Files
mod-playerbots/src/strategy/warrior/ArmsWarriorStrategy.cpp
2023-08-28 17:28:36 +08:00

60 lines
3.7 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 "ArmsWarriorStrategy.h"
#include "Playerbots.h"
class ArmsWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
ArmsWarriorStrategyActionNodeFactory()
{
creators["charge"] = &charge;
creators["death wish"] = &death_wish;
creators["piercing howl"] = &piercing_howl;
creators["mocking blow"] = &mocking_blow;
creators["heroic strike"] = &heroic_strike;
}
private:
ACTION_NODE_A(charge, "charge", "reach melee");
ACTION_NODE_A(death_wish, "death wish", "bloodrage");
ACTION_NODE_A(piercing_howl, "piercing howl", "mocking blow");
ACTION_NODE_A(mocking_blow, "mocking blow", "hamstring");
ACTION_NODE_A(heroic_strike, "heroic strike", "melee");
};
ArmsWarriorStrategy::ArmsWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
{
actionNodeFactories.Add(new ArmsWarriorStrategyActionNodeFactory());
}
NextAction** ArmsWarriorStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("heroic strike", ACTION_NORMAL), nullptr);
}
void ArmsWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericWarriorStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("charge", ACTION_MOVE + 9), nullptr)));
triggers.push_back(new TriggerNode("battle stance", NextAction::array(0, new NextAction("battle stance", ACTION_HIGH + 9), nullptr)));
triggers.push_back(new TriggerNode("battle shout", NextAction::array(0, new NextAction("battle shout", ACTION_HIGH + 8), nullptr)));
triggers.push_back(new TriggerNode("mortal strike", NextAction::array(0, new NextAction("mortal strike", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("execute", ACTION_HIGH + 4), nullptr)));
triggers.push_back(new TriggerNode("sudden death", NextAction::array(0, new NextAction("execute", ACTION_HIGH + 4), nullptr)));
triggers.push_back(new TriggerNode("hamstring", NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("overpower", NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode("taste for blood", NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode("victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
triggers.push_back(new TriggerNode("medium rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH + 10), nullptr)));
/*triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("slam", ACTION_HIGH + 1), nullptr)));*/
triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("rend", NextAction::array(0, new NextAction("rend", ACTION_HIGH + 5), nullptr)));
triggers.push_back(new TriggerNode("rend on attacker", NextAction::array(0, new NextAction("rend on attacker", ACTION_HIGH + 5), nullptr)));
triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("intimidating shout", ACTION_EMERGENCY), nullptr)));
}