mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
60 lines
3.7 KiB
C++
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)));
|
|
}
|