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
175 lines
8.1 KiB
C++
175 lines
8.1 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 "GenericDruidNonCombatStrategy.h"
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#include "Playerbots.h"
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class GenericDruidNonCombatStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericDruidNonCombatStrategyActionNodeFactory()
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{
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creators["thorns"] = þs;
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creators["thorns on party"] = þs_on_party;
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creators["mark of the wild"] = &mark_of_the_wild;
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creators["mark of the wild on party"] = &mark_of_the_wild_on_party;
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// creators["innervate"] = &innervate;
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creators["regrowth_on_party"] = ®rowth_on_party;
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creators["rejuvenation on party"] = &rejuvenation_on_party;
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creators["remove curse on party"] = &remove_curse_on_party;
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creators["abolish poison on party"] = &abolish_poison_on_party;
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creators["revive"] = &revive;
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}
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private:
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static ActionNode* thorns([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("thorns",
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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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static ActionNode* thorns_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("thorns on party",
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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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static ActionNode* mark_of_the_wild([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("mark of the wild",
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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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static ActionNode* mark_of_the_wild_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("mark of the wild on party",
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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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static ActionNode* regrowth_on_party(PlayerbotAI* ai)
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{
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return new ActionNode("regrowth on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* rejuvenation_on_party(PlayerbotAI* ai)
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{
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return new ActionNode("rejuvenation on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* remove_curse_on_party(PlayerbotAI* ai)
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{
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return new ActionNode("remove curse on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* abolish_poison_on_party(PlayerbotAI* ai)
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{
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return new ActionNode("abolish poison on party",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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static ActionNode* revive(PlayerbotAI* ai)
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{
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return new ActionNode("revive",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ NULL,
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/*C*/ NULL);
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}
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// static ActionNode* innervate([[maybe_unused]] PlayerbotAI* botAI)
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// {
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// return new ActionNode ("innervate",
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// /*P*/ nullptr,
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// /*A*/ NextAction::array(0, new NextAction("drink"), nullptr),
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// /*C*/ nullptr);
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// }
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};
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GenericDruidNonCombatStrategy::GenericDruidNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericDruidNonCombatStrategyActionNodeFactory());
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}
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void GenericDruidNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode("mark of the wild", NextAction::array(0, new NextAction("mark of the wild", 14.0f), nullptr)));
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// triggers.push_back(new TriggerNode("thorns", NextAction::array(0, new NextAction("thorns", 12.0f), nullptr)));
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// triggers.push_back(new TriggerNode("cure poison", NextAction::array(0, new NextAction("abolish poison", 21.0f),
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// nullptr)));
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triggers.push_back(new TriggerNode(
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"party member cure poison", NextAction::array(0, new NextAction("abolish poison on party", 20.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member dead", NextAction::array(0, new NextAction("revive", ACTION_CRITICAL_HEAL + 10), nullptr)));
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// triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY
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// + 5), nullptr))); triggers.push_back(new TriggerNode("swimming", NextAction::array(0, new NextAction("aquatic
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// form", 1.0f), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("party member critical health",
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NextAction::array(0,
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 7),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6),
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new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 5),
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nullptr)));
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triggers.push_back(
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new TriggerNode("party member low health",
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NextAction::array(0,
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 5),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 4),
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new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
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nullptr)));
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triggers.push_back(
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new TriggerNode("party member medium health",
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NextAction::array(0, new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 3),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
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new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 1),
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nullptr)));
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triggers.push_back(
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new TriggerNode("party member almost full health",
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NextAction::array(0, new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3), new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2), NULL)));
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triggers.push_back(
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new TriggerNode("party member remove curse",
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NextAction::array(0, new NextAction("remove curse on party", ACTION_DISPEL + 7), nullptr)));
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}
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GenericDruidBuffStrategy::GenericDruidBuffStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericDruidNonCombatStrategyActionNodeFactory());
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}
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void GenericDruidBuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode("mark of the wild on party",
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NextAction::array(0, new NextAction("mark of the wild on party", 13.0f), nullptr)));
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triggers.push_back(new TriggerNode("thorns on main tank",
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NextAction::array(0, new NextAction("thorns on main tank", 11.0f), nullptr)));
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triggers.push_back(new TriggerNode("thorns",
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NextAction::array(0, new NextAction("thorns", 10.0f), nullptr)));
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}
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