Files
mod-playerbots/src/strategy/paladin/HealPaladinStrategy.cpp
2023-10-22 12:50:17 +08:00

77 lines
3.2 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 "HealPaladinStrategy.h"
#include "Playerbots.h"
#include "Strategy.h"
class HealPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
// HealPaladinStrategyActionNodeFactory()
// {
// creators["concentration aura"] = &concentration_aura;
// }
private:
// ACTION_NODE_A(concentration_aura, "concentration aura", "devotion aura");
};
HealPaladinStrategy::HealPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI)
{
actionNodeFactories.Add(new HealPaladinStrategyActionNodeFactory());
}
NextAction** HealPaladinStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("judgement of light", ACTION_DEFAULT + 2), nullptr);
}
void HealPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericPaladinStrategy::InitTriggers(triggers);
// triggers.push_back(new TriggerNode("concentration aura", NextAction::array(0, new NextAction("concentration aura", ACTION_NORMAL), nullptr)));
triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of wisdom", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("divine favor", ACTION_HIGH + 1), nullptr)));
// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary", ACTION_HIGH + 9), nullptr)));
triggers.push_back(new TriggerNode("party member to heal out of spell range", NextAction::array(0, new NextAction("reach party member to heal", ACTION_EMERGENCY + 3), nullptr)));
triggers.push_back(new TriggerNode(
"party member critical health",
NextAction::array(0,
new NextAction("holy shock on party", ACTION_CRITICAL_HEAL + 5),
new NextAction("holy light on party", ACTION_CRITICAL_HEAL + 4),
NULL)));
triggers.push_back(new TriggerNode(
"party member low health",
NextAction::array(0,
new NextAction("holy light on party", ACTION_MEDIUM_HEAL + 5),
NULL)));
triggers.push_back(new TriggerNode(
"party member medium health",
NextAction::array(0,
new NextAction("holy light on party", ACTION_LIGHT_HEAL + 9),
new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 8),
NULL)));
triggers.push_back(new TriggerNode(
"party member almost full health",
NextAction::array(0,
new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 3),
NULL)));
triggers.push_back(new TriggerNode(
"beacon of light on main tank",
NextAction::array(0, new NextAction("beacon of light on main tank", ACTION_CRITICAL_HEAL + 7), NULL)));
triggers.push_back(new TriggerNode(
"sacred shield on main tank",
NextAction::array(0, new NextAction("sacred shield on main tank", ACTION_CRITICAL_HEAL + 6), NULL)));
triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_HIGH), nullptr)));
}