/* * 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 "ArmsWarriorStrategy.h" #include "Playerbots.h" class ArmsWarriorStrategyActionNodeFactory : public NamedObjectFactory { public: ArmsWarriorStrategyActionNodeFactory() { creators["charge"] = &charge; creators["death wish"] = &death_wish; creators["piercing howl"] = &piercing_howl; creators["mocking blow"] = &mocking_blow; creators["heroic strike"] = &heroic_strike; } private: ACTION_NODE_A(charge, "charge", "reach melee"); ACTION_NODE_A(death_wish, "death wish", "bloodrage"); ACTION_NODE_A(piercing_howl, "piercing howl", "mocking blow"); ACTION_NODE_A(mocking_blow, "mocking blow", "hamstring"); ACTION_NODE_A(heroic_strike, "heroic strike", "melee"); }; ArmsWarriorStrategy::ArmsWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI) { actionNodeFactories.Add(new ArmsWarriorStrategyActionNodeFactory()); } NextAction** ArmsWarriorStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("heroic strike", ACTION_NORMAL), nullptr); } void ArmsWarriorStrategy::InitTriggers(std::vector& triggers) { GenericWarriorStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("charge", ACTION_MOVE + 9), nullptr))); triggers.push_back(new TriggerNode("battle stance", NextAction::array(0, new NextAction("battle stance", ACTION_HIGH + 9), nullptr))); triggers.push_back(new TriggerNode("battle shout", NextAction::array(0, new NextAction("battle shout", ACTION_HIGH + 8), nullptr))); triggers.push_back(new TriggerNode("mortal strike", NextAction::array(0, new NextAction("mortal strike", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("execute", ACTION_HIGH + 4), nullptr))); triggers.push_back(new TriggerNode("sudden death", NextAction::array(0, new NextAction("execute", ACTION_HIGH + 4), nullptr))); triggers.push_back(new TriggerNode("hamstring", NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("overpower", NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 3), nullptr))); triggers.push_back(new TriggerNode("taste for blood", NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 3), nullptr))); triggers.push_back(new TriggerNode("victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("medium rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH + 10), nullptr))); /*triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("slam", ACTION_HIGH + 1), nullptr)));*/ triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr))); triggers.push_back(new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH + 2), nullptr))); triggers.push_back(new TriggerNode("rend", NextAction::array(0, new NextAction("rend", ACTION_HIGH + 5), nullptr))); triggers.push_back(new TriggerNode("rend on attacker", NextAction::array(0, new NextAction("rend on attacker", ACTION_HIGH + 5), nullptr))); triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("intimidating shout", ACTION_EMERGENCY), nullptr))); }