/* * 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 "GenericPriestStrategy.h" #include "GenericPriestStrategyActionNodeFactory.h" #include "HealPriestStrategy.h" #include "Playerbots.h" GenericPriestStrategy::GenericPriestStrategy(PlayerbotAI* botAI) : RangedCombatStrategy(botAI) { actionNodeFactories.Add(new GenericPriestStrategyActionNodeFactory()); } void GenericPriestStrategy::InitTriggers(std::vector& triggers) { CombatStrategy::InitTriggers(triggers); // triggers.push_back(new TriggerNode("medium health", NextAction::array(0, new NextAction("greater heal", 25.0f), // nullptr))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("power word: // shield", 61.0f), new NextAction("greater heal", 60.0f), nullptr))); triggers.push_back(new TriggerNode("critical // health", NextAction::array(0, new NextAction("remove shadowform", 72.0f), new NextAction("power word: // shield", 71.0f), new NextAction("flash heal", 70.0f), nullptr))); triggers.push_back(new TriggerNode("party // member critical health", NextAction::array(0, new NextAction("remove shadowform", 62.0f), new NextAction("power // word: shield on party", 61.0f), new NextAction("flash heal on party", 60.0f), nullptr))); triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("fade", 55.0f), nullptr))); // triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("psychic // scream", 50.0f), nullptr))); triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new // NextAction("inner focus", 42.0f), nullptr))); triggers.push_back(new TriggerNode("medium mana", // NextAction::array(0, new NextAction("symbol of hope", ACTION_EMERGENCY), nullptr))); triggers.push_back(new // TriggerNode("low mana", NextAction::array(0, new NextAction("consume magic", 10.0f), nullptr))); // triggers.push_back( // new TriggerNode("inner focus", NextAction::array(0, new NextAction("inner focus", 42.0f), nullptr))); triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("desperate prayer", ACTION_HIGH + 5), nullptr))); // triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new // NextAction("elune's grace", ACTION_EMERGENCY), nullptr))); triggers.push_back(new TriggerNode("chastise", // NextAction::array(0, new NextAction("chastise", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode( "critical health", NextAction::array(0, new NextAction("power word: shield", ACTION_NORMAL), NULL))); triggers.push_back( new TriggerNode("low health", NextAction::array(0, new NextAction("power word: shield", ACTION_HIGH), NULL))); triggers.push_back( new TriggerNode("medium mana", NextAction::array(0, new NextAction("shadowfiend", ACTION_HIGH + 2), new NextAction("inner focus", ACTION_HIGH + 1), nullptr))); triggers.push_back( new TriggerNode("low mana", NextAction::array(0, new NextAction("hymn of hope", ACTION_HIGH), NULL))); triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr))); triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr))); triggers.push_back(new TriggerNode("being attacked", NextAction::array(0, new NextAction("power word: shield", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("new pet", NextAction::array(0, new NextAction("set pet stance", 60.0f), nullptr))); } PriestCureStrategy::PriestCureStrategy(PlayerbotAI* botAI) : Strategy(botAI) { actionNodeFactories.Add(new CurePriestStrategyActionNodeFactory()); } void PriestCureStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("dispel magic", NextAction::array(0, new NextAction("dispel magic", 41.0f), nullptr))); triggers.push_back(new TriggerNode("dispel magic on party", NextAction::array(0, new NextAction("dispel magic on party", 40.0f), nullptr))); triggers.push_back( new TriggerNode("cure disease", NextAction::array(0, new NextAction("abolish disease", 31.0f), nullptr))); triggers.push_back(new TriggerNode( "party member cure disease", NextAction::array(0, new NextAction("abolish disease on party", 30.0f), nullptr))); } void PriestBoostStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("power infusion", NextAction::array(0, new NextAction("power infusion", 41.0f), nullptr))); triggers.push_back(new TriggerNode("boost", NextAction::array(0, new NextAction("shadowfiend", 20.0f), nullptr))); } void PriestCcStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("shackle undead", NextAction::array(0, new NextAction("shackle undead", 31.0f), nullptr))); } void PriestHealerDpsStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("healer should attack", NextAction::array(0, new NextAction("shadow word: pain", ACTION_DEFAULT + 0.5f), new NextAction("holy fire", ACTION_DEFAULT + 0.4f), new NextAction("smite", ACTION_DEFAULT + 0.3f), new NextAction("mind blast", ACTION_DEFAULT + 0.2f), new NextAction("shoot", ACTION_DEFAULT), nullptr))); triggers.push_back( new TriggerNode("medium aoe and healer should attack", NextAction::array(0, new NextAction("mind sear", ACTION_DEFAULT + 0.5f), nullptr))); }