/* * 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 "GenericHunterStrategy.h" #include "Playerbots.h" #include "Strategy.h" class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory { public: GenericHunterStrategyActionNodeFactory() { creators["rapid fire"] = &rapid_fire; creators["boost"] = &rapid_fire; creators["aspect of the pack"] = &aspect_of_the_pack; creators["aspect of the dragonhawk"] = &aspect_of_the_dragonhawk; creators["feign death"] = &feign_death; creators["wing clip"] = &wing_clip; creators["mongoose bite"] = &mongoose_bite; creators["raptor strike"] = &raptor_strike; creators["explosive trap"] = &explosive_trap; } 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); } static ActionNode* aspect_of_the_dragonhawk([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("aspect of the dragonhawk", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("aspect of the hawk"), nullptr), /*C*/ nullptr); } static ActionNode* feign_death([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("feign death", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* wing_clip([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("wing clip", /*P*/ nullptr, // /*A*/ NextAction::array(0, new NextAction("mongoose bite"), nullptr), nullptr, /*C*/ nullptr); } static ActionNode* mongoose_bite([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("mongoose bite", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("raptor strike"), nullptr), /*C*/ nullptr); } static ActionNode* raptor_strike([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("raptor strike", /*P*/ NextAction::array(0, new NextAction("melee"), nullptr), /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* explosive_trap([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("explosive trap", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("immolation trap"), nullptr), /*C*/ nullptr); } }; GenericHunterStrategy::GenericHunterStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) { actionNodeFactories.Add(new GenericHunterStrategyActionNodeFactory()); } void GenericHunterStrategy::InitTriggers(std::vector& triggers) { CombatStrategy::InitTriggers(triggers); // Mark/Ammo/Mana Triggers triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("equip upgrades", 30.0f), nullptr))); triggers.push_back(new TriggerNode("hunter's mark", NextAction::array(0, new NextAction("hunter's mark", 29.5f), nullptr))); triggers.push_back(new TriggerNode("rapid fire", NextAction::array(0, new NextAction("rapid fire", 29.0f), nullptr))); triggers.push_back(new TriggerNode("aspect of the viper", NextAction::array(0, new NextAction("aspect of the viper", 28.0f), NULL))); triggers.push_back(new TriggerNode("aspect of the hawk", NextAction::array(0, new NextAction("aspect of the dragonhawk", 27.5f), nullptr))); // Aggro/Threat/Defensive Triggers triggers.push_back(new TriggerNode("has aggro", NextAction::array(0, new NextAction("concussive shot", 20.0f), nullptr))); triggers.push_back(new TriggerNode("low tank threat", NextAction::array(0, new NextAction("misdirection on main tank", 27.0f), NULL))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("deterrence", 35.0f), 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("medium threat", NextAction::array(0, new NextAction("feign death", 35.0f), nullptr))); triggers.push_back(new TriggerNode("hunters pet medium health", NextAction::array(0, new NextAction("mend pet", 22.0f), nullptr))); triggers.push_back(new TriggerNode("hunters pet low health", NextAction::array(0, new NextAction("mend pet", 21.0f), nullptr))); // Dispel Triggers triggers.push_back(new TriggerNode("tranquilizing shot enrage", NextAction::array(0, new NextAction("tranquilizing shot", 61.0f), NULL))); triggers.push_back(new TriggerNode("tranquilizing shot magic", NextAction::array(0, new NextAction("tranquilizing shot", 61.0f), NULL))); // Ranged-based Triggers triggers.push_back(new TriggerNode("enemy within melee", NextAction::array(0, new NextAction("explosive trap", 37.0f), new NextAction("mongoose bite", 22.0f), new NextAction("wing clip", 21.0f), nullptr))); triggers.push_back(new TriggerNode("enemy too close for auto shot", NextAction::array(0, new NextAction("disengage", 35.0f), new NextAction("flee", 34.0f), nullptr))); } // ===== AoE Strategy, 2/3+ enemies ===== AoEHunterStrategy::AoEHunterStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {} void AoEHunterStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("volley channel check", NextAction::array(0, new NextAction("cancel channel", 23.0f), nullptr))); triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("volley", 22.0f), nullptr))); triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("multi-shot", 21.0f), nullptr))); } void HunterBoostStrategy::InitTriggers(std::vector& triggers) { } void HunterCcStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("scare beast", NextAction::array(0, new NextAction("scare beast on cc", 23.0f), nullptr))); triggers.push_back(new TriggerNode("freezing trap", NextAction::array(0, new NextAction("freezing trap on cc", 23.0f), nullptr))); } void HunterTrapWeaveStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("immolation trap no cd", NextAction::array(0, new NextAction("reach melee", 23.0f), nullptr))); }