mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
92 lines
6.4 KiB
C++
92 lines
6.4 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 "TankWarriorStrategy.h"
|
|
#include "Playerbots.h"
|
|
|
|
class TankWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
|
{
|
|
public:
|
|
TankWarriorStrategyActionNodeFactory()
|
|
{
|
|
creators["charge"] = &charge;
|
|
creators["sunder armor"] = &sunder_armor;
|
|
creators["commanding shout"] = &commanding_shout;
|
|
// creators["shield slam"] = &shield_slam;
|
|
creators["devastate"] = &devastate;
|
|
creators["last stand"] = &last_stand;
|
|
creators["heroic throw on snare target"] = &heroic_throw_on_snare_target;
|
|
creators["heroic throw taunt"] = &heroic_throw_taunt;
|
|
creators["taunt"] = &taunt;
|
|
creators["taunt spell"] = &taunt;
|
|
}
|
|
|
|
private:
|
|
//ACTION_NODE_A(charge, "charge", "intercept with stance");
|
|
ACTION_NODE_A(charge, "charge", "reach melee");
|
|
ACTION_NODE_A(sunder_armor, "sunder armor", "melee");
|
|
ACTION_NODE_A(commanding_shout, "commanding shout", "battle shout");
|
|
// ACTION_NODE_A(shield_slam, "shield slam", "heroic strike");
|
|
ACTION_NODE_A(devastate, "devastate", "sunder armor");
|
|
ACTION_NODE_A(last_stand, "last stand", "intimidating shout");
|
|
ACTION_NODE_A(heroic_throw_on_snare_target, "heroic throw on snare target", "taunt on snare target");
|
|
ACTION_NODE_A(heroic_throw_taunt, "heroic throw", "taunt");
|
|
static ActionNode* taunt(PlayerbotAI* botAI)
|
|
{
|
|
return new ActionNode("taunt",
|
|
/*P*/ nullptr,
|
|
/*A*/ NextAction::array(0, new NextAction("shield slam"), nullptr),
|
|
/*C*/ nullptr);
|
|
}
|
|
};
|
|
|
|
TankWarriorStrategy::TankWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
|
|
{
|
|
actionNodeFactories.Add(new TankWarriorStrategyActionNodeFactory());
|
|
}
|
|
|
|
NextAction** TankWarriorStrategy::getDefaultActions()
|
|
{
|
|
return NextAction::array(0,
|
|
new NextAction("devastate", ACTION_DEFAULT + 0.3f),
|
|
new NextAction("revenge", ACTION_DEFAULT + 0.2f),
|
|
new NextAction("demoralizing shout", ACTION_DEFAULT + 0.1f),
|
|
new NextAction("melee", ACTION_DEFAULT),
|
|
NULL);
|
|
}
|
|
|
|
void TankWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
|
{
|
|
GenericWarriorStrategy::InitTriggers(triggers);
|
|
|
|
triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("heroic throw", ACTION_MOVE + 11), new NextAction("charge", ACTION_MOVE + 10), nullptr)));
|
|
// triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("berserker stance", ACTION_MOVE + 14), nullptr)));
|
|
// triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("intercept", ACTION_MOVE + 13), nullptr)));
|
|
// triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("battle stance", ACTION_MOVE + 12), nullptr)));
|
|
triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("thunder clap", ACTION_MOVE + 11), nullptr)));
|
|
triggers.push_back(new TriggerNode("defensive stance", NextAction::array(0, new NextAction("defensive stance", ACTION_HIGH + 9), nullptr)));
|
|
triggers.push_back(new TriggerNode("commanding shout", NextAction::array(0, new NextAction("commanding shout", ACTION_HIGH + 8), nullptr)));
|
|
triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
|
|
triggers.push_back(new TriggerNode("sunder armor", NextAction::array(0, new NextAction("devastate", ACTION_HIGH + 2), nullptr)));
|
|
triggers.push_back(new TriggerNode("medium rage available", NextAction::array(0, new NextAction("shield slam", ACTION_HIGH + 1), nullptr)));
|
|
triggers.push_back(new TriggerNode("shield block", NextAction::array(0, new NextAction("shield block", ACTION_INTERRUPT + 1), nullptr)));
|
|
triggers.push_back(new TriggerNode("revenge", NextAction::array(0, new NextAction("revenge", ACTION_HIGH + 2), nullptr)));
|
|
triggers.push_back(new TriggerNode("disarm", NextAction::array(0, new NextAction("disarm", ACTION_HIGH + 1), nullptr)));
|
|
triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("taunt", ACTION_INTERRUPT + 1), nullptr)));
|
|
triggers.push_back(new TriggerNode("taunt on snare target", NextAction::array(0, new NextAction("heroic throw on snare target", ACTION_INTERRUPT), nullptr)));
|
|
triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("shield wall", ACTION_MEDIUM_HEAL), nullptr)));
|
|
triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("last stand", ACTION_EMERGENCY + 3), nullptr)));
|
|
// triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("battle shout taunt", ACTION_HIGH + 1), nullptr)));
|
|
triggers.push_back(new TriggerNode("high aoe", NextAction::array(0, new NextAction("challenging shout", ACTION_HIGH + 3), nullptr)));
|
|
triggers.push_back(new TriggerNode("concussion blow", NextAction::array(0, new NextAction("concussion blow", ACTION_INTERRUPT), nullptr)));
|
|
triggers.push_back(new TriggerNode("shield bash", NextAction::array(0, new NextAction("shield bash", ACTION_INTERRUPT), nullptr)));
|
|
triggers.push_back(new TriggerNode("shield bash on enemy healer", NextAction::array(0, new NextAction("shield bash on enemy healer", ACTION_INTERRUPT), nullptr)));
|
|
triggers.push_back(new TriggerNode("spell reflection", NextAction::array(0, new NextAction("spell reflection", ACTION_INTERRUPT + 1), nullptr)));
|
|
triggers.push_back(new TriggerNode("victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
|
|
triggers.push_back(new TriggerNode("sword and board", NextAction::array(0, new NextAction("shield slam", ACTION_INTERRUPT), nullptr)));
|
|
triggers.push_back(new TriggerNode("rend", NextAction::array(0, new NextAction("rend", ACTION_NORMAL + 1), nullptr)));
|
|
triggers.push_back(new TriggerNode("rend on attacker", NextAction::array(0, new NextAction("rend on attacker", ACTION_NORMAL + 1), nullptr)));
|
|
triggers.push_back(new TriggerNode("protect party member", NextAction::array(0, new NextAction("intervene", ACTION_EMERGENCY), nullptr)));
|
|
}
|