/* * 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 "BloodDKStrategy.h" #include "Playerbots.h" class BloodDKStrategyActionNodeFactory : public NamedObjectFactory { public: BloodDKStrategyActionNodeFactory() { //creators["melee"] = &melee; //creators["blood strike"] = &blood_strike; creators["rune strike"] = &rune_strike; creators["heart strike"] = &heart_strike; creators["death strike"] = &death_strike; //creators["death grip"] = &death_grip; //creators["plague strike"] = &plague_strike; //creators["pestilence"] = &pestilence; //creators["icy touch"] = &icy_touch; //creators["obliterate"] = &obliterate; //creators["blood boil"] = &blood_boil; //creators["mark of_blood"] = &mark_of_blood; //creators["blood presence"] = &blood_presence; //creators["rune tap"] = &rune_tap; //creators["vampiric blood"] = &vampiric_blood; //creators["death pact"] = &death_pact; //creators["death rune_mastery"] = &death_rune_mastery; //creators["hysteria"] = &hysteria; //creators["dancing weapon"] = &dancing_weapon; creators["dark command"] = &dark_command; creators["taunt spell"] = &dark_command; } private: static ActionNode* rune_strike([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("rune strike", /*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr), /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* heart_strike([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("heart strike", /*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr), /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("death strike", /*P*/ NextAction::array(0, new NextAction("frost presence"), nullptr), /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* dark_command([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("dark command", /*P*/ NextAction::array(0, new NextAction("frost presence"), NULL), /*A*/ NextAction::array(0, new NextAction("death grip"), NULL), /*C*/ NULL); } }; BloodDKStrategy::BloodDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI) { actionNodeFactories.Add(new BloodDKStrategyActionNodeFactory()); } NextAction** BloodDKStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("rune strike", ACTION_NORMAL + 7), new NextAction("heart strike", ACTION_NORMAL + 6), new NextAction("icy touch", ACTION_NORMAL + 5), new NextAction("death coil", ACTION_NORMAL + 4), new NextAction("plague strike", ACTION_NORMAL + 3), new NextAction("blood strike", ACTION_NORMAL + 2), new NextAction("melee", ACTION_NORMAL), NULL); } void BloodDKStrategy::InitTriggers(std::vector& triggers) { GenericDKStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("rune strike", NextAction::array(0, new NextAction("rune strike", ACTION_NORMAL + 3), nullptr))); triggers.push_back(new TriggerNode("blood tap", NextAction::array(0, new NextAction("blood tap", ACTION_HIGH + 5), nullptr))); triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("dark command", ACTION_HIGH + 3), nullptr))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("blood tap", ACTION_HIGH + 5), new NextAction("vampiric blood", ACTION_HIGH + 3), new NextAction("death strike", ACTION_HIGH + 4), nullptr))); }