Big update.

This commit is contained in:
UltraNix
2022-03-12 22:27:09 +01:00
parent b3d00ccb26
commit b952636f0d
843 changed files with 1534330 additions and 99 deletions

View File

@@ -0,0 +1,81 @@
/*
* 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 "BloodDKStrategy.h"
#include "Playerbots.h"
class BloodDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
BloodDKStrategyActionNodeFactory()
{
//creators["melee"] = &melee;
//creators["blood strike"] = &blood_strike;
creators["rune strike"] = &rune_strike;
creators["heart strike"] = &heart_strike;
creators["death strike"] = &death_strike;
//creators["death grip"] = &death_grip;
//creators["plague strike"] = &plague_strike;
//creators["pestilence"] = &pestilence;
//creators["icy touch"] = &icy_touch;
//creators["obliterate"] = &obliterate;
//creators["blood boil"] = &blood_boil;
//creators["mark of_blood"] = &mark_of_blood;
//creators["blood presence"] = &blood_presence;
//creators["rune tap"] = &rune_tap;
//creators["vampiric blood"] = &vampiric_blood;
//creators["death pact"] = &death_pact;
//creators["death rune_mastery"] = &death_rune_mastery;
//creators["hysteria"] = &hysteria;
//creators["dancing weapon"] = &dancing_weapon;
//creators["dark command"] = &dark_command;
}
private:
static ActionNode* rune_strike(PlayerbotAI* botAI)
{
return new ActionNode("rune strike",
/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
/*A*/ NextAction::array(0, new NextAction("death coil"), nullptr),
/*C*/ nullptr);
}
static ActionNode* heart_strike(PlayerbotAI* botAI)
{
return new ActionNode ("heart strike",
/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
/*A*/ NextAction::array(0, new NextAction("death strike"), nullptr),
/*C*/ nullptr);
}
static ActionNode* death_strike(PlayerbotAI* botAI)
{
return new ActionNode("death strike",
/*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
};
BloodDKStrategy::BloodDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
{
actionNodeFactories.Add(new BloodDKStrategyActionNodeFactory());
}
NextAction** BloodDKStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("melee", ACTION_NORMAL + 2), new NextAction("heart strike", ACTION_NORMAL + 5),
new NextAction("death strike", ACTION_NORMAL + 4), new NextAction("rune strike", ACTION_NORMAL + 3), nullptr);
}
void BloodDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDKStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("rune strike", NextAction::array(0, new NextAction("rune strike", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode("blood tap", NextAction::array(0, new NextAction("blood tap", ACTION_HIGH + 5), nullptr)));
triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("dark command", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("blood tap", ACTION_HIGH + 5),
new NextAction("vampiric blood", ACTION_HIGH + 3), new NextAction("death strike", ACTION_HIGH + 4), nullptr)));
}

View File

@@ -0,0 +1,23 @@
/*
* 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_BLOODDKSTRATEGY_H
#define _PLAYERBOT_BLOODDKSTRATEGY_H
#include "GenericDKStrategy.h"
class PlayerbotAI;
class BloodDKStrategy : public GenericDKStrategy
{
public:
BloodDKStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "blood"; }
NextAction** getDefaultActions() override;
uint32 GetType() const override { return STRATEGY_TYPE_TANK | STRATEGY_TYPE_MELEE; }
};
#endif

View File

@@ -0,0 +1,31 @@
/*
* 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 "DKActions.h"
#include "Playerbots.h"
NextAction** CastDeathchillAction::getPrerequisites()
{
return NextAction::merge(NextAction::array(0, new NextAction("frost presence"), nullptr), CastSpellAction::getPrerequisites());
}
NextAction** CastDarkCommandAction::getPrerequisites()
{
return NextAction::merge(NextAction::array(0, new NextAction("blood presence"), nullptr), CastSpellAction::getPrerequisites());
}
NextAction** CastUnholyMeleeSpellAction::getPrerequisites()
{
return NextAction::merge(NextAction::array(0, new NextAction("unholy presence"), nullptr), CastMeleeSpellAction::getPrerequisites());
}
NextAction** CastFrostMeleeSpellAction::getPrerequisites()
{
return NextAction::merge(NextAction::array(0, new NextAction("frost presence"), nullptr), CastMeleeSpellAction::getPrerequisites());
}
NextAction** CastBloodMeleeSpellAction::getPrerequisites()
{
return NextAction::merge(NextAction::array(0, new NextAction("blood presence"), nullptr), CastMeleeSpellAction::getPrerequisites());
}

View File

@@ -0,0 +1,321 @@
/*
* 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_DKACTIONS_H
#define _PLAYERBOT_DKACTIONS_H
#include "GenericSpellActions.h"
class PlayerbotAI;
class CastBloodPresenceAction : public CastBuffSpellAction
{
public:
CastBloodPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "blood presence") { }
};
class CastFrostPresenceAction : public CastBuffSpellAction
{
public:
CastFrostPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "frost presence") { }
};
class CastUnholyPresenceAction : public CastBuffSpellAction
{
public:
CastUnholyPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unholy presence") { }
};
class CastDeathchillAction : public CastBuffSpellAction
{
public:
CastDeathchillAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "deathchill") { }
NextAction** getPrerequisites() override;
};
class CastDarkCommandAction : public CastBuffSpellAction
{
public:
CastDarkCommandAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "dark command") { }
NextAction** getPrerequisites() override;
};
BEGIN_RANGED_SPELL_ACTION(CastDeathGripAction, "death grip")
END_SPELL_ACTION()
// Unholy presence
class CastUnholyMeleeSpellAction : public CastMeleeSpellAction
{
public:
CastUnholyMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) { }
NextAction** getPrerequisites() override;
};
// Frost presence
class CastFrostMeleeSpellAction : public CastMeleeSpellAction
{
public:
CastFrostMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) { }
NextAction** getPrerequisites() override;
};
// Blood presence
class CastBloodMeleeSpellAction : public CastMeleeSpellAction
{
public:
CastBloodMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) { }
NextAction** getPrerequisites() override;
};
class CastRuneStrikeAction : public CastMeleeSpellAction
{
public:
CastRuneStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "rune strike") { }
};
//debuff
BEGIN_DEBUFF_ACTION(CastPestilenceAction, "pestilence")
END_SPELL_ACTION()
//debuff
BEGIN_DEBUFF_ACTION(CastHowlingBlastAction, "howling blast")
END_SPELL_ACTION()
//debuff it
BEGIN_DEBUFF_ACTION(CastIcyTouchAction, "icy touch")
END_SPELL_ACTION()
class CastIcyTouchOnAttackerAction : public CastDebuffSpellOnAttackerAction
{
public:
CastIcyTouchOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "icy touch") { }
};
//debuff ps
BEGIN_DEBUFF_ACTION(CastPlagueStrikeAction, "plague strike")
END_SPELL_ACTION()
class CastPlagueStrikeOnAttackerAction : public CastDebuffSpellOnAttackerAction
{
public:
CastPlagueStrikeOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "plague strike") { }
};
//debuff
BEGIN_DEBUFF_ACTION(CastMarkOfBloodAction, "mark of blood")
END_SPELL_ACTION()
class CastMarkOfBloodOnAttackerAction : public CastDebuffSpellOnAttackerAction
{
public:
CastMarkOfBloodOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "mark of blood") { }
};
class CastUnholyBlightAction : public CastBuffSpellAction
{
public:
CastUnholyBlightAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unholy blight") { }
};
class CastSummonGargoyleAction : public CastBuffSpellAction
{
public:
CastSummonGargoyleAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "summon gargoyle") { }
};
class CastGhoulFrenzyAction : public CastBuffSpellAction
{
public:
CastGhoulFrenzyAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "ghoul frenzy") { }
};
BEGIN_MELEE_SPELL_ACTION(CastCorpseExplosionAction, "corpse explosion")
END_SPELL_ACTION()
BEGIN_MELEE_SPELL_ACTION(CastAntiMagicShellAction, "anti magic shell")
END_SPELL_ACTION()
BEGIN_MELEE_SPELL_ACTION(CastAntiMagicZoneAction, "anti magic zone")
END_SPELL_ACTION()
class CastChbotAInsOfIceAction : public CastSpellAction
{
public:
CastChbotAInsOfIceAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "chbotAIns of ice") { }
};
class CastHungeringColdAction : public CastMeleeSpellAction
{
public:
CastHungeringColdAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "hungering cold") { }
};
class CastHeartStrikeAction : public CastMeleeSpellAction
{
public:
CastHeartStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "heart strike") { }
};
class CastBloodStrikeAction : public CastMeleeSpellAction
{
public:
CastBloodStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "blood strike") { }
};
class CastFrostStrikeAction : public CastMeleeSpellAction
{
public:
CastFrostStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "frost strike") { }
};
class CastObliterateAction : public CastMeleeSpellAction
{
public:
CastObliterateAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "obliterate") { }
};
class CastDeathStrikeAction : public CastMeleeSpellAction
{
public:
CastDeathStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "death strike") { }
};
class CastScourgeStrikeAction : public CastMeleeSpellAction
{
public:
CastScourgeStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "scorgue strike") { }
};
class CastDeathCoilAction : public CastSpellAction
{
public:
CastDeathCoilAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death coill") { }
};
class CastBloodBoilAction : public CastBuffSpellAction
{
public:
CastBloodBoilAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "blood boil") { }
};
class CastDeathAndDecayAction : public CastSpellAction
{
public:
CastDeathAndDecayAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death and decay") { }
};
class CastHornOfWinterAction : public CastBuffSpellAction
{
public:
CastHornOfWinterAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "horn of winter") { }
};
class CastImprovedIcyTalonsAction : public CastBuffSpellAction
{
public:
CastImprovedIcyTalonsAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "improved icy talons") { }
};
class CastBoneShieldAction : public CastBuffSpellAction
{
public:
CastBoneShieldAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "bone shield") { }
};
class CastDeathPactAction : public CastBuffSpellAction
{
public:
CastDeathPactAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "death pact") { }
};
class CastDeathRuneMasteryAction : public CastBuffSpellAction
{
public:
CastDeathRuneMasteryAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "death rune mastery") { }
};
class CastDancingWeaponAction : public CastBuffSpellAction
{
public:
CastDancingWeaponAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "dancing weapon") { }
};
class CastEmpowerRuneWeaponAction : public CastBuffSpellAction
{
public:
CastEmpowerRuneWeaponAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "empower rune weapon") { }
};
class CastArmyOfTheDeadAction : public CastBuffSpellAction
{
public:
CastArmyOfTheDeadAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "army of the dead") { }
};
class CastRbotAIseDeadAction : public CastBuffSpellAction
{
public:
CastRbotAIseDeadAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "rbotAIse dead") { }
};
class CastKillingMachineAction : public CastBuffSpellAction
{
public:
CastKillingMachineAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "killing machine") { }
};
class CastIceboundFortitudeAction : public CastBuffSpellAction
{
public:
CastIceboundFortitudeAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "icebound fortitude") { }
};
class CastUnbreakableArmorAction : public CastBuffSpellAction
{
public:
CastUnbreakableArmorAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unbreakable armor") { }
};
class CastVampiricBloodAction : public CastBuffSpellAction
{
public:
CastVampiricBloodAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "vampiric blood") { }
};
class CastMindFreezeAction : public CastMeleeSpellAction
{
public:
CastMindFreezeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "mind freeze") { }
};
class CastStrangulateAction : public CastMeleeSpellAction
{
public:
CastStrangulateAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "strangulate") { }
};
class CastMindFreezeOnEnemyHealerAction : public CastSpellOnEnemyHealerAction
{
public:
CastMindFreezeOnEnemyHealerAction(PlayerbotAI* botAI) : CastSpellOnEnemyHealerAction(botAI, "mind freeze") { }
};
class CastRuneTapAction : public CastMeleeSpellAction
{
public:
CastRuneTapAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "rune tap") { }
};
class CastBloodTapAction : public CastMeleeSpellAction
{
public:
CastBloodTapAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "blood tap") { }
};
#endif

View File

@@ -0,0 +1,234 @@
/*
* 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 "DKAiObjectContext.h"
#include "BloodDKStrategy.h"
#include "DKActions.h"
#include "DKTriggers.h"
#include "FrostDKStrategy.h"
#include "GenericDKNonCombatStrategy.h"
#include "UnholyDKStrategy.h"
#include "Playerbots.h"
#include "PullStrategy.h"
class DeathKnightStrategyFactoryInternal : public NamedObjectContext<Strategy>
{
public:
DeathKnightStrategyFactoryInternal()
{
creators["nc"] = &DeathKnightStrategyFactoryInternal::nc;
creators["pull"] = &DeathKnightStrategyFactoryInternal::pull;
creators["frost aoe"] = &DeathKnightStrategyFactoryInternal::frost_aoe;
creators["unholy aoe"] = &DeathKnightStrategyFactoryInternal::unholy_aoe;
}
private:
static Strategy* nc(PlayerbotAI* botAI) { return new GenericDKNonCombatStrategy(botAI); }
static Strategy* pull(PlayerbotAI* botAI) { return new PullStrategy(botAI, "icy touch"); }
static Strategy* frost_aoe(PlayerbotAI* botAI) { return new FrostDKAoeStrategy(botAI); }
static Strategy* unholy_aoe(PlayerbotAI* botAI) { return new UnholyDKAoeStrategy(botAI); }
};
class DeathKnightCombatStrategyFactoryInternal : public NamedObjectContext<Strategy>
{
public:
DeathKnightCombatStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true)
{
creators["tank"] = &DeathKnightCombatStrategyFactoryInternal::blood;
creators["blood"] = &DeathKnightCombatStrategyFactoryInternal::blood;
creators["frost"] = &DeathKnightCombatStrategyFactoryInternal::frost_dps;
creators["unholy"] = &DeathKnightCombatStrategyFactoryInternal::unholy_dps;
}
private:
static Strategy* frost_dps(PlayerbotAI* botAI) { return new FrostDKStrategy(botAI); }
static Strategy* unholy_dps(PlayerbotAI* botAI) { return new UnholyDKStrategy(botAI); }
static Strategy* tank(PlayerbotAI* botAI) { return new BloodDKStrategy(botAI); }
static Strategy* blood(PlayerbotAI* botAI) { return new BloodDKStrategy(botAI); }
};
class DeathKnightDKBuffStrategyFactoryInternal : public NamedObjectContext<Strategy>
{
public:
DeathKnightDKBuffStrategyFactoryInternal() : NamedObjectContext<Strategy>(false, true)
{
creators["bdps"] = &DeathKnightDKBuffStrategyFactoryInternal::bdps;
}
private:
static Strategy* bdps(PlayerbotAI* botAI) { return new DKBuffDpsStrategy(botAI); }
};
class DeathKnightTriggerFactoryInternal : public NamedObjectContext<Trigger>
{
public:
DeathKnightTriggerFactoryInternal()
{
creators["bone shield"] = &DeathKnightTriggerFactoryInternal::bone_shield;
creators["pestilence"] = &DeathKnightTriggerFactoryInternal::pestilence;
creators["blood strike"] = &DeathKnightTriggerFactoryInternal::blood_strike;
creators["plague strike"] = &DeathKnightTriggerFactoryInternal::plague_strike;
creators["plague strike on attacker"] = &DeathKnightTriggerFactoryInternal::plague_strike_on_attacker;
creators["icy touch"] = &DeathKnightTriggerFactoryInternal::icy_touch;
creators["death coil"] = &DeathKnightTriggerFactoryInternal::death_coil;
creators["icy touch on attacker"] = &DeathKnightTriggerFactoryInternal::icy_touch_on_attacker;
creators["improved icy talons"] = &DeathKnightTriggerFactoryInternal::improved_icy_talons;
creators["plague strike"] = &DeathKnightTriggerFactoryInternal::plague_strike;
creators["horn of winter"] = &DeathKnightTriggerFactoryInternal::horn_of_winter;
creators["mind freeze"] = &DeathKnightTriggerFactoryInternal::mind_freeze;
creators["mind freeze on enemy healer"] = &DeathKnightTriggerFactoryInternal::mind_freeze_on_enemy_healer;
creators["strangulate"] = &DeathKnightTriggerFactoryInternal::strangulate;
creators["strangulate on enemy healer"] = &DeathKnightTriggerFactoryInternal::strangulate_on_enemy_healer;
creators["blood tap"] = &DeathKnightTriggerFactoryInternal::blood_tap;
creators["rbotAIse dead"] = &DeathKnightTriggerFactoryInternal::rbotAIse_dead;
creators["chbotAIns of ice"] = &DeathKnightTriggerFactoryInternal::chbotAIns_of_ice;
}
private:
static Trigger* bone_shield(PlayerbotAI* botAI) { return new BoneShieldTrigger(botAI); }
static Trigger* pestilence(PlayerbotAI* botAI) { return new PestilenceTrigger(botAI); }
static Trigger* blood_strike(PlayerbotAI* botAI) { return new BloodStrikeTrigger(botAI); }
static Trigger* plague_strike(PlayerbotAI* botAI) { return new PlagueStrikeDebuffTrigger(botAI); }
static Trigger* plague_strike_on_attacker(PlayerbotAI* botAI) { return new PlagueStrikeDebuffOnAttackerTrigger(botAI); }
static Trigger* icy_touch(PlayerbotAI* botAI) { return new IcyTouchDebuffTrigger(botAI); }
static Trigger* death_coil(PlayerbotAI* botAI) { return new DeathCoilTrigger(botAI); }
static Trigger* icy_touch_on_attacker(PlayerbotAI* botAI) { return new IcyTouchDebuffOnAttackerTrigger(botAI); }
static Trigger* improved_icy_talons(PlayerbotAI* botAI) { return new ImprovedIcyTalonsTrigger(botAI); }
static Trigger* horn_of_winter(PlayerbotAI* botAI) { return new HornOfWinterTrigger(botAI); }
static Trigger* mind_freeze(PlayerbotAI* botAI) { return new MindFreezeInterruptSpellTrigger(botAI); }
static Trigger* mind_freeze_on_enemy_healer(PlayerbotAI* botAI) { return new MindFreezeOnEnemyHealerTrigger(botAI); }
static Trigger* strangulate(PlayerbotAI* botAI) { return new StrangulateInterruptSpellTrigger(botAI); }
static Trigger* strangulate_on_enemy_healer(PlayerbotAI* botAI) { return new StrangulateOnEnemyHealerTrigger(botAI); }
static Trigger* blood_tap(PlayerbotAI* botAI) { return new BloodTapTrigger(botAI); }
static Trigger* rbotAIse_dead(PlayerbotAI* botAI) { return new RbotAIseDeadTrigger(botAI); }
static Trigger* chbotAIns_of_ice(PlayerbotAI* botAI) { return new ChbotAInsOfIceSnareTrigger(botAI); }
};
class DeathKnightAiObjectContextInternal : public NamedObjectContext<Action>
{
public:
DeathKnightAiObjectContextInternal()
{
// Unholy
creators["bone shield"] = &DeathKnightAiObjectContextInternal::bone_shield;
creators["plague strike"] = &DeathKnightAiObjectContextInternal::plague_strike;
creators["plague strike on attacker"] = &DeathKnightAiObjectContextInternal::plague_strike_on_attacker;
creators["death grip"] = &DeathKnightAiObjectContextInternal::death_grip;
creators["death coil"] = &DeathKnightAiObjectContextInternal::death_coil;
creators["death strike"] = &DeathKnightAiObjectContextInternal::death_strike;
creators["unholy blight"] = &DeathKnightAiObjectContextInternal::unholy_blight;
creators["scourge strike"] = &DeathKnightAiObjectContextInternal::scourge_strike;
creators["death and decay"] = &DeathKnightAiObjectContextInternal::death_and_decay;
creators["unholy pressence"] = &DeathKnightAiObjectContextInternal::unholy_pressence;
creators["rbotAIse dead"] = &DeathKnightAiObjectContextInternal::rbotAIse_dead;
creators["army of the dead"] = &DeathKnightAiObjectContextInternal::army_of_the_dead;
creators["summon gargoyle"] = &DeathKnightAiObjectContextInternal::summon_gargoyle;
creators["anti magic shell"] = &DeathKnightAiObjectContextInternal::anti_magic_shell;
creators["anti magic zone"] = &DeathKnightAiObjectContextInternal::anti_magic_zone;
creators["ghoul frenzy"] = &DeathKnightAiObjectContextInternal::ghoul_frenzy;
creators["corpse explosion"] = &DeathKnightAiObjectContextInternal::corpse_explosion;
// Frost
creators["icy touch"] = &DeathKnightAiObjectContextInternal::icy_touch;
creators["icy touch on attacker"] = &DeathKnightAiObjectContextInternal::icy_touch_on_attacker;
creators["obliterate"] = &DeathKnightAiObjectContextInternal::obliterate;
creators["howling blast"] = &DeathKnightAiObjectContextInternal::howling_blast;
creators["frost strike"] = &DeathKnightAiObjectContextInternal::frost_strike;
creators["chbotAIns of ice"] = &DeathKnightAiObjectContextInternal::chbotAIns_of_ice;
creators["rune strike"] = &DeathKnightAiObjectContextInternal::rune_strike;
//creators["icy clutch"] = &DeathKnightAiObjectContextInternal::icy_clutch;
creators["horn of winter"] = &DeathKnightAiObjectContextInternal::horn_of_winter;
creators["killing machine"] = &DeathKnightAiObjectContextInternal::killing_machine;
creators["frost presence"] = &DeathKnightAiObjectContextInternal::frost_presence;
creators["deathchill"] = &DeathKnightAiObjectContextInternal::deathchill;
creators["icebound fortitude"] = &DeathKnightAiObjectContextInternal::icebound_fortitude;
creators["mind freeze"] = &DeathKnightAiObjectContextInternal::mind_freeze;
creators["empower rune weapon"] = &DeathKnightAiObjectContextInternal::empower_rune_weapon;
creators["hungering cold"] = &DeathKnightAiObjectContextInternal::hungering_cold;
creators["unbreakable armor"] = &DeathKnightAiObjectContextInternal::unbreakable_armor;
creators["improved icy talons"] = &DeathKnightAiObjectContextInternal::improved_icy_talons;
// blood
creators["blood strike"] = &DeathKnightAiObjectContextInternal::blood_strike;
creators["blood tap"] = &DeathKnightAiObjectContextInternal::blood_tap;
creators["pestilence"] = &DeathKnightAiObjectContextInternal::pestilence;
creators["strangulate"] = &DeathKnightAiObjectContextInternal::strangulate;
creators["blood boil"] = &DeathKnightAiObjectContextInternal::blood_boil;
creators["heart strike"] = &DeathKnightAiObjectContextInternal::heart_strike;
creators["mark of_blood"] = &DeathKnightAiObjectContextInternal::mark_of_blood;
creators["blood presence"] = &DeathKnightAiObjectContextInternal::blood_presence;
creators["rune tap"] = &DeathKnightAiObjectContextInternal::rune_tap;
creators["vampiric blood"] = &DeathKnightAiObjectContextInternal::vampiric_blood;
creators["death pact"] = &DeathKnightAiObjectContextInternal::death_pact;
creators["death rune_mastery"] = &DeathKnightAiObjectContextInternal::death_rune_mastery;
//creators["hysteria"] = &DeathKnightAiObjectContextInternal::hysteria;
creators["dancing weapon"] = &DeathKnightAiObjectContextInternal::dancing_weapon;
creators["dark command"] = &DeathKnightAiObjectContextInternal::dark_command;
}
private:
// Unholy
static Action* bone_shield(PlayerbotAI* botAI) { return new CastBoneShieldAction(botAI); }
static Action* plague_strike(PlayerbotAI* botAI) { return new CastPlagueStrikeAction(botAI); }
static Action* plague_strike_on_attacker(PlayerbotAI* botAI) { return new CastPlagueStrikeOnAttackerAction(botAI); }
static Action* death_grip(PlayerbotAI* botAI) { return new CastDeathGripAction(botAI); }
static Action* death_coil(PlayerbotAI* botAI) { return new CastDeathCoilAction(botAI); }
static Action* death_strike(PlayerbotAI* botAI) { return new CastDeathStrikeAction(botAI); }
static Action* unholy_blight(PlayerbotAI* botAI) { return new CastUnholyBlightAction(botAI); }
static Action* scourge_strike(PlayerbotAI* botAI) { return new CastScourgeStrikeAction(botAI); }
static Action* death_and_decay(PlayerbotAI* botAI) { return new CastDeathAndDecayAction(botAI); }
static Action* unholy_pressence(PlayerbotAI* botAI) { return new CastUnholyPresenceAction(botAI); }
static Action* rbotAIse_dead(PlayerbotAI* botAI) { return new CastRbotAIseDeadAction(botAI); }
static Action* army_of_the_dead(PlayerbotAI* botAI) { return new CastArmyOfTheDeadAction(botAI); }
static Action* summon_gargoyle(PlayerbotAI* botAI) { return new CastSummonGargoyleAction(botAI); }
static Action* anti_magic_shell(PlayerbotAI* botAI) { return new CastAntiMagicShellAction(botAI); }
static Action* anti_magic_zone(PlayerbotAI* botAI) { return new CastAntiMagicZoneAction(botAI); }
static Action* ghoul_frenzy(PlayerbotAI* botAI) { return new CastGhoulFrenzyAction(botAI); }
static Action* corpse_explosion(PlayerbotAI* botAI) { return new CastCorpseExplosionAction(botAI); }
// Frost
static Action* icy_touch(PlayerbotAI* botAI) { return new CastIcyTouchAction(botAI); }
static Action* icy_touch_on_attacker(PlayerbotAI* botAI) { return new CastIcyTouchOnAttackerAction(botAI); }
static Action* obliterate(PlayerbotAI* botAI) { return new CastObliterateAction(botAI); }
static Action* howling_blast(PlayerbotAI* botAI) { return new CastHowlingBlastAction(botAI); }
static Action* frost_strike(PlayerbotAI* botAI) { return new CastFrostStrikeAction(botAI); }
static Action* chbotAIns_of_ice(PlayerbotAI* botAI) { return new CastChbotAInsOfIceAction(botAI); }
static Action* rune_strike(PlayerbotAI* botAI) { return new CastRuneStrikeAction(botAI); }
//static Action* icy_clutch(PlayerbotAI* botAI) { return new CastIcyClutchAction(botAI); }
static Action* horn_of_winter(PlayerbotAI* botAI) { return new CastHornOfWinterAction(botAI); }
static Action* killing_machine(PlayerbotAI* botAI) { return new CastKillingMachineAction(botAI); }
static Action* frost_presence(PlayerbotAI* botAI) { return new CastFrostPresenceAction(botAI); }
static Action* deathchill(PlayerbotAI* botAI) { return new CastDeathchillAction(botAI); }
static Action* icebound_fortitude(PlayerbotAI* botAI) { return new CastIceboundFortitudeAction(botAI); }
static Action* mind_freeze(PlayerbotAI* botAI) { return new CastMindFreezeAction(botAI); }
static Action* empower_rune_weapon(PlayerbotAI* botAI) { return new CastEmpowerRuneWeaponAction(botAI); }
static Action* hungering_cold(PlayerbotAI* botAI) { return new CastHungeringColdAction(botAI); }
static Action* unbreakable_armor(PlayerbotAI* botAI) { return new CastUnbreakableArmorAction(botAI); }
static Action* improved_icy_talons(PlayerbotAI* botAI) { return new CastImprovedIcyTalonsAction(botAI); }
// blood
static Action* blood_strike(PlayerbotAI* botAI) { return new CastBloodStrikeAction(botAI); }
static Action* blood_tap(PlayerbotAI* botAI) { return new CastBloodTapAction(botAI); }
static Action* pestilence(PlayerbotAI* botAI) { return new CastPestilenceAction(botAI); }
static Action* strangulate(PlayerbotAI* botAI) { return new CastStrangulateAction(botAI); }
static Action* blood_boil(PlayerbotAI* botAI) { return new CastBloodBoilAction(botAI); }
static Action* heart_strike(PlayerbotAI* botAI) { return new CastHeartStrikeAction(botAI); }
static Action* mark_of_blood(PlayerbotAI* botAI) { return new CastMarkOfBloodAction(botAI); }
static Action* blood_presence(PlayerbotAI* botAI) { return new CastBloodPresenceAction(botAI); }
static Action* rune_tap(PlayerbotAI* botAI) { return new CastRuneTapAction(botAI); }
static Action* vampiric_blood(PlayerbotAI* botAI) { return new CastVampiricBloodAction(botAI); }
static Action* death_pact(PlayerbotAI* botAI) { return new CastDeathPactAction(botAI); }
static Action* death_rune_mastery(PlayerbotAI* botAI) { return new CastDeathRuneMasteryAction(botAI); }
//static Action* hysteria(PlayerbotAI* botAI) { return new CastHysteriaAction(botAI); }
static Action* dancing_weapon(PlayerbotAI* botAI) { return new CastDancingWeaponAction(botAI); }
static Action* dark_command(PlayerbotAI* botAI) { return new CastDarkCommandAction(botAI); }
static Action* mind_freeze_on_enemy_healer(PlayerbotAI* botAI) { return new CastMindFreezeOnEnemyHealerAction(botAI); }
};
DKAiObjectContext::DKAiObjectContext(PlayerbotAI* botAI) : AiObjectContext(botAI)
{
strategyContexts.Add(new DeathKnightStrategyFactoryInternal());
strategyContexts.Add(new DeathKnightCombatStrategyFactoryInternal());
strategyContexts.Add(new DeathKnightDKBuffStrategyFactoryInternal());
actionContexts.Add(new DeathKnightAiObjectContextInternal());
triggerContexts.Add(new DeathKnightTriggerFactoryInternal());
}

View File

@@ -0,0 +1,18 @@
/*
* 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_DKAIOBJECTCONTEXT_H
#define _PLAYERBOT_DKAIOBJECTCONTEXT_H
#include "AiObjectContext.h"
class PlayerbotAI;
class DKAiObjectContext : public AiObjectContext
{
public:
DKAiObjectContext(PlayerbotAI* botAI);
};
#endif

View File

@@ -0,0 +1,12 @@
/*
* 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 "DKTriggers.h"
#include "Playerbots.h"
bool DKPresenceTrigger::IsActive()
{
Unit* target = GetTarget();
return !botAI->HasAura("blood presence", target) && !botAI->HasAura("unholy presence", target) && !botAI->HasAura("frost presence", target);
}

View File

@@ -0,0 +1,116 @@
/*
* 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_DKTRIGGERS_H
#define _PLAYERBOT_DKTRIGGERS_H
#include "GenericTriggers.h"
class PlayerbotAI;
BUFF_TRIGGER(HornOfWinterTrigger, "horn of winter");
BUFF_TRIGGER(BoneShieldTrigger, "bone shield");
BUFF_TRIGGER(ImprovedIcyTalonsTrigger, "improved icy talons");
DEBUFF_TRIGGER(PlagueStrikeDebuffTrigger, "plague strike");
DEBUFF_TRIGGER(IcyTouchDebuffTrigger, "icy touch");
class PlagueStrikeDebuffOnAttackerTrigger : public DebuffOnAttackerTrigger
{
public:
PlagueStrikeDebuffOnAttackerTrigger(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, "plague strike") { }
};
class IcyTouchDebuffOnAttackerTrigger : public DebuffOnAttackerTrigger
{
public:
IcyTouchDebuffOnAttackerTrigger(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, "icy touch") { }
};
class DKPresenceTrigger : public BuffTrigger
{
public:
DKPresenceTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "blood presence") { }
bool IsActive() override;
};
class BloodTapTrigger : public BuffTrigger
{
public:
BloodTapTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "blood tap") { }
};
class RbotAIseDeadTrigger : public BuffTrigger
{
public:
RbotAIseDeadTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "rbotAIse dead") { }
};
class RuneStrikeTrigger : public SpellCanBeCastTrigger
{
public:
RuneStrikeTrigger(PlayerbotAI* botAI) : SpellCanBeCastTrigger(botAI, "rune strike") { }
};
class DeathCoilTrigger : public SpellCanBeCastTrigger
{
public:
DeathCoilTrigger(PlayerbotAI* botAI) : SpellCanBeCastTrigger(botAI, "death coil") { }
};
class PestilenceTrigger : public DebuffTrigger
{
public:
PestilenceTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "pestilence") { }
};
class BloodStrikeTrigger : public DebuffTrigger
{
public:
BloodStrikeTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "blood strike") { }
};
class HowlingBlastTrigger : public DebuffTrigger
{
public:
HowlingBlastTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "howling blast") { }
};
class MindFreezeInterruptSpellTrigger : public InterruptSpellTrigger
{
public:
MindFreezeInterruptSpellTrigger(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, "mind freeze") { }
};
class StrangulateInterruptSpellTrigger : public InterruptSpellTrigger
{
public:
StrangulateInterruptSpellTrigger(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, "strangulate") { }
};
class KillingMachineTrigger : public BoostTrigger
{
public:
KillingMachineTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "killing machine") { }
};
class MindFreezeOnEnemyHealerTrigger : public InterruptEnemyHealerTrigger
{
public:
MindFreezeOnEnemyHealerTrigger(PlayerbotAI* botAI) : InterruptEnemyHealerTrigger(botAI, "mind freeze") { }
};
class ChbotAInsOfIceSnareTrigger : public SnareTargetTrigger
{
public:
ChbotAInsOfIceSnareTrigger(PlayerbotAI* botAI) : SnareTargetTrigger(botAI, "chbotAIns of ice") { }
};
class StrangulateOnEnemyHealerTrigger : public InterruptEnemyHealerTrigger
{
public:
StrangulateOnEnemyHealerTrigger(PlayerbotAI* botAI) : InterruptEnemyHealerTrigger(botAI, "strangulate") { }
};
#endif

View File

@@ -0,0 +1,86 @@
/*
* 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 "FrostDKStrategy.h"
#include "Playerbots.h"
class FrostDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
FrostDKStrategyActionNodeFactory()
{
//creators["icy touch"] = &icy_touch;
creators["obliterate"] = &obliterate;
creators["howling blast"] = &howling_blast;
creators["frost strike"] = &frost_strike;
//creators["chbotAIns of ice"] = &chbotAIns_of_ice;
creators["rune strike"] = &rune_strike;
//creators["icy clutch"] = &icy_clutch;
//creators["horn of winter"] = &horn_of_winter;
//creators["killing machine"] = &killing_machine;
//creators["frost presence"] = &frost_presence;
//creators["deathchill"] = &deathchill;
//creators["icebound fortitude"] = &icebound_fortitude;
//creators["mind freeze"] = &mind_freeze;
//creators["empower weapon"] = &empower_weapon;
//creators["hungering cold"] = &hungering_cold;
//creators["unbreakable armor"] = &unbreakable_armor;
//creators["improved icy talons"] = &improved_icy_talons;
}
private:
static ActionNode* obliterate(PlayerbotAI* botAI)
{
return new ActionNode("obliterate",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
/*A*/ NextAction::array(0, new NextAction("frost strike"), nullptr),
/*C*/ nullptr);
}
static ActionNode* rune_strike(PlayerbotAI* botAI)
{
return new ActionNode("rune strike",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
/*C*/ nullptr);
}
static ActionNode* frost_strike(PlayerbotAI* botAI)
{
return new ActionNode("frost strike",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* howling_blast(PlayerbotAI* botAI)
{
return new ActionNode("howling blast",
/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
/*A*/ NextAction::array(0, new NextAction("icy touch"), nullptr),
/*C*/ nullptr);
}
};
FrostDKStrategy::FrostDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
{
actionNodeFactories.Add(new FrostDKStrategyActionNodeFactory());
}
NextAction** FrostDKStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("melee", ACTION_NORMAL), new NextAction("frost strike", ACTION_NORMAL + 5), new NextAction("obliterate", ACTION_NORMAL + 4), nullptr);
}
void FrostDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDKStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("empower weapon", NextAction::array(0, new NextAction("empower weapon", ACTION_NORMAL + 4), nullptr)));
}
void FrostDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("howling blast", ACTION_NORMAL + 4), nullptr)));
}

View 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_FROSTDKSTRATEGY_H
#define _PLAYERBOT_FROSTDKSTRATEGY_H
#include "GenericDKStrategy.h"
class PlayerbotAI;
class FrostDKStrategy : public GenericDKStrategy
{
public:
FrostDKStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "frost"; }
NextAction** getDefaultActions() override;
uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_DPS | STRATEGY_TYPE_MELEE; }
};
class FrostDKAoeStrategy : public CombatStrategy
{
public:
FrostDKAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) { }
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "frost aoe"; }
};
#endif

View File

@@ -0,0 +1,52 @@
/*
* 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 "GenericDKNonCombatStrategy.h"
#include "Playerbots.h"
class GenericDKNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
GenericDKNonCombatStrategyActionNodeFactory()
{
creators["bone shield"] = &bone_shield;
creators["horn of winter"] = &horn_of_winter;
}
private:
static ActionNode* bone_shield(PlayerbotAI* botAI)
{
return new ActionNode ("bone shield",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* horn_of_winter(PlayerbotAI* botAI)
{
return new ActionNode ("horn of winter",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
};
GenericDKNonCombatStrategy::GenericDKNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
{
actionNodeFactories.Add(new GenericDKNonCombatStrategyActionNodeFactory());
}
void GenericDKNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("raise dead", NextAction::array(0, new NextAction("raise dead", ACTION_NORMAL + 1), nullptr)));
triggers.push_back(new TriggerNode("horn of winter", NextAction::array(0, new NextAction("horn of winter", 21.0f), nullptr)));
triggers.push_back(new TriggerNode("bone shield", NextAction::array(0, new NextAction("bone shield", 21.0f), nullptr)));
}
void DKBuffDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("improved icy talons", NextAction::array(0, new NextAction("improved icy talons", 19.0f), nullptr)));
}

View File

@@ -0,0 +1,31 @@
/*
* 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_GENERICDKNONCOMBATSTRATEGY_H
#define _PLAYERBOT_GENERICDKNONCOMBATSTRATEGY_H
#include "GenericDKStrategy.h"
#include "NonCombatStrategy.h"
class PlayerbotAI;
class GenericDKNonCombatStrategy : public NonCombatStrategy
{
public:
GenericDKNonCombatStrategy(PlayerbotAI* botAI);
std::string const getName() override { return "nc"; }
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
};
class DKBuffDpsStrategy : public Strategy
{
public:
DKBuffDpsStrategy(PlayerbotAI* botAI) : Strategy(botAI) { }
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "bdps"; }
};
#endif

View File

@@ -0,0 +1,182 @@
#/*
* 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 "GenericDKStrategy.h"
#include "DKAiObjectContext.h"
#include "Playerbots.h"
class GenericDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
GenericDKStrategyActionNodeFactory()
{
//blood
//creators["rune tap"] = &rune_tap; cd
//creators["vampiric blood"] = &vampiric_blood;
//creators["death pact"] = &death_pact;
//creators["hysteria"] = &hysteria; boost party
//creators["dancing rune weapon"] = &dancing_rune_weapon; //cd
//creators["dark command"] = &dark_command; taunt
//frost
//creators["chbotAIns of ice"] = &chbotAIns_of_ice;
//creators["icy clutch"] = &icy_clutch;
creators["horn of winter"] = &horn_of_winter;
creators["killing machine"] = &killing_machine; // buff
//creators["deathchill"] = &deathchill; //boost
creators["icebound fortitude"] = &icebound_fortitude;
//creators["mind freeze"] = &mind_freeze; interrupt
//creators["empower rune weapon"] = &empower_rune_weapon; boost
//creators["hungering cold"] = &hungering_cold; snare
//creators["unbreakable armor"] = &unbreakable_armor; boost +cd
//creators["improved icy talons"] = &improved_icy_talons; boost party
//unholy
//creators["death and decay"] = &death_and_decay;
//creators["rbotAIse dead"] = &rbotAIse_dead;
//creators["army of the dead"] = &army of the dead;
//creators["summon gargoyle"] = &army of the dead;
//creators["anti magic shell"] = &anti_magic_shell; cd
creators["anti magic zone"] = &anti_magic_zone;
//creators["ghoul frenzy"] = &ghoul_frenzy;
creators["corpse explosion"] = &corpse_explosion;
creators["bone shield"] = &bone_shield;
creators["heart strike"] = &heart_strike;
creators["death grip"] = &death_grip;
creators["plague strike"] = &plague_strike;
creators["pestilence"] = &pestilence;
creators["icy touch"] = &icy_touch;
}
private:
static ActionNode* death_coil(PlayerbotAI* botAI)
{
return new ActionNode("death coil",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("death strike"), nullptr),
/*C*/ nullptr);
}
static ActionNode* death_grip(PlayerbotAI* botAI)
{
return new ActionNode("death grip",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("icy touch"), nullptr),
/*C*/ nullptr);
}
static ActionNode* plague_strike(PlayerbotAI* botAI)
{
return new ActionNode("plague strike",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* icy_touch(PlayerbotAI* botAI)
{
return new ActionNode("icy touch",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* heart_strike(PlayerbotAI* botAI)
{
return new ActionNode("heart strike",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("blood strike"), nullptr),
/*C*/ nullptr);
}
static ActionNode* pestilence(PlayerbotAI* botAI)
{
return new ActionNode("pestilence",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* horn_of_winter(PlayerbotAI* botAI)
{
return new ActionNode ("horn of winter",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* bone_shield(PlayerbotAI* botAI)
{
return new ActionNode ("bone shield",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* killing_machine(PlayerbotAI* botAI)
{
return new ActionNode ("killing machine",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("improved icy talons"), nullptr),
/*C*/ nullptr);
}
static ActionNode* corpse_explosion(PlayerbotAI* botAI)
{
return new ActionNode ("corpse explosion",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* anti_magic_zone(PlayerbotAI* botAI)
{
return new ActionNode ("anti magic zone",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("anti magic shell"), nullptr),
/*C*/ nullptr);
}
static ActionNode* icebound_fortitude(PlayerbotAI* botAI)
{
return new ActionNode ("icebound fortitude",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
};
GenericDKStrategy::GenericDKStrategy(PlayerbotAI* botAI) : MeleeCombatStrategy(botAI)
{
actionNodeFactories.Add(new GenericDKStrategyActionNodeFactory());
}
void GenericDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
MeleeCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("high aoe", NextAction::array(0, new NextAction("anti magic shell", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode("death coil", NextAction::array(0, new NextAction("death coil", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode("critical aoe heal", NextAction::array(0, new NextAction("anti magic zone", ACTION_EMERGENCY + 1), nullptr)));
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("rbotAIse dead", ACTION_NORMAL + 5), nullptr)));
triggers.push_back(new TriggerNode("mind freeze", NextAction::array(0, new NextAction("mind freeze", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("bone shield", NextAction::array(0, new NextAction("bone shield", ACTION_NORMAL + 1), nullptr)));
triggers.push_back(new TriggerNode("horn of winter", NextAction::array(0, new NextAction("horn of winter", ACTION_NORMAL + 1), nullptr)));
triggers.push_back(new TriggerNode("mind freeze on enemy healer", NextAction::array(0, new NextAction("mind freeze on enemy healer", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("icy touch", ACTION_NORMAL + 9),
new NextAction("death grip", ACTION_NORMAL + 9), new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("icebound fortitude", ACTION_HIGH + 5), new NextAction("rune tap", ACTION_HIGH + 4), nullptr)));
triggers.push_back(new TriggerNode("medium health", NextAction::array(0, new NextAction("rune tap", ACTION_NORMAL + 4), new NextAction("death strike", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode("icy touch on attacker", NextAction::array(0, new NextAction("icy touch", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("icy touch", NextAction::array(0, new NextAction("icy touch", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("plague strike", NextAction::array(0, new NextAction("plague strike", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("plague strike on attacker", NextAction::array(0, new NextAction("plague strike", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("high aoe", NextAction::array(0, new NextAction("unholy blight", ACTION_NORMAL + 6), new NextAction("death and decay", ACTION_NORMAL + 5),
new NextAction("pestilence", ACTION_NORMAL + 4), new NextAction("blood boil", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("death and decay", ACTION_NORMAL + 5),
new NextAction("pestilence", ACTION_NORMAL + 4), new NextAction("blood boil", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("howling blast", ACTION_NORMAL + 5), new NextAction("pestilence", ACTION_NORMAL + 4),
new NextAction("hearth strike", ACTION_NORMAL + 3), new NextAction("blood boil", ACTION_NORMAL + 3), nullptr)));
}

View File

@@ -0,0 +1,21 @@
/*
* 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_GENERICDKSTRATEGY_H
#define _PLAYERBOT_GENERICDKSTRATEGY_H
#include "MeleeCombatStrategy.h"
class PlayerbotAI;
class GenericDKStrategy : public MeleeCombatStrategy
{
public:
GenericDKStrategy(PlayerbotAI* botAI);
std::string const getName() override { return "DK"; }
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
};
#endif

View File

@@ -0,0 +1,76 @@
#/*
* 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 "UnholyDKStrategy.h"
#include "Playerbots.h"
class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
UnholyDKStrategyActionNodeFactory()
{
// Unholy
//creators["bone shield"] = &bone_shield;
//creators["plague strike"] = &plague_strike;
//creators["death grip"] = &death_grip;
//creators["death coil"] = &death_coil;
creators["death strike"] = &death_strike;
//creators["unholy blight"] = &unholy_blight;
creators["scourge strike"] = &scourge_strike;
//creators["death and decay"] = &death_and_decay;
//creators["unholy pressence"] = &unholy_pressence;
//creators["rbotAIse dead"] = &rbotAIse_dead;
//creators["army of the dead"] = &army of the dead;
//creators["summon gargoyle"] = &army of the dead;
//creators["anti magic shell"] = &anti_magic_shell;
//creators["anti magic zone"] = &anti_magic_zone;
//creators["ghoul frenzy"] = &ghoul_frenzy;
creators["corpse explosion"] = &corpse_explosion;
}
private:
static ActionNode* death_strike(PlayerbotAI* botAI)
{
return new ActionNode("death strike",
/*P*/ NextAction::array(0, new NextAction("unholy pressence"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* corpse_explosion(PlayerbotAI* botAI)
{
return new ActionNode("corpse explosion",
/*P*/ NextAction::array(0, new NextAction("unholy pressence"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* scourge_strike(PlayerbotAI* botAI)
{
return new ActionNode("scourge strike",
/*P*/ NextAction::array(0, new NextAction("unholy pressence"), nullptr),
/*A*/ NextAction::array(0, new NextAction("death strike"), nullptr),
/*C*/ nullptr);
}
};
NextAction** UnholyDKStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("melee", ACTION_NORMAL), new NextAction("scourge strike" , ACTION_NORMAL + 3), nullptr);
}
void UnholyDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDKStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("ghoul frenzy", ACTION_NORMAL + 2), nullptr)));
triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("death pact", ACTION_EMERGENCY + 1), nullptr)));
}
void UnholyDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("loot avbotAIlable", NextAction::array(0, new NextAction("corpse explosion", ACTION_NORMAL + 1), nullptr)));
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("death and decay", ACTION_NORMAL + 3),
new NextAction("corpse explosion", ACTION_NORMAL + 3), nullptr)));
}

View 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_UNHOLYDKSTRATEGY_H
#define _PLAYERBOT_UNHOLYDKSTRATEGY_H
#include "GenericDKStrategy.h"
class PlayerbotAI;
class UnholyDKStrategy : public GenericDKStrategy
{
public:
UnholyDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI) { }
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "unholy"; }
NextAction** getDefaultActions() override;
uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_DPS | STRATEGY_TYPE_MELEE; }
};
class UnholyDKAoeStrategy : public CombatStrategy
{
public:
UnholyDKAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) { }
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "unholy aoe"; }
};
#endif