/* * 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 "TankWarriorStrategy.h" #include "Playerbots.h" class TankWarriorStrategyActionNodeFactory : public NamedObjectFactory { public: TankWarriorStrategyActionNodeFactory() { creators["charge"] = &charge; creators["sunder armor"] = &sunder_armor; creators["commanding shout"] = &commanding_shout; // creators["shield slam"] = &shield_slam; creators["devastate"] = &devastate; creators["last stand"] = &last_stand; creators["heroic throw on snare target"] = &heroic_throw_on_snare_target; creators["heroic throw taunt"] = &heroic_throw_taunt; creators["taunt"] = &taunt; creators["taunt spell"] = &taunt; } private: //ACTION_NODE_A(charge, "charge", "intercept with stance"); ACTION_NODE_A(charge, "charge", "reach melee"); ACTION_NODE_A(sunder_armor, "sunder armor", "melee"); ACTION_NODE_A(commanding_shout, "commanding shout", "battle shout"); // ACTION_NODE_A(shield_slam, "shield slam", "heroic strike"); ACTION_NODE_A(devastate, "devastate", "sunder armor"); ACTION_NODE_A(last_stand, "last stand", "intimidating shout"); ACTION_NODE_A(heroic_throw_on_snare_target, "heroic throw on snare target", "taunt on snare target"); ACTION_NODE_A(heroic_throw_taunt, "heroic throw", "taunt"); static ActionNode* taunt(PlayerbotAI* botAI) { return new ActionNode("taunt", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("shield slam"), nullptr), /*C*/ nullptr); } }; TankWarriorStrategy::TankWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI) { actionNodeFactories.Add(new TankWarriorStrategyActionNodeFactory()); } NextAction** TankWarriorStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("devastate", ACTION_DEFAULT + 0.3f), new NextAction("revenge", ACTION_DEFAULT + 0.2f), new NextAction("demoralizing shout", ACTION_DEFAULT + 0.1f), new NextAction("melee", ACTION_DEFAULT), NULL); } void TankWarriorStrategy::InitTriggers(std::vector& triggers) { GenericWarriorStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("heroic throw", ACTION_MOVE + 11), new NextAction("charge", ACTION_MOVE + 10), nullptr))); // triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("berserker stance", ACTION_MOVE + 14), nullptr))); // triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("intercept", ACTION_MOVE + 13), nullptr))); // triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("battle stance", ACTION_MOVE + 12), nullptr))); triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("thunder clap", ACTION_MOVE + 11), nullptr))); triggers.push_back(new TriggerNode("defensive stance", NextAction::array(0, new NextAction("defensive stance", ACTION_HIGH + 9), nullptr))); triggers.push_back(new TriggerNode("commanding shout", NextAction::array(0, new NextAction("commanding shout", ACTION_HIGH + 8), nullptr))); triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr))); triggers.push_back(new TriggerNode("sunder armor", NextAction::array(0, new NextAction("devastate", ACTION_HIGH + 2), nullptr))); triggers.push_back(new TriggerNode("medium rage available", NextAction::array(0, new NextAction("shield slam", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("shield block", NextAction::array(0, new NextAction("shield block", ACTION_INTERRUPT + 1), nullptr))); triggers.push_back(new TriggerNode("revenge", NextAction::array(0, new NextAction("revenge", ACTION_HIGH + 2), nullptr))); triggers.push_back(new TriggerNode("disarm", NextAction::array(0, new NextAction("disarm", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("taunt", ACTION_INTERRUPT + 1), nullptr))); triggers.push_back(new TriggerNode("taunt on snare target", NextAction::array(0, new NextAction("heroic throw on snare target", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("shield wall", ACTION_MEDIUM_HEAL), nullptr))); triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("last stand", ACTION_EMERGENCY + 3), nullptr))); // triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("battle shout taunt", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("high aoe", NextAction::array(0, new NextAction("challenging shout", ACTION_HIGH + 3), nullptr))); triggers.push_back(new TriggerNode("concussion blow", NextAction::array(0, new NextAction("concussion blow", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("shield bash", NextAction::array(0, new NextAction("shield bash", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("shield bash on enemy healer", NextAction::array(0, new NextAction("shield bash on enemy healer", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("spell reflection", NextAction::array(0, new NextAction("spell reflection", ACTION_INTERRUPT + 1), nullptr))); triggers.push_back(new TriggerNode("victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("sword and board", NextAction::array(0, new NextAction("shield slam", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("rend", NextAction::array(0, new NextAction("rend", ACTION_NORMAL + 1), nullptr))); triggers.push_back(new TriggerNode("rend on attacker", NextAction::array(0, new NextAction("rend on attacker", ACTION_NORMAL + 1), nullptr))); triggers.push_back(new TriggerNode("protect party member", NextAction::array(0, new NextAction("intervene", ACTION_EMERGENCY), nullptr))); }