of the elements"] = &WarlockAiObjectContextInternal::curse_of_the_elements;
|
||||
creators["demonic empowerment"] = &WarlockAiObjectContextInternal::demonic_empowerment;
|
||||
creators["metamorphosis"] = &WarlockAiObjectContextInternal::metamorphosis;
|
||||
creators["soul fire"] = &WarlockAiObjectContextInternal::soul_fire;
|
||||
creators["incinerate"] = &WarlockAiObjectContextInternal::incinerate;
|
||||
creators["soulstone"] = &WarlockAiObjectContextInternal::soulstone;
|
||||
creators["demon charge"] = &WarlockAiObjectContextInternal::demon_charge;
|
||||
creators["shadow cleave"] = &WarlockAiObjectContextInternal::shadow_cleave;
|
||||
creators["shadowburn"] = &WarlockAiObjectContextInternal::shadowburn;
|
||||
creators["shadowflame"] = &WarlockAiObjectContextInternal::shadowflame;
|
||||
creators["immolation aura"] = &WarlockAiObjectContextInternal::immolation_aura;
|
||||
creators["chaos bolt"] = &WarlockAiObjectContextInternal::chaos_bolt;
|
||||
creators["soulshatter"] = &WarlockAiObjectContextInternal::soulshatter;
|
||||
creators["searing pain"] = WarlockAiObjectContextInternal::searing_pain;
|
||||
creators["shadow ward"] = &WarlockAiObjectContextInternal::shadow_ward;
|
||||
}
|
||||
|
||||
private:
|
||||
static Action* amplify_curse(PlayerbotAI* botAI) { return new CastAmplifyCurseAction(botAI); }
|
||||
static Action* conflagrate(PlayerbotAI* botAI) { return new CastConflagrateAction(botAI); }
|
||||
static Action* incinirate(PlayerbotAI* botAI) { return new CastIncinirateAction(botAI); }
|
||||
static Action* fear_on_cc(PlayerbotAI* botAI) { return new CastFearOnCcAction(botAI); }
|
||||
static Action* fear(PlayerbotAI* botAI) { return new CastFearAction(botAI); }
|
||||
static Action* incinerate(PlayerbotAI* botAI) { return new CastIncinerateAction(botAI); }
|
||||
static Action* immolate(PlayerbotAI* botAI) { return new CastImmolateAction(botAI); }
|
||||
static Action* summon_imp(PlayerbotAI* botAI) { return new CastSummonImpAction(botAI); }
|
||||
static Action* summon_succubus(PlayerbotAI* botAI) { return new CastSummonSuccubusAction(botAI); }
|
||||
static Action* immolate_on_attacker(PlayerbotAI* botAI) { return new CastImmolateOnAttackerAction(botAI); }
|
||||
static Action* fel_armor(PlayerbotAI* botAI) { return new CastFelArmorAction(botAI); }
|
||||
static Action* demon_armor(PlayerbotAI* botAI) { return new CastDemonArmorAction(botAI); }
|
||||
static Action* demon_skin(PlayerbotAI* botAI) { return new CastDemonSkinAction(botAI); }
|
||||
static Action* soul_link(PlayerbotAI* botAI) { return new CastSoulLinkAction(botAI); }
|
||||
static Action* create_healthstone(PlayerbotAI* botAI) { return new CastCreateHealthstoneAction(botAI); }
|
||||
static Action* create_firestone(PlayerbotAI* botAI) { return new CastCreateFirestoneAction(botAI); }
|
||||
static Action* create_spellstone(PlayerbotAI* botAI) { return new CastCreateSpellstoneAction(botAI); }
|
||||
static Action* create_soulstone(PlayerbotAI* botAI) { return new CastCreateSoulstoneAction(botAI); }
|
||||
static Action* firestone(PlayerbotAI* botAI) { return new UseSpellItemAction(botAI, "firestone", true); }
|
||||
static Action* spellstone(PlayerbotAI* botAI) { return new UseSpellItemAction(botAI, "spellstone", true); }
|
||||
static Action* soulstone_self(PlayerbotAI* botAI) { return new UseSoulstoneSelfAction(botAI); }
|
||||
static Action* soulstone_master(PlayerbotAI* botAI) { return new UseSoulstoneMasterAction(botAI); }
|
||||
static Action* soulstone_tank(PlayerbotAI* botAI) { return new UseSoulstoneTankAction(botAI); }
|
||||
static Action* soulstone_healer(PlayerbotAI* botAI) { return new UseSoulstoneHealerAction(botAI); }
|
||||
static Action* summon_voidwalker(PlayerbotAI* botAI) { return new CastSummonVoidwalkerAction(botAI); }
|
||||
static Action* summon_felguard(PlayerbotAI* botAI) { return new CastSummonFelguardAction(botAI); }
|
||||
static Action* summon_felhunter(PlayerbotAI* botAI) { return new CastSummonFelhunterAction(botAI); }
|
||||
static Action* summon_imp(PlayerbotAI* botAI) { return new CastSummonImpAction(botAI); }
|
||||
static Action* summon_succubus(PlayerbotAI* botAI) { return new CastSummonSuccubusAction(botAI); }
|
||||
static Action* fel_domination(PlayerbotAI* botAI) { return new CastFelDominationAction(botAI); }
|
||||
static Action* corruption(PlayerbotAI* botAI) { return new CastCorruptionAction(botAI); }
|
||||
static Action* corruption_on_attacker(PlayerbotAI* botAI) { return new CastCorruptionOnAttackerAction(botAI); }
|
||||
static Action* siphon_life(PlayerbotAI* botAI) { return new CastSiphonLifeAction(botAI); }
|
||||
static Action* siphon_life_on_attacker(PlayerbotAI* botAI) { return new CastSiphonLifeOnAttackerAction(botAI); }
|
||||
static Action* curse_of_agony(PlayerbotAI* botAI) { return new CastCurseOfAgonyAction(botAI); }
|
||||
static Action* curse_of_agony_on_attacker(PlayerbotAI* botAI)
|
||||
{
|
||||
return new CastCurseOfAgonyOnAttackerAction(botAI);
|
||||
}
|
||||
static Action* curse_of_agony_on_attacker(PlayerbotAI* botAI) { return new CastCurseOfAgonyOnAttackerAction(botAI); }
|
||||
static Action* shadow_bolt(PlayerbotAI* botAI) { return new CastShadowBoltAction(botAI); }
|
||||
static Action* drain_soul(PlayerbotAI* botAI) { return new CastDrainSoulAction(botAI); }
|
||||
static Action* drain_mana(PlayerbotAI* botAI) { return new CastDrainManaAction(botAI); }
|
||||
static Action* drain_life(PlayerbotAI* botAI) { return new CastDrainLifeAction(botAI); }
|
||||
static Action* banish(PlayerbotAI* botAI) { return new CastBanishAction(botAI); }
|
||||
static Action* banish_on_cc(PlayerbotAI* botAI) { return new CastBanishAction(botAI); }
|
||||
static Action* banish_on_cc(PlayerbotAI* botAI) { return new CastBanishOnCcAction(botAI); }
|
||||
static Action* fear_on_cc(PlayerbotAI* botAI) { return new CastFearOnCcAction(botAI); }
|
||||
static Action* spell_lock(PlayerbotAI* botAI) { return new CastSpellLockAction(botAI); }
|
||||
static Action* devour_magic_purge(PlayerbotAI* botAI) { return new CastDevourMagicPurgeAction(botAI); }
|
||||
static Action* devour_magic_cleanse(PlayerbotAI* botAI) { return new CastDevourMagicCleanseAction(botAI); }
|
||||
static Action* seed_of_corruption(PlayerbotAI* botAI) { return new CastSeedOfCorruptionAction(botAI); }
|
||||
static Action* seed_of_corruption_on_attacker(PlayerbotAI* botAI)
|
||||
{
|
||||
return new CastSeedOfCorruptionOnAttackerAction(botAI);
|
||||
}
|
||||
static Action* seed_of_corruption_on_attacker(PlayerbotAI* botAI) { return new CastSeedOfCorruptionOnAttackerAction(botAI); }
|
||||
static Action* rain_of_fire(PlayerbotAI* botAI) { return new CastRainOfFireAction(botAI); }
|
||||
static Action* hellfire(PlayerbotAI* botAI) { return new CastHellfireAction(botAI); }
|
||||
static Action* shadowfury(PlayerbotAI* botAI) { return new CastShadowfuryAction(botAI); }
|
||||
static Action* life_tap(PlayerbotAI* botAI) { return new CastLifeTapAction(botAI); }
|
||||
static Action* immolate_on_attacker(PlayerbotAI* ai) { return new CastImmolateOnAttackerAction(ai); }
|
||||
static Action* unstable_affliction(PlayerbotAI* ai) { return new CastUnstableAfflictionAction(ai); }
|
||||
static Action* unstable_affliction_on_attacker(PlayerbotAI* ai)
|
||||
{
|
||||
return new CastUnstableAfflictionOnAttackerAction(ai);
|
||||
}
|
||||
static Action* unstable_affliction_on_attacker(PlayerbotAI* ai) { return new CastUnstableAfflictionOnAttackerAction(ai); }
|
||||
static Action* haunt(PlayerbotAI* ai) { return new CastHauntAction(ai); }
|
||||
static Action* curse_of_the_elements(PlayerbotAI* ai) { return new CastCurseOfTheElementsAction(ai); }
|
||||
static Action* demonic_empowerment(PlayerbotAI* ai) { return new CastDemonicEmpowermentAction(ai); }
|
||||
static Action* metamorphosis(PlayerbotAI* ai) { return new CastMetamorphosisAction(ai); }
|
||||
static Action* soul_fire(PlayerbotAI* ai) { return new CastSoulFireAction(ai); }
|
||||
static Action* incinerate(PlayerbotAI* ai) { return new CastIncinerateAction(ai); }
|
||||
static Action* soulstone(PlayerbotAI* ai) { return new UseSoulstoneAction(ai); }
|
||||
static Action* demon_charge(PlayerbotAI* ai) { return new DemonChargeAction(ai); }
|
||||
static Action* shadow_cleave(PlayerbotAI* ai) { return new ShadowCleaveAction(ai); }
|
||||
static Action* shadowburn(PlayerbotAI* ai) { return new CastShadowburnAction(ai); }
|
||||
static Action* shadowflame(PlayerbotAI* botAI) { return new CastShadowflameAction(botAI); }
|
||||
static Action* immolation_aura(PlayerbotAI* botAI) { return new CastImmolationAuraAction(botAI); }
|
||||
static Action* chaos_bolt(PlayerbotAI* botAI) { return new CastChaosBoltAction(botAI); }
|
||||
static Action* soulshatter(PlayerbotAI* botAI) { return new CastSoulshatterAction(botAI);}
|
||||
static Action* searing_pain(PlayerbotAI* botAI) { return new CastSearingPainAction(botAI); }
|
||||
static Action* shadow_ward(PlayerbotAI* botAI) { return new CastShadowWardAction(botAI); }
|
||||
};
|
||||
|
||||
WarlockAiObjectContext::WarlockAiObjectContext(PlayerbotAI* botAI) : AiObjectContext(botAI)
|
||||
|
||||
@@ -4,10 +4,34 @@
|
||||
*/
|
||||
|
||||
#include "WarlockTriggers.h"
|
||||
|
||||
#include "GenericTriggers.h"
|
||||
#include "Playerbots.h"
|
||||
|
||||
bool SpellstoneTrigger::IsActive() { return BuffTrigger::IsActive() && AI_VALUE2(uint32, "item count", getName()) > 0; }
|
||||
|
||||
bool FirestoneTrigger::IsActive() { return BuffTrigger::IsActive() && AI_VALUE2(uint32, "item count", getName()) > 0; }
|
||||
|
||||
bool WarlockConjuredItemTrigger::IsActive()
|
||||
{
|
||||
return ItemCountTrigger::IsActive() && AI_VALUE2(uint32, "item count", "soul shard") > 0;
|
||||
}
|
||||
|
||||
// Checks if the target marked with the moon icon can be banished
|
||||
bool BanishTrigger::IsActive()
|
||||
{
|
||||
Unit* ccTarget = context->GetValue<Unit*>("cc target", "banish")->Get();
|
||||
Unit* moonTarget = context->GetValue<Unit*>("rti cc target")->Get();
|
||||
return ccTarget && moonTarget && ccTarget == moonTarget && HasCcTargetTrigger::IsActive();
|
||||
}
|
||||
|
||||
// Checks if the target marked with the moon icon can be feared
|
||||
bool FearTrigger::IsActive()
|
||||
{
|
||||
Unit* ccTarget = context->GetValue<Unit*>("cc target", "fear")->Get();
|
||||
Unit* moonTarget = context->GetValue<Unit*>("rti cc target")->Get();
|
||||
return ccTarget && moonTarget && ccTarget == moonTarget && HasCcTargetTrigger::IsActive();
|
||||
}
|
||||
|
||||
bool DemonArmorTrigger::IsActive()
|
||||
{
|
||||
Unit* target = GetTarget();
|
||||
@@ -15,30 +39,18 @@ bool DemonArmorTrigger::IsActive()
|
||||
!botAI->HasAura("fel armor", target);
|
||||
}
|
||||
|
||||
bool SpellstoneTrigger::IsActive() { return BuffTrigger::IsActive() && AI_VALUE2(uint32, "item count", getName()) > 0; }
|
||||
|
||||
bool WarlockConjuredItemTrigger::IsActive()
|
||||
bool SoulLinkTrigger::IsActive()
|
||||
{
|
||||
return ItemCountTrigger::IsActive() && AI_VALUE2(uint32, "item count", "soul shard") > 0;
|
||||
Unit* target = GetTarget();
|
||||
return !botAI->HasAura("soul link", target);
|
||||
}
|
||||
|
||||
bool ImmolateOnAttackerTrigger::IsActive()
|
||||
bool DemonicEmpowermentTrigger::IsActive()
|
||||
{
|
||||
return DebuffOnAttackerTrigger::IsActive() &&
|
||||
// !botAI->HasAura("immolate", GetTarget(), false, true) &&
|
||||
!botAI->HasAura("unstable affliction", GetTarget(), false, true);
|
||||
}
|
||||
|
||||
bool UnstableAfflictionTrigger::IsActive()
|
||||
{
|
||||
return DebuffTrigger::IsActive() && !botAI->HasAura("immolate", GetTarget(), false, true);
|
||||
// !botAI->HasAura("unstable affliction", GetTarget(), false, true);
|
||||
}
|
||||
|
||||
bool UnstableAfflictionOnAttackerTrigger::IsActive()
|
||||
{
|
||||
return DebuffOnAttackerTrigger::IsActive() && !botAI->HasAura("immolate", GetTarget(), false, true);
|
||||
// !botAI->HasAura("unstable affliction", GetTarget(), false, true);
|
||||
Pet* pet = bot->GetPet();
|
||||
if (!pet)
|
||||
return false;
|
||||
return !botAI->HasAura("demonic empowerment", pet);
|
||||
}
|
||||
|
||||
bool DecimationTrigger::IsActive()
|
||||
@@ -47,11 +59,51 @@ bool DecimationTrigger::IsActive()
|
||||
return aura && aura->GetDuration() > 3000;
|
||||
}
|
||||
|
||||
// Checks if the bot's mana is below 85% and health is above a low health threshold
|
||||
bool LifeTapTrigger::IsActive()
|
||||
{
|
||||
if (AI_VALUE2(uint8, "health", "self target") <= sPlayerbotAIConfig->lowHealth)
|
||||
return false;
|
||||
|
||||
if (!AI_VALUE2(bool, "has mana", "self target"))
|
||||
return false;
|
||||
if (AI_VALUE2(uint8, "mana", "self target") >= 85)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Checks if the Life Tap Glyph buff is active
|
||||
bool LifeTapGlyphBuffTrigger::IsActive()
|
||||
{
|
||||
// Check life tap glyph first
|
||||
if (!botAI->HasAura(63320, bot))
|
||||
return false;
|
||||
|
||||
return BuffTrigger::IsActive();
|
||||
}
|
||||
|
||||
// Checks if the target has a conflicting debuff that is equal to Curse of the Elements
|
||||
bool CurseOfTheElementsTrigger::IsActive()
|
||||
{
|
||||
Unit* target = GetTarget();
|
||||
if (!target || !target->IsAlive() || !target->IsInWorld())
|
||||
return false;
|
||||
|
||||
// List of all spell IDs for Ebon Plague, Earth and Moon, and Curse of the Elements
|
||||
static const uint32 CurseOfTheElementsExclusiveDebuffs[] = {// Ebon Plague
|
||||
51735, 51734, 51726,
|
||||
// Earth and Moon
|
||||
48511, 48513, 48514,
|
||||
// Curse of the Elements
|
||||
1490, 11721, 11722, 27228, 47865};
|
||||
|
||||
// Check if target has any of the exclusive debuffs
|
||||
for (uint32 spellId : CurseOfTheElementsExclusiveDebuffs)
|
||||
{
|
||||
if (target->HasAura(spellId))
|
||||
return false;
|
||||
}
|
||||
|
||||
// Use default BuffTrigger logic for the rest (only trigger if debuff is missing or expiring)
|
||||
return BuffTrigger::IsActive();
|
||||
}
|
||||
|
||||
@@ -8,9 +8,13 @@
|
||||
|
||||
#include "GenericTriggers.h"
|
||||
#include "PlayerbotAI.h"
|
||||
#include "Playerbots.h"
|
||||
#include "CureTriggers.h"
|
||||
|
||||
class PlayerbotAI;
|
||||
|
||||
// Buff and Out of Combat Triggers
|
||||
|
||||
class DemonArmorTrigger : public BuffTrigger
|
||||
{
|
||||
public:
|
||||
@@ -19,90 +23,50 @@ public:
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class SoulLinkTrigger : public BuffTrigger
|
||||
{
|
||||
public:
|
||||
SoulLinkTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "soul link") {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class FirestoneTrigger : public BuffTrigger
|
||||
{
|
||||
public:
|
||||
FirestoneTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "firestone") {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class SpellstoneTrigger : public BuffTrigger
|
||||
{
|
||||
public:
|
||||
SpellstoneTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "spellstone") {}
|
||||
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
// DEBUFF_CHECKISOWNER_TRIGGER(CurseOfAgonyTrigger, "curse of agony");
|
||||
class CurseOfAgonyTrigger : public DebuffTrigger
|
||||
class HasSoulstoneTrigger : public Trigger
|
||||
{
|
||||
public:
|
||||
CurseOfAgonyTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "curse of agony", 1, true, 20.0f) {}
|
||||
HasSoulstoneTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no soulstone") {}
|
||||
bool IsActive() override { return AI_VALUE2(uint32, "item count", "soulstone") == 0; }
|
||||
};
|
||||
|
||||
class CorruptionTrigger : public DebuffTrigger
|
||||
class SoulstoneTrigger : public Trigger
|
||||
{
|
||||
public:
|
||||
CorruptionTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "corruption", 1, true) {}
|
||||
SoulstoneTrigger(PlayerbotAI* botAI) : Trigger(botAI, "soulstone") {}
|
||||
|
||||
bool IsActive() override
|
||||
{
|
||||
return DebuffTrigger::IsActive() && !botAI->HasAura("seed of corruption", GetTarget(), false, true);
|
||||
// Just check if we have a soulstone item available
|
||||
return AI_VALUE2(uint32, "item count", "soulstone") > 0;
|
||||
}
|
||||
};
|
||||
|
||||
DEBUFF_CHECKISOWNER_TRIGGER(SiphonLifeTrigger, "siphon life");
|
||||
|
||||
class CorruptionOnAttackerTrigger : public DebuffOnAttackerTrigger
|
||||
{
|
||||
public:
|
||||
CorruptionOnAttackerTrigger(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, "corruption", true) {}
|
||||
bool IsActive() override
|
||||
{
|
||||
return DebuffOnAttackerTrigger::IsActive() && !botAI->HasAura("seed of corruption", GetTarget(), false, true);
|
||||
}
|
||||
};
|
||||
|
||||
class CastCurseOfAgonyOnAttackerTrigger : public DebuffOnAttackerTrigger
|
||||
{
|
||||
public:
|
||||
CastCurseOfAgonyOnAttackerTrigger(PlayerbotAI* botAI)
|
||||
: DebuffOnAttackerTrigger(botAI, "curse of agony", true, 20.0f)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
class SiphonLifeOnAttackerTrigger : public DebuffOnAttackerTrigger
|
||||
{
|
||||
public:
|
||||
SiphonLifeOnAttackerTrigger(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, "siphon life") {}
|
||||
};
|
||||
|
||||
DEBUFF_CHECKISOWNER_TRIGGER(ImmolateTrigger, "immolate");
|
||||
|
||||
class ImmolateOnAttackerTrigger : public DebuffOnAttackerTrigger
|
||||
{
|
||||
public:
|
||||
ImmolateOnAttackerTrigger(PlayerbotAI* ai) : DebuffOnAttackerTrigger(ai, "immolate") {}
|
||||
virtual bool IsActive();
|
||||
};
|
||||
|
||||
class ShadowTranceTrigger : public HasAuraTrigger
|
||||
{
|
||||
public:
|
||||
ShadowTranceTrigger(PlayerbotAI* botAI) : HasAuraTrigger(botAI, "shadow trance") {}
|
||||
};
|
||||
|
||||
class BacklashTrigger : public HasAuraTrigger
|
||||
{
|
||||
public:
|
||||
BacklashTrigger(PlayerbotAI* botAI) : HasAuraTrigger(botAI, "backlash") {}
|
||||
};
|
||||
|
||||
class BanishTrigger : public HasCcTargetTrigger
|
||||
{
|
||||
public:
|
||||
BanishTrigger(PlayerbotAI* botAI) : HasCcTargetTrigger(botAI, "banish") {}
|
||||
};
|
||||
|
||||
class WarlockConjuredItemTrigger : public ItemCountTrigger
|
||||
{
|
||||
public:
|
||||
WarlockConjuredItemTrigger(PlayerbotAI* botAI, std::string const item) : ItemCountTrigger(botAI, item, 1) {}
|
||||
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
@@ -124,30 +88,114 @@ public:
|
||||
HasHealthstoneTrigger(PlayerbotAI* botAI) : WarlockConjuredItemTrigger(botAI, "healthstone") {}
|
||||
};
|
||||
|
||||
// CC and Pet Triggers
|
||||
|
||||
class BanishTrigger : public HasCcTargetTrigger
|
||||
{
|
||||
public:
|
||||
BanishTrigger(PlayerbotAI* botAI) : HasCcTargetTrigger(botAI, "banish") {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class FearTrigger : public HasCcTargetTrigger
|
||||
{
|
||||
public:
|
||||
FearTrigger(PlayerbotAI* botAI) : HasCcTargetTrigger(botAI, "fear") {}
|
||||
};
|
||||
|
||||
class AmplifyCurseTrigger : public BuffTrigger
|
||||
{
|
||||
public:
|
||||
AmplifyCurseTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "amplify curse") {}
|
||||
};
|
||||
|
||||
class UnstableAfflictionTrigger : public DebuffTrigger // SpellTrigger
|
||||
{
|
||||
public:
|
||||
UnstableAfflictionTrigger(PlayerbotAI* ai) : DebuffTrigger(ai, "unstable affliction", 1, true) {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class SpellLockInterruptSpellTrigger : public InterruptSpellTrigger
|
||||
{
|
||||
public:
|
||||
SpellLockInterruptSpellTrigger(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, "spell lock") {}
|
||||
};
|
||||
|
||||
class DevourMagicPurgeTrigger : public TargetAuraDispelTrigger
|
||||
{
|
||||
public:
|
||||
DevourMagicPurgeTrigger(PlayerbotAI* botAI) : TargetAuraDispelTrigger(botAI, "devour magic", DISPEL_MAGIC) {}
|
||||
};
|
||||
|
||||
class DevourMagicCleanseTrigger : public PartyMemberNeedCureTrigger
|
||||
{
|
||||
public:
|
||||
DevourMagicCleanseTrigger(PlayerbotAI* botAI) : PartyMemberNeedCureTrigger(botAI, "devour magic", DISPEL_MAGIC) {}
|
||||
};
|
||||
|
||||
// DoT/Debuff Triggers
|
||||
|
||||
class CurseOfAgonyTrigger : public DebuffTrigger
|
||||
{
|
||||
public:
|
||||
CurseOfAgonyTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "curse of agony", 1, true, 0.5f) {}
|
||||
bool IsActive() override
|
||||
{
|
||||
if (botAI->HasStrategy(
|
||||
"curse of elements", BOT_STATE_COMBAT)) // If Curse of the Elements strategy is active, do not cast Curse of Agony
|
||||
return false;
|
||||
return BuffTrigger::IsActive();
|
||||
}
|
||||
};
|
||||
|
||||
class CurseOfAgonyOnAttackerTrigger : public DebuffOnAttackerTrigger
|
||||
{
|
||||
public:
|
||||
CurseOfAgonyOnAttackerTrigger(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, "curse of agony", true) {}
|
||||
bool IsActive() override
|
||||
{
|
||||
if (botAI->HasStrategy(
|
||||
"curse of elements", BOT_STATE_COMBAT)) // If Curse of the Elements strategy is active, do not cast Curse of Agony
|
||||
return false;
|
||||
return BuffTrigger::IsActive();
|
||||
}
|
||||
};
|
||||
|
||||
class CorruptionTrigger : public DebuffTrigger
|
||||
{
|
||||
public:
|
||||
CorruptionTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "corruption", 1, true, 0.5f) {}
|
||||
bool IsActive() override
|
||||
{
|
||||
return BuffTrigger::IsActive() && !botAI->HasAura("seed of corruption", GetTarget(), false, true);
|
||||
}
|
||||
};
|
||||
|
||||
class CorruptionOnAttackerTrigger : public DebuffOnAttackerTrigger
|
||||
{
|
||||
public:
|
||||
CorruptionOnAttackerTrigger(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, "corruption", true) {}
|
||||
bool IsActive() override
|
||||
{
|
||||
return BuffTrigger::IsActive() && !botAI->HasAura("seed of corruption", GetTarget(), false, true);
|
||||
}
|
||||
};
|
||||
|
||||
class ImmolateTrigger : public DebuffTrigger
|
||||
{
|
||||
public:
|
||||
ImmolateTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "immolate", 1, true, 0.5f) {}
|
||||
bool IsActive() override { return BuffTrigger::IsActive(); }
|
||||
};
|
||||
|
||||
class ImmolateOnAttackerTrigger : public DebuffOnAttackerTrigger
|
||||
{
|
||||
public:
|
||||
ImmolateOnAttackerTrigger(PlayerbotAI* ai) : DebuffOnAttackerTrigger(ai, "immolate", true) {}
|
||||
bool IsActive() override { return BuffTrigger::IsActive(); }
|
||||
};
|
||||
|
||||
class UnstableAfflictionTrigger : public DebuffTrigger
|
||||
{
|
||||
public:
|
||||
UnstableAfflictionTrigger(PlayerbotAI* ai) : DebuffTrigger(ai, "unstable affliction", 1, true, 0.5f) {}
|
||||
bool IsActive() override { return BuffTrigger::IsActive(); }
|
||||
};
|
||||
|
||||
class UnstableAfflictionOnAttackerTrigger : public DebuffOnAttackerTrigger
|
||||
{
|
||||
public:
|
||||
UnstableAfflictionOnAttackerTrigger(PlayerbotAI* ai) : DebuffOnAttackerTrigger(ai, "unstable affliction", true) {}
|
||||
bool IsActive() override;
|
||||
bool IsActive() override { return BuffTrigger::IsActive(); }
|
||||
};
|
||||
|
||||
class HauntTrigger : public DebuffTrigger
|
||||
@@ -156,10 +204,20 @@ public:
|
||||
HauntTrigger(PlayerbotAI* ai) : DebuffTrigger(ai, "haunt", 1, true, 0) {}
|
||||
};
|
||||
|
||||
class DecimationTrigger : public HasAuraTrigger
|
||||
class CurseOfTheElementsTrigger : public DebuffTrigger
|
||||
{
|
||||
public:
|
||||
DecimationTrigger(PlayerbotAI* ai) : HasAuraTrigger(ai, "decimation") {}
|
||||
CurseOfTheElementsTrigger(PlayerbotAI* botAI)
|
||||
: DebuffTrigger(botAI, "curse of the elements", 1, true, 0.5f) {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
// Proc/Cooldown Triggers
|
||||
|
||||
class LifeTapTrigger : public Trigger
|
||||
{
|
||||
public:
|
||||
LifeTapTrigger(PlayerbotAI* ai) : Trigger(ai, "life tap") {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
@@ -170,15 +228,47 @@ public:
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class MoltenCoreTrigger : public HasAuraTrigger
|
||||
{
|
||||
public:
|
||||
MoltenCoreTrigger(PlayerbotAI* ai) : HasAuraTrigger(ai, "molten core") {}
|
||||
};
|
||||
|
||||
class MetamorphosisTrigger : public BoostTrigger
|
||||
{
|
||||
public:
|
||||
MetamorphosisTrigger(PlayerbotAI* ai) : BoostTrigger(ai, "metamorphosis") {}
|
||||
};
|
||||
|
||||
class DemonicEmpowermentTrigger : public BuffTrigger
|
||||
{
|
||||
public:
|
||||
DemonicEmpowermentTrigger(PlayerbotAI* ai) : BuffTrigger(ai, "demonic empowerment") {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class ImmolationAuraActiveTrigger : public HasAuraTrigger
|
||||
{
|
||||
public:
|
||||
ImmolationAuraActiveTrigger(PlayerbotAI* ai) : HasAuraTrigger(ai, "immolation aura") {}
|
||||
};
|
||||
|
||||
class ShadowTranceTrigger : public HasAuraTrigger
|
||||
{
|
||||
public:
|
||||
ShadowTranceTrigger(PlayerbotAI* botAI) : HasAuraTrigger(botAI, "shadow trance") {}
|
||||
};
|
||||
|
||||
class BacklashTrigger : public HasAuraTrigger
|
||||
{
|
||||
public:
|
||||
BacklashTrigger(PlayerbotAI* botAI) : HasAuraTrigger(botAI, "backlash") {}
|
||||
};
|
||||
|
||||
class DecimationTrigger : public HasAuraTrigger
|
||||
{
|
||||
public:
|
||||
DecimationTrigger(PlayerbotAI* ai) : HasAuraTrigger(ai, "decimation") {}
|
||||
bool IsActive() override;
|
||||
};
|
||||
|
||||
class MoltenCoreTrigger : public HasAuraTrigger
|
||||
{
|
||||
public:
|
||||
MoltenCoreTrigger(PlayerbotAI* ai) : HasAuraTrigger(ai, "molten core") {}
|
||||
};
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user