mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
71 lines
3.2 KiB
C++
71 lines
3.2 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "GenericHunterNonCombatStrategy.h"
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#include "Playerbots.h"
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class GenericHunterNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericHunterNonCombatStrategyActionNodeFactory()
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{
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creators["rapid fire"] = &rapid_fire;
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creators["boost"] = &rapid_fire;
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creators["aspect of the pack"] = &aspect_of_the_pack;
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}
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private:
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static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rapid fire",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("readiness"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("aspect of the pack",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("aspect of the cheetah"), nullptr),
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/*C*/ nullptr);
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}
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};
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GenericHunterNonCombatStrategy::GenericHunterNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericHunterNonCombatStrategyActionNodeFactory());
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}
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void GenericHunterNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode("trueshot aura", NextAction::array(0, new NextAction("trueshot aura", 2.0f), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("low ammo", NextAction::array(0, new NextAction("say::low ammo", ACTION_NORMAL), nullptr)));
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triggers.push_back(
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new TriggerNode("no track", NextAction::array(0, new NextAction("track humanoids", ACTION_NORMAL), nullptr)));
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// triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("switch to melee",
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// ACTION_NORMAL + 1), new NextAction("say::no ammo", ACTION_NORMAL), nullptr))); triggers.push_back(new
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// TriggerNode("has ammo", NextAction::array(0, new NextAction("switch to ranged", ACTION_NORMAL), nullptr)));
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}
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void HunterPetStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("call pet", 60.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("pet not happy", NextAction::array(0, new NextAction("feed pet", 60.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("hunters pet medium health", NextAction::array(0, new NextAction("mend pet", 60.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("hunters pet dead", NextAction::array(0, new NextAction("revive pet", 60.0f), nullptr)));
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}
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