/* * 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 "HunterAiObjectContext.h" #include "DpsHunterStrategy.h" #include "HunterActions.h" #include "HunterBuffStrategies.h" #include "HunterTriggers.h" #include "GenericHunterNonCombatStrategy.h" #include "NamedObjectContext.h" #include "Playerbots.h" class HunterStrategyFactoryInternal : public NamedObjectContext { public: HunterStrategyFactoryInternal() { creators["dps"] = &HunterStrategyFactoryInternal::dps; creators["nc"] = &HunterStrategyFactoryInternal::nc; creators["aoe"] = &HunterStrategyFactoryInternal::aoe; creators["dps debuff"] = &HunterStrategyFactoryInternal::dps_debuff; creators["boost"] = &HunterStrategyFactoryInternal::boost; creators["pet"] = &HunterStrategyFactoryInternal::pet; creators["cc"] = &HunterStrategyFactoryInternal::cc; } private: static Strategy* aoe(PlayerbotAI* botAI) { return new DpsAoeHunterStrategy(botAI); } static Strategy* dps(PlayerbotAI* botAI) { return new DpsHunterStrategy(botAI); } static Strategy* nc(PlayerbotAI* botAI) { return new GenericHunterNonCombatStrategy(botAI); } static Strategy* dps_debuff(PlayerbotAI* botAI) { return new DpsHunterDebuffStrategy(botAI); } static Strategy* boost(PlayerbotAI* botAI) { return new HunterBoostStrategy(botAI); } static Strategy* pet(PlayerbotAI* botAI) { return new HunterPetStrategy(botAI); } static Strategy* cc(PlayerbotAI* botAI) { return new HunterCcStrategy(botAI); } }; class HunterBuffStrategyFactoryInternal : public NamedObjectContext { public: HunterBuffStrategyFactoryInternal() : NamedObjectContext(false, true) { creators["bspeed"] = &HunterBuffStrategyFactoryInternal::bspeed; creators["bdps"] = &HunterBuffStrategyFactoryInternal::bdps; creators["bmana"] = &HunterBuffStrategyFactoryInternal::bmana; creators["rnature"] = &HunterBuffStrategyFactoryInternal::rnature; } private: static Strategy* bspeed(PlayerbotAI* botAI) { return new HunterBuffSpeedStrategy(botAI); } static Strategy* bdps(PlayerbotAI* botAI) { return new HunterBuffDpsStrategy(botAI); } static Strategy* bmana(PlayerbotAI* botAI) { return new HunterBuffManaStrategy(botAI); } static Strategy* rnature(PlayerbotAI* botAI) { return new HunterNatureResistanceStrategy(botAI); } }; class HunterTriggerFactoryInternal : public NamedObjectContext { public: HunterTriggerFactoryInternal() { creators["aspect of the viper"] = &HunterTriggerFactoryInternal::aspect_of_the_viper; creators["black arrow"] = &HunterTriggerFactoryInternal::black_arrow; creators["no stings"] = &HunterTriggerFactoryInternal::NoStings; creators["hunters pet dead"] = &HunterTriggerFactoryInternal::hunters_pet_dead; creators["hunters pet low health"] = &HunterTriggerFactoryInternal::hunters_pet_low_health; creators["hunter's mark"] = &HunterTriggerFactoryInternal::hunters_mark; creators["freezing trap"] = &HunterTriggerFactoryInternal::freezing_trap; creators["aspect of the pack"] = &HunterTriggerFactoryInternal::aspect_of_the_pack; creators["rapid fire"] = &HunterTriggerFactoryInternal::rapid_fire; creators["aspect of the hawk"] = &HunterTriggerFactoryInternal::aspect_of_the_hawk; creators["aspect of the monkey"] = &HunterTriggerFactoryInternal::aspect_of_the_monkey; creators["aspect of the wild"] = &HunterTriggerFactoryInternal::aspect_of_the_wild; creators["aspect of the viper"] = &HunterTriggerFactoryInternal::aspect_of_the_viper; creators["trueshot aura"] = &HunterTriggerFactoryInternal::trueshot_aura; creators["serpent sting on attacker"] = &HunterTriggerFactoryInternal::serpent_sting_on_attacker; creators["pet not happy"] = &HunterTriggerFactoryInternal::pet_not_happy; creators["concussive shot on snare target"] = &HunterTriggerFactoryInternal::concussive_shot_on_snare_target; creators["scare beast"] = &HunterTriggerFactoryInternal::scare_beast; creators["low ammo"] = &HunterTriggerFactoryInternal::low_ammo; creators["no ammo"] = &HunterTriggerFactoryInternal::no_ammo; creators["has ammo"] = &HunterTriggerFactoryInternal::has_ammo; creators["switch to melee"] = &HunterTriggerFactoryInternal::switch_to_melee; creators["switch to ranged"] = &HunterTriggerFactoryInternal::switch_to_ranged; creators["misdirection on main tank"] = &HunterTriggerFactoryInternal::misdirection_on_main_tank; creators["tranquilizing shot"] = &HunterTriggerFactoryInternal::remove_enrage; } private: static Trigger* auto_shot(PlayerbotAI* botAI) { return new AutoShotTrigger(botAI); } static Trigger* scare_beast(PlayerbotAI* botAI) { return new ScareBeastTrigger(botAI); } static Trigger* concussive_shot_on_snare_target(PlayerbotAI* botAI) { return new ConsussiveShotSnareTrigger(botAI); } static Trigger* pet_not_happy(PlayerbotAI* botAI) { return new HunterPetNotHappy(botAI); } static Trigger* serpent_sting_on_attacker(PlayerbotAI* botAI) { return new SerpentStingOnAttackerTrigger(botAI); } static Trigger* trueshot_aura(PlayerbotAI* botAI) { return new TrueshotAuraTrigger(botAI); } static Trigger* aspect_of_the_viper(PlayerbotAI* botAI) { return new HunterAspectOfTheViperTrigger(botAI); } static Trigger* black_arrow(PlayerbotAI* botAI) { return new BlackArrowTrigger(botAI); } static Trigger* NoStings(PlayerbotAI* botAI) { return new HunterNoStingsActiveTrigger(botAI); } static Trigger* hunters_pet_dead(PlayerbotAI* botAI) { return new HuntersPetDeadTrigger(botAI); } static Trigger* hunters_pet_low_health(PlayerbotAI* botAI) { return new HuntersPetLowHealthTrigger(botAI); } static Trigger* hunters_mark(PlayerbotAI* botAI) { return new HuntersMarkTrigger(botAI); } static Trigger* freezing_trap(PlayerbotAI* botAI) { return new FreezingTrapTrigger(botAI); } static Trigger* aspect_of_the_pack(PlayerbotAI* botAI) { return new HunterAspectOfThePackTrigger(botAI); } static Trigger* rapid_fire(PlayerbotAI* botAI) { return new RapidFireTrigger(botAI); } static Trigger* aspect_of_the_hawk(PlayerbotAI* botAI) { return new HunterAspectOfTheHawkTrigger(botAI); } static Trigger* aspect_of_the_monkey(PlayerbotAI* botAI) { return new HunterAspectOfTheMonkeyTrigger(botAI); } static Trigger* aspect_of_the_wild(PlayerbotAI* botAI) { return new HunterAspectOfTheWildTrigger(botAI); } static Trigger* low_ammo(PlayerbotAI* botAI) { return new HunterLowAmmoTrigger(botAI); } static Trigger* no_ammo(PlayerbotAI* botAI) { return new HunterNoAmmoTrigger(botAI); } static Trigger* has_ammo(PlayerbotAI* botAI) { return new HunterHasAmmoTrigger(botAI); } static Trigger* switch_to_melee(PlayerbotAI* botAI) { return new SwitchToMeleeTrigger(botAI); } static Trigger* switch_to_ranged(PlayerbotAI* botAI) { return new SwitchToRangedTrigger(botAI); } static Trigger* misdirection_on_main_tank(PlayerbotAI* ai) { return new MisdirectionOnMainTankTrigger(ai); } static Trigger* remove_enrage(PlayerbotAI* ai) { return new TargetRemoveEnrageTrigger(ai); } }; class HunterAiObjectContextInternal : public NamedObjectContext { public: HunterAiObjectContextInternal() { creators["auto shot"] = &HunterAiObjectContextInternal::auto_shot; creators["aimed shot"] = &HunterAiObjectContextInternal::aimed_shot; creators["chimera shot"] = &HunterAiObjectContextInternal::chimera_shot; creators["explosive shot"] = &HunterAiObjectContextInternal::explosive_shot; creators["arcane shot"] = &HunterAiObjectContextInternal::arcane_shot; creators["concussive shot"] = &HunterAiObjectContextInternal::concussive_shot; creators["distracting shot"] = &HunterAiObjectContextInternal::distracting_shot; creators["multi-shot"] = &HunterAiObjectContextInternal::multi_shot; creators["volley"] = &HunterAiObjectContextInternal::volley; creators["serpent sting"] = &HunterAiObjectContextInternal::serpent_sting; creators["serpent sting on attacker"] = &HunterAiObjectContextInternal::serpent_sting_on_attacker; creators["wyvern sting"] = &HunterAiObjectContextInternal::wyvern_sting; creators["viper sting"] = &HunterAiObjectContextInternal::viper_sting; creators["scorpid sting"] = &HunterAiObjectContextInternal::scorpid_sting; creators["hunter's mark"] = &HunterAiObjectContextInternal::hunters_mark; creators["mend pet"] = &HunterAiObjectContextInternal::mend_pet; creators["revive pet"] = &HunterAiObjectContextInternal::revive_pet; creators["call pet"] = &HunterAiObjectContextInternal::call_pet; creators["black arrow"] = &HunterAiObjectContextInternal::black_arrow; creators["freezing trap"] = &HunterAiObjectContextInternal::freezing_trap; creators["rapid fire"] = &HunterAiObjectContextInternal::rapid_fire; creators["boost"] = &HunterAiObjectContextInternal::rapid_fire; creators["readiness"] = &HunterAiObjectContextInternal::readiness; creators["aspect of the hawk"] = &HunterAiObjectContextInternal::aspect_of_the_hawk; creators["aspect of the monkey"] = &HunterAiObjectContextInternal::aspect_of_the_monkey; creators["aspect of the wild"] = &HunterAiObjectContextInternal::aspect_of_the_wild; creators["aspect of the viper"] = &HunterAiObjectContextInternal::aspect_of_the_viper; creators["aspect of the pack"] = &HunterAiObjectContextInternal::aspect_of_the_pack; creators["aspect of the cheetah"] = &HunterAiObjectContextInternal::aspect_of_the_cheetah; creators["trueshot aura"] = &HunterAiObjectContextInternal::trueshot_aura; creators["feign death"] = &HunterAiObjectContextInternal::feign_death; creators["wing clip"] = &HunterAiObjectContextInternal::wing_clip; creators["raptor strike"] = &HunterAiObjectContextInternal::raptor_strike; creators["mongoose bite"] = &HunterAiObjectContextInternal::mongoose_bite; creators["feed pet"] = &HunterAiObjectContextInternal::feed_pet; creators["bestial wrath"] = &HunterAiObjectContextInternal::bestial_wrath; creators["scare beast"] = &HunterAiObjectContextInternal::scare_beast; creators["scare beast on cc"] = &HunterAiObjectContextInternal::scare_beast_on_cc; creators["aspect of the dragonhawk"] = &HunterAiObjectContextInternal::aspect_of_the_dragonhawk; creators["tranquilizing shot"] = &HunterAiObjectContextInternal::tranquilizing_shot; creators["steady shot"] = &HunterAiObjectContextInternal::steady_shot; creators["kill shot"] = &HunterAiObjectContextInternal::kill_shot; creators["misdirection on main tank"] = &HunterAiObjectContextInternal::misdirection_on_main_tank; } private: static Action* scare_beast(PlayerbotAI* botAI) { return new CastScareBeastAction(botAI); } static Action* scare_beast_on_cc(PlayerbotAI* botAI) { return new CastScareBeastCcAction(botAI); } static Action* bestial_wrath(PlayerbotAI* botAI) { return new CastBestialWrathAction(botAI); } static Action* feed_pet(PlayerbotAI* botAI) { return new FeedPetAction(botAI); } static Action* feign_death(PlayerbotAI* botAI) { return new CastFeignDeathAction(botAI); } static Action* trueshot_aura(PlayerbotAI* botAI) { return new CastTrueshotAuraAction(botAI); } static Action* auto_shot(PlayerbotAI* botAI) { return new CastAutoShotAction(botAI); } static Action* aimed_shot(PlayerbotAI* botAI) { return new CastAimedShotAction(botAI); } static Action* chimera_shot(PlayerbotAI* botAI) { return new CastChimeraShotAction(botAI); } static Action* explosive_shot(PlayerbotAI* botAI) { return new CastExplosiveShotAction(botAI); } static Action* arcane_shot(PlayerbotAI* botAI) { return new CastArcaneShotAction(botAI); } static Action* concussive_shot(PlayerbotAI* botAI) { return new CastConcussiveShotAction(botAI); } static Action* distracting_shot(PlayerbotAI* botAI) { return new CastDistractingShotAction(botAI); } static Action* multi_shot(PlayerbotAI* botAI) { return new CastMultiShotAction(botAI); } static Action* volley(PlayerbotAI* botAI) { return new CastVolleyAction(botAI); } static Action* serpent_sting(PlayerbotAI* botAI) { return new CastSerpentStingAction(botAI); } static Action* serpent_sting_on_attacker(PlayerbotAI* botAI) { return new CastSerpentStingOnAttackerAction(botAI); } static Action* wyvern_sting(PlayerbotAI* botAI) { return new CastWyvernStingAction(botAI); } static Action* viper_sting(PlayerbotAI* botAI) { return new CastViperStingAction(botAI); } static Action* scorpid_sting(PlayerbotAI* botAI) { return new CastScorpidStingAction(botAI); } static Action* hunters_mark(PlayerbotAI* botAI) { return new CastHuntersMarkAction(botAI); } static Action* mend_pet(PlayerbotAI* botAI) { return new CastMendPetAction(botAI); } static Action* revive_pet(PlayerbotAI* botAI) { return new CastRevivePetAction(botAI); } static Action* call_pet(PlayerbotAI* botAI) { return new CastCallPetAction(botAI); } static Action* black_arrow(PlayerbotAI* botAI) { return new CastBlackArrow(botAI); } static Action* freezing_trap(PlayerbotAI* botAI) { return new CastFreezingTrap(botAI); } static Action* rapid_fire(PlayerbotAI* botAI) { return new CastRapidFireAction(botAI); } static Action* readiness(PlayerbotAI* botAI) { return new CastReadinessAction(botAI); } static Action* aspect_of_the_hawk(PlayerbotAI* botAI) { return new CastAspectOfTheHawkAction(botAI); } static Action* aspect_of_the_monkey(PlayerbotAI* botAI) { return new CastAspectOfTheMonkeyAction(botAI); } static Action* aspect_of_the_wild(PlayerbotAI* botAI) { return new CastAspectOfTheWildAction(botAI); } static Action* aspect_of_the_viper(PlayerbotAI* botAI) { return new CastAspectOfTheViperAction(botAI); } static Action* aspect_of_the_pack(PlayerbotAI* botAI) { return new CastAspectOfThePackAction(botAI); } static Action* aspect_of_the_cheetah(PlayerbotAI* botAI) { return new CastAspectOfTheCheetahAction(botAI); } static Action* wing_clip(PlayerbotAI* botAI) { return new CastWingClipAction(botAI); } static Action* raptor_strike(PlayerbotAI* botAI) { return new CastRaptorStrikeAction(botAI); } static Action* mongoose_bite(PlayerbotAI* botAI) { return new CastMongooseBiteAction(botAI); } static Action* aspect_of_the_dragonhawk(PlayerbotAI* ai) { return new CastAspectOfTheDragonhawkAction(ai); } static Action* tranquilizing_shot(PlayerbotAI* ai) { return new CastTranquilizingShotAction(ai); } static Action* steady_shot(PlayerbotAI* ai) { return new CastSteadyShotAction(ai); } static Action* kill_shot(PlayerbotAI* ai) { return new CastKillShotAction(ai); } static Action* misdirection_on_main_tank(PlayerbotAI* ai) { return new CastMisdirectionOnMainTankAction(ai); } }; HunterAiObjectContext::HunterAiObjectContext(PlayerbotAI* botAI) : AiObjectContext(botAI) { strategyContexts.Add(new HunterStrategyFactoryInternal()); strategyContexts.Add(new HunterBuffStrategyFactoryInternal()); actionContexts.Add(new HunterAiObjectContextInternal()); triggerContexts.Add(new HunterTriggerFactoryInternal()); }