Files
mod-playerbots/src/strategy/druid/GenericDruidStrategy.cpp
2024-10-04 21:49:47 +08:00

174 lines
7.2 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 "GenericDruidStrategy.h"
#include "Playerbots.h"
class GenericDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
GenericDruidStrategyActionNodeFactory()
{
creators["melee"] = &melee;
creators["caster form"] = &caster_form;
creators["cure poison"] = &cure_poison;
creators["cure poison on party"] = &cure_poison_on_party;
creators["abolish poison"] = &abolish_poison;
creators["abolish poison on party"] = &abolish_poison_on_party;
creators["rebirth"] = &rebirth;
creators["entangling roots on cc"] = &entangling_roots_on_cc;
creators["innervate"] = &innervate;
}
private:
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("melee",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* caster_form([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("caster form",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* cure_poison([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("cure poison",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* cure_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("cure poison on party",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* abolish_poison([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("abolish poison",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* abolish_poison_on_party([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("abolish poison on party",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* rebirth([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("rebirth",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* entangling_roots_on_cc([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("entangling roots on cc",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* innervate([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("innervate",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("mana potion"), nullptr),
/*C*/ nullptr);
}
};
GenericDruidStrategy::GenericDruidStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
{
actionNodeFactories.Add(new GenericDruidStrategyActionNodeFactory());
}
void GenericDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
CombatStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode("low health", NextAction::array(0, new NextAction("barkskin", ACTION_HIGH + 7), nullptr)));
// triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("regrowth",
// ACTION_MEDIUM_HEAL + 2), nullptr))); triggers.push_back(new TriggerNode("party member low health",
// NextAction::array(0, new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1), nullptr)));
// triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("regrowth",
// ACTION_CRITICAL_HEAL + 2), new NextAction("healing touch", ACTION_CRITICAL_HEAL + 2), nullptr)));
// triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("regrowth
// on party", ACTION_CRITICAL_HEAL + 1), new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 1),
// nullptr))); triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new
// NextAction("rebirth", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("low mana",
// NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY + 5), nullptr)));
triggers.push_back(new TriggerNode("combat party member dead",
NextAction::array(0, new NextAction("rebirth", ACTION_HIGH + 9), NULL)));
}
void DruidCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
// triggers.push_back(new TriggerNode("cure poison", NextAction::array(0, new NextAction("abolish poison",
// ACTION_DISPEL + 2), nullptr)));
triggers.push_back(
new TriggerNode("party member cure poison",
NextAction::array(0, new NextAction("abolish poison on party", ACTION_DISPEL + 1), nullptr)));
triggers.push_back(
new TriggerNode("party member remove curse",
NextAction::array(0, new NextAction("remove curse on party", ACTION_DISPEL + 7), NULL)));
}
void DruidBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode(
"nature's swiftness", NextAction::array(0, new NextAction("nature's swiftness", ACTION_HIGH + 9), nullptr)));
}
void DruidCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode(
"entangling roots", NextAction::array(0, new NextAction("entangling roots on cc", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode(
"entangling roots kite", NextAction::array(0, new NextAction("entangling roots", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode(
"hibernate", NextAction::array(0, new NextAction("hibernate on cc", ACTION_HIGH + 3), nullptr)));
}
void DruidHealerDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("healer should attack",
NextAction::array(0,
new NextAction("cancel tree form", ACTION_DEFAULT + 0.3f),
new NextAction("moonfire", ACTION_DEFAULT + 0.2f),
new NextAction("wrath", ACTION_DEFAULT + 0.1f),
new NextAction("starfire", ACTION_DEFAULT),
nullptr)));
// long cast time
// triggers.push_back(
// new TriggerNode("medium aoe and healer should attack",
// NextAction::array(0,
// new NextAction("hurricane", ACTION_DEFAULT + 0.7f),
// nullptr)));
}