Files
mod-playerbots/src/strategy/generic/DeadStrategy.cpp
ThePenguinMan96 00cc2468f1 Warlock overhaul (#1397)
This is a complete overhaul of the warlock class, making 3 new strategies (affliction, demonology, and destruction), as well as finishing the warlock tank strategy (shadow ward and searing pain). It also includes a soulstone fix, where the bots can change who they soulstone based on the non-combat strategies you set for them. It also includes a self-resurrect action and trigger that allows the bots to resurrect using a soulstone or reincarnation. Many other skills were added to finish out the warlock skillset.
2025-06-27 20:00:38 +02:00

33 lines
1.6 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 "DeadStrategy.h"
#include "Playerbots.h"
void DeadStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
PassTroughStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode("often", NextAction::array(0, new NextAction("auto release", relevance), nullptr)));
triggers.push_back(
new TriggerNode("bg active", NextAction::array(0, new NextAction("auto release", relevance), nullptr)));
triggers.push_back(
new TriggerNode("dead", NextAction::array(0, new NextAction("find corpse", relevance), nullptr)));
triggers.push_back(new TriggerNode(
"corpse near", NextAction::array(0, new NextAction("revive from corpse", relevance - 1.0f), nullptr)));
triggers.push_back(new TriggerNode("resurrect request",
NextAction::array(0, new NextAction("accept resurrect", relevance), nullptr)));
triggers.push_back(
new TriggerNode("falling far", NextAction::array(0, new NextAction("repop", relevance + 1.f), nullptr)));
triggers.push_back(
new TriggerNode("location stuck", NextAction::array(0, new NextAction("repop", relevance + 1), nullptr)));
triggers.push_back(new TriggerNode(
"can self resurrect", NextAction::array(0, new NextAction("self resurrect", relevance + 2.0f), nullptr)));
}
DeadStrategy::DeadStrategy(PlayerbotAI* botAI) : PassTroughStrategy(botAI) {}