mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
* Potions strats and potions init * Druid and shaman spell in low level * Ammo init improvement * Rogue low level * Fix melee attack action (for caster with no mana) * Disable pet spells that reduce dps * Talents improvement * Remove CanFreeMove check * Reduce penalty for non-dagger weapon for rogue
166 lines
7.1 KiB
C++
166 lines
7.1 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* 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 "CasterDruidStrategy.h"
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#include "AiObjectContext.h"
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#include "FeralDruidStrategy.h"
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class CasterDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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CasterDruidStrategyActionNodeFactory()
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{
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creators["faerie fire"] = &faerie_fire;
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creators["hibernate"] = &hibernate;
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creators["entangling roots"] = &entangling_roots;
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creators["entangling roots on cc"] = &entangling_roots_on_cc;
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creators["wrath"] = &wrath;
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creators["starfall"] = &starfall;
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creators["insect swarm"] = &insect_swarm;
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creators["moonfire"] = &moonfire;
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creators["starfire"] = &starfire;
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creators["moonkin form"] = &moonkin_form;
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}
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private:
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static ActionNode* faerie_fire([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("faerie fire",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* hibernate([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("hibernate",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ NextAction::array(0, new NextAction("entangling roots"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* entangling_roots([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("entangling roots",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* entangling_roots_on_cc([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("entangling roots on cc",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* wrath([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("wrath",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* starfall([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("starfall",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* insect_swarm([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("insect swarm",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* moonfire([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("moonfire",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* starfire([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("starfire",
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/*P*/ NextAction::array(0, new NextAction("moonkin form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* moonkin_form([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("moonkin form",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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};
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CasterDruidStrategy::CasterDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
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{
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actionNodeFactories.Add(new CasterDruidStrategyActionNodeFactory());
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actionNodeFactories.Add(new ShapeshiftDruidStrategyActionNodeFactory());
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}
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NextAction** CasterDruidStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("starfall", ACTION_HIGH + 1.0f),
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new NextAction("force of nature", ACTION_DEFAULT + 1.0f),
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new NextAction("wrath", ACTION_DEFAULT + 0.1f),
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// new NextAction("starfire", ACTION_NORMAL),
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nullptr);
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}
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void CasterDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericDruidStrategy::InitTriggers(triggers);
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// triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell",
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// ACTION_MOVE), nullptr)));
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triggers.push_back(new TriggerNode("eclipse (lunar) cooldown",
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NextAction::array(0, new NextAction("starfire", ACTION_DEFAULT + 0.2f), nullptr)));
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triggers.push_back(new TriggerNode("eclipse (solar) cooldown",
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NextAction::array(0, new NextAction("wrath", ACTION_DEFAULT + 0.2f), nullptr)));
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triggers.push_back(new TriggerNode(
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"insect swarm", NextAction::array(0, new NextAction("insect swarm", ACTION_NORMAL + 5), nullptr)));
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triggers.push_back(
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new TriggerNode("moonfire", NextAction::array(0, new NextAction("moonfire", ACTION_NORMAL + 4), nullptr)));
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triggers.push_back(
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new TriggerNode("eclipse (solar)", NextAction::array(0, new NextAction("wrath", ACTION_NORMAL + 6), nullptr)));
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triggers.push_back(new TriggerNode("eclipse (lunar)",
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NextAction::array(0, new NextAction("starfire", ACTION_NORMAL + 6), nullptr)));
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triggers.push_back(
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new TriggerNode("medium mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode("enemy too close for spell",
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NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
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}
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void CasterDruidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("medium aoe", NextAction::array(0, new NextAction("hurricane", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"light aoe", NextAction::array(0, new NextAction("insect swarm on attacker", ACTION_NORMAL + 3),
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new NextAction("moonfire on attacker", ACTION_NORMAL + 3), NULL)));
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}
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void CasterDruidDebuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(
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new TriggerNode("faerie fire", NextAction::array(0, new NextAction("faerie fire", ACTION_HIGH), nullptr)));
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}
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