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 +1,93 @@
/*
* 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 "DpsHunterStrategy.h"
#include "Playerbots.h"
class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
DpsHunterStrategyActionNodeFactory()
{
creators["aimed shot"] = &aimed_shot;
creators["chimera shot"] = &chimera_shot;
creators["explosive shot"] = &explosive_shot;
creators["concussive shot"] = &concussive_shot;
creators["viper sting"] = &viper_sting;
}
private:
static ActionNode* viper_sting(PlayerbotAI* botAI)
{
return new ActionNode ("viper sting",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("mana potion", 10.0f), nullptr),
/*C*/ nullptr);
}
static ActionNode* aimed_shot(PlayerbotAI* botAI)
{
return new ActionNode ("aimed shot",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("chimera shot", 10.0f), nullptr),
/*C*/ nullptr);
}
static ActionNode* chimera_shot(PlayerbotAI* botAI)
{
return new ActionNode ("chimera shot",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("arcane shot", 10.0f), nullptr),
/*C*/ nullptr);
}
static ActionNode* explosive_shot(PlayerbotAI* botAI)
{
return new ActionNode ("explosive shot",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("aimed shot"), nullptr),
/*C*/ nullptr);
}
static ActionNode* concussive_shot(PlayerbotAI* botAI)
{
return new ActionNode ("concussive shot",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
};
DpsHunterStrategy::DpsHunterStrategy(PlayerbotAI* botAI) : GenericHunterStrategy(botAI)
{
actionNodeFactories.Add(new DpsHunterStrategyActionNodeFactory());
}
NextAction** DpsHunterStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("explosive shot", 11.0f), new NextAction("auto shot", 10.0f), new NextAction("auto attack", 9.0f), nullptr);
}
void DpsHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericHunterStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("black arrow", NextAction::array(0, new NextAction("black arrow", 15.0f), nullptr)));
triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("viper sting", 23), nullptr)));
triggers.push_back(new TriggerNode("hunter's mark", NextAction::array(0, new NextAction("hunter's mark", 19.0f), nullptr)));
triggers.push_back(new TriggerNode("concussive shot on snare target", NextAction::array(0, new NextAction("concussive shot", 20.0f), nullptr)));
/*triggers.push_back(new TriggerNode("has aggro", NextAction::array(0, new NextAction("concussive shot", 20.0f), nullptr)));*/
}
void DpsAoeHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("multi-shot", 20.0f), nullptr)));
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("volley", 20.0f), nullptr)));
triggers.push_back(new TriggerNode("serpent sting on attacker", NextAction::array(0, new NextAction("serpent sting on attacker", 17.0f), nullptr)));
}
void DpsHunterDebuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no stings", NextAction::array(0, new NextAction("serpent sting", 18.0f), nullptr)));
}