Files
mod-playerbots/src/strategy/priest/GenericPriestStrategy.cpp
2024-10-04 14:14:16 +08:00

110 lines
5.8 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, 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<TriggerNode*>& 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)));
}
PriestCureStrategy::PriestCureStrategy(PlayerbotAI* botAI) : Strategy(botAI)
{
actionNodeFactories.Add(new CurePriestStrategyActionNodeFactory());
}
void PriestCureStrategy::InitTriggers(std::vector<TriggerNode*>& 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<TriggerNode*>& 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<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("shackle undead", NextAction::array(0, new NextAction("shackle undead", 31.0f), nullptr)));
}
void PriestAssistDpsStrategy::InitTriggers(std::vector<TriggerNode*>& 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("mind blast", ACTION_DEFAULT + 0.3f),
new NextAction("smite", ACTION_DEFAULT + 0.1f),
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)));
}