/* * 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" 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["feign death"] = &feign_death; creators["wing clip"] = &wing_clip; creators["raptor strike"] = &raptor_strike; } private: static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill { 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) // unused param - whipowill { return new ActionNode ("aspect of the pack", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("aspect of the cheetah"), nullptr), /*C*/ nullptr); } static ActionNode* feign_death([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill { return new ActionNode ("feign death", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* wing_clip([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill { return new ActionNode("wing clip", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("raptor strike"), nullptr), /*C*/ NextAction::array(0, new NextAction("flee"), nullptr)); } static ActionNode* raptor_strike([[maybe_unused]] PlayerbotAI* botAI) // unused param - whipowill { return new ActionNode("raptor strike", /*P*/ NextAction::array(0, new NextAction("melee"), nullptr), /*A*/ nullptr, /*C*/ nullptr); } }; GenericHunterStrategy::GenericHunterStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) { actionNodeFactories.Add(new GenericHunterStrategyActionNodeFactory()); } void GenericHunterStrategy::InitTriggers(std::vector& triggers) { CombatStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("wing clip", ACTION_HIGH), 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 low health", NextAction::array(0, new NextAction("mend pet", ACTION_HIGH + 2), nullptr))); triggers.push_back(new TriggerNode("switch to melee", NextAction::array(0, new NextAction("switch to melee", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("switch to ranged", NextAction::array(0, new NextAction("switch to ranged", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("switch to melee", ACTION_HIGH + 1), new NextAction("say::no ammo", ACTION_HIGH), nullptr))); } NextAction** HunterBoostStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("bestial wrath", 15.0f), nullptr); } void HunterBoostStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("rapid fire", NextAction::array(0, new NextAction("rapid fire", 16.0f), nullptr))); } void HunterCcStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("scare beast", NextAction::array(0, new NextAction("scare beast on cc", ACTION_HIGH + 3), nullptr))); triggers.push_back(new TriggerNode("freezing trap", NextAction::array(0, new NextAction("freezing trap on cc", ACTION_HIGH + 3), nullptr))); }