/* * Copyright (C) 2016+ AzerothCore , 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 "GenericHunterNonCombatStrategy.h" #include "Playerbots.h" class GenericHunterNonCombatStrategyActionNodeFactory : public NamedObjectFactory { public: GenericHunterNonCombatStrategyActionNodeFactory() { creators["rapid fire"] = &rapid_fire; creators["boost"] = &rapid_fire; creators["aspect of the pack"] = &aspect_of_the_pack; } private: static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("rapid fire", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("readiness"), nullptr), /*C*/ nullptr); } static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("aspect of the pack", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("aspect of the cheetah"), nullptr), /*C*/ nullptr); } }; GenericHunterNonCombatStrategy::GenericHunterNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI) { actionNodeFactories.Add(new GenericHunterNonCombatStrategyActionNodeFactory()); } void GenericHunterNonCombatStrategy::InitTriggers(std::vector& triggers) { NonCombatStrategy::InitTriggers(triggers); triggers.push_back( new TriggerNode("trueshot aura", NextAction::array(0, new NextAction("trueshot aura", 2.0f), nullptr))); triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr))); triggers.push_back( new TriggerNode("low ammo", NextAction::array(0, new NextAction("say::low ammo", ACTION_NORMAL), nullptr))); triggers.push_back( new TriggerNode("no track", NextAction::array(0, new NextAction("track humanoids", ACTION_NORMAL), nullptr))); // triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("switch to melee", // ACTION_NORMAL + 1), new NextAction("say::no ammo", ACTION_NORMAL), nullptr))); triggers.push_back(new // TriggerNode("has ammo", NextAction::array(0, new NextAction("switch to ranged", ACTION_NORMAL), nullptr))); } void HunterPetStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("call pet", 60.0f), nullptr))); triggers.push_back( new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr))); triggers.push_back( new TriggerNode("pet not happy", NextAction::array(0, new NextAction("feed pet", 60.0f), nullptr))); triggers.push_back( new TriggerNode("hunters pet medium health", NextAction::array(0, new NextAction("mend pet", 60.0f), nullptr))); triggers.push_back( new TriggerNode("hunters pet dead", NextAction::array(0, new NextAction("revive pet", 60.0f), nullptr))); }