/* * 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 "BearTankDruidStrategy.h" #include "Playerbots.h" class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory { public: BearTankDruidStrategyActionNodeFactory() { creators["melee"] = &melee; creators["feral charge - bear"] = &feral_charge_bear; creators["swipe (bear)"] = &swipe_bear; creators["faerie fire (feral)"] = &faerie_fire_feral; creators["bear form"] = &bear_form; creators["dire bear form"] = &dire_bear_form; creators["mangle (bear)"] = &mangle_bear; creators["maul"] = &maul; creators["bash"] = &bash; creators["swipe"] = &swipe; creators["lacerate"] = &lacerate; creators["demoralizing roar"] = &demoralizing_roar; creators["taunt spell"] = &growl; } private: static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("melee", /*P*/ NextAction::array(0, new NextAction("feral charge - bear"), nullptr), /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* feral_charge_bear([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("feral charge - bear", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("reach melee"), nullptr), /*C*/ nullptr); } static ActionNode* swipe_bear([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("swipe (bear)", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("faerie fire (feral)", /*P*/ NextAction::array(0, new NextAction("feral charge - bear"), nullptr), /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* bear_form([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("bear form", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* dire_bear_form([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("dire bear form", /*P*/ NextAction::array(0, new NextAction("caster form"), nullptr), /*A*/ NextAction::array(0, new NextAction("bear form"), nullptr), /*C*/ nullptr); } static ActionNode* mangle_bear([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("mangle (bear)", /*P*/ nullptr, // /*A*/ NextAction::array(0, new NextAction("lacerate"), nullptr), nullptr, /*C*/ nullptr); } static ActionNode* maul([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("maul", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("melee"), nullptr), /*C*/ nullptr); } static ActionNode* bash([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("bash", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("melee"), nullptr), /*C*/ nullptr); } static ActionNode* swipe([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("swipe", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("melee"), nullptr), /*C*/ nullptr); } static ActionNode* lacerate([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("lacerate", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("maul"), nullptr), /*C*/ nullptr); } static ActionNode* growl([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("growl", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* demoralizing_roar([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("demoralizing roar", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } }; BearTankDruidStrategy::BearTankDruidStrategy(PlayerbotAI* botAI) : FeralDruidStrategy(botAI) { actionNodeFactories.Add(new BearTankDruidStrategyActionNodeFactory()); } NextAction** BearTankDruidStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("mangle (bear)", ACTION_DEFAULT + 0.5f), new NextAction("faerie fire (feral)", ACTION_DEFAULT + 0.4f), new NextAction("lacerate", ACTION_DEFAULT + 0.3f), new NextAction("maul", ACTION_DEFAULT + 0.2f), new NextAction("enrage", ACTION_DEFAULT + 0.1f), new NextAction("melee", ACTION_DEFAULT), nullptr); } void BearTankDruidStrategy::InitTriggers(std::vector &triggers) { FeralDruidStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("feral charge - bear", ACTION_NORMAL + 8), nullptr))); // triggers.push_back(new TriggerNode("thorns", NextAction::array(0, new NextAction("thorns", ACTION_HIGH + 9), nullptr))); triggers.push_back(new TriggerNode("bear form", NextAction::array(0, new NextAction("dire bear form", ACTION_HIGH + 8), nullptr))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("frenzied regeneration", ACTION_HIGH + 7), nullptr))); triggers.push_back(new TriggerNode("faerie fire (feral)", NextAction::array(0, new NextAction("faerie fire (feral)", ACTION_HIGH + 7), nullptr))); triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("growl", ACTION_HIGH + 8), nullptr))); triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("demoralizing roar", ACTION_HIGH + 6), new NextAction("swipe (bear)", ACTION_HIGH + 6), nullptr))); triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("swipe (bear)", ACTION_HIGH + 5), nullptr))); triggers.push_back(new TriggerNode("bash", NextAction::array(0, new NextAction("bash", ACTION_INTERRUPT + 2), nullptr))); triggers.push_back(new TriggerNode("bash on enemy healer", NextAction::array(0, new NextAction("bash on enemy healer", ACTION_INTERRUPT + 1), nullptr))); }