mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
97 lines
3.9 KiB
C++
97 lines
3.9 KiB
C++
/*
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* 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.
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*/
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#include "DpsWarlockStrategy.h"
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#include "Playerbots.h"
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class DpsWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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DpsWarlockStrategyActionNodeFactory()
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{
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creators["shadow bolt"] = &shadow_bolt;
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creators["unstable affliction"] = &unstable_affliction;
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creators["unstable affliction on attacker"] = &unstable_affliction_on_attacker;
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}
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private:
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static ActionNode* shadow_bolt([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("shadow bolt",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* unstable_affliction(PlayerbotAI* ai)
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{
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return new ActionNode ("unstable affliction",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("immolate"), NULL),
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/*C*/ NULL);
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}
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static ActionNode* unstable_affliction_on_attacker(PlayerbotAI* ai)
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{
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return new ActionNode ("unstable affliction on attacker",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("immolate on attacker"), NULL),
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/*C*/ NULL);
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}
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};
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DpsWarlockStrategy::DpsWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI)
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{
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actionNodeFactories.Add(new DpsWarlockStrategyActionNodeFactory());
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}
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NextAction** DpsWarlockStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("haunt", 14.0f),
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new NextAction("demonic empowerment", 13.0f),
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new NextAction("shadow bolt", 10.0f),
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nullptr);
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}
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void DpsWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericWarlockStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("backlash", NextAction::array(0, new NextAction("shadow bolt", 20.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"haunt",
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NextAction::array(0, new NextAction("haunt", 26.0f), NULL)));
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triggers.push_back(new TriggerNode(
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"shadow trance",
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NextAction::array(0, new NextAction("shadow bolt", 15.0f), NULL)));
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triggers.push_back(new TriggerNode(
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"backlash",
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NextAction::array(0, new NextAction("shadow bolt", 15.0f), NULL)));
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triggers.push_back(new TriggerNode(
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"molten core",
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NextAction::array(0, new NextAction("incinerate", 15.0f), NULL)));
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triggers.push_back(new TriggerNode(
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"decimation",
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NextAction::array(0, new NextAction("soul fire", 16.0f), NULL)));
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}
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void DpsAoeWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("rain of fire", 37.0f), nullptr)));
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triggers.push_back(new TriggerNode("corruption on attacker", NextAction::array(0, new NextAction("corruption on attacker", 27.0f), nullptr)));
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// triggers.push_back(new TriggerNode("curse of agony on attacker", NextAction::array(0, new NextAction("curse of agony on attacker", 28.0f), nullptr)));
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triggers.push_back(new TriggerNode("unstable affliction on attacker", NextAction::array(0, new NextAction("unstable affliction on attacker", 22.0f), NULL)));
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}
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void DpsWarlockDebuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("corruption", NextAction::array(0, new NextAction("corruption", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("curse of agony", NextAction::array(0, new NextAction("curse of agony", 20.0f), nullptr)));
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triggers.push_back(new TriggerNode("unstable affliction", NextAction::array(0, new NextAction("unstable affliction", 21.0f), NULL)));
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}
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