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https://github.com/mod-playerbots/mod-playerbots
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Big update.
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135
src/strategy/druid/CasterDruidStrategy.cpp
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135
src/strategy/druid/CasterDruidStrategy.cpp
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "CasterDruidStrategy.h"
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#include "AiObjectContext.h"
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#include "FeralDruidStrategy.h"
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class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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CasterDruidStrategyActionNodeFactory()
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{
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creators["faerie fire"] = &faerie_fire;
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creators["hibernate"] = &hibernate;
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creators["entangling roots"] = &entangling_roots;
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creators["entangling roots on cc"] = &entangling_roots_on_cc;
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creators["wrath"] = &wrath;
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creators["starfall"] = &starfall;
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creators["insect swarm"] = &insect_swarm;
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creators["moonfire"] = &moonfire;
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creators["starfire"] = &starfire;
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}
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private:
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static ActionNode* faerie_fire(PlayerbotAI* botAI)
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{
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return new ActionNode ("faerie fire",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* hibernate(PlayerbotAI* botAI)
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{
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return new ActionNode ("hibernate",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ NextAction::array(0, new NextAction("entangling roots"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* entangling_roots(PlayerbotAI* botAI)
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{
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return new ActionNode ("entangling roots",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* entangling_roots_on_cc(PlayerbotAI* botAI)
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{
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return new ActionNode ("entangling roots on cc",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* wrath(PlayerbotAI* botAI)
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{
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return new ActionNode ("wrath",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* starfall(PlayerbotAI* botAI)
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{
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return new ActionNode ("starfall",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ NextAction::array(0, new NextAction("hurricane"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* insect_swarm(PlayerbotAI* botAI)
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{
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return new ActionNode ("insect swarm",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* moonfire(PlayerbotAI* botAI)
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{
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return new ActionNode ("moonfire",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* starfire(PlayerbotAI* botAI)
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{
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return new ActionNode ("starfire",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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};
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CasterDruidStrategy::CasterDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
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{
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actionNodeFactories.Add(new CasterDruidStrategyActionNodeFactory());
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actionNodeFactories.Add(new ShapeshiftDruidStrategyActionNodeFactory());
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}
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NextAction** CasterDruidStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("starfire", ACTION_NORMAL + 2), new NextAction("wrath", ACTION_NORMAL + 1), nullptr);
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}
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void CasterDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericDruidStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_MOVE), nullptr)));
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triggers.push_back(new TriggerNode("medium health", NextAction::array(0, new NextAction("regrowth", ACTION_MEDIUM_HEAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0, new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("almost full health", NextAction::array(0, new NextAction("rejuvenation", ACTION_LIGHT_HEAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("party member almost full health", NextAction::array(0, new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("insect swarm", NextAction::array(0, new NextAction("insect swarm", ACTION_NORMAL + 5), nullptr)));
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triggers.push_back(new TriggerNode("moonfire", NextAction::array(0, new NextAction("moonfire", ACTION_NORMAL + 4), nullptr)));
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triggers.push_back(new TriggerNode("eclipse (solar)", NextAction::array(0, new NextAction("wrath", ACTION_NORMAL + 6), nullptr)));
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triggers.push_back(new TriggerNode("eclipse (lunar)", NextAction::array(0, new NextAction("starfire", ACTION_NORMAL + 6), nullptr)));
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triggers.push_back(new TriggerNode("moonfire", NextAction::array(0, new NextAction("moonfire", ACTION_NORMAL + 4), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("nature's grasp", ACTION_EMERGENCY), nullptr)));
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}
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void CasterDruidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("high aoe", NextAction::array(0, new NextAction("starfall", ACTION_HIGH + 1), nullptr)));
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}
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void CasterDruidDebuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("faerie fire", NextAction::array(0, new NextAction("faerie fire", ACTION_HIGH), nullptr)));
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}
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