mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
77 lines
3.2 KiB
C++
77 lines
3.2 KiB
C++
/*
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* 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.
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*/
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#include "HealPaladinStrategy.h"
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#include "Playerbots.h"
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#include "Strategy.h"
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class HealPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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// HealPaladinStrategyActionNodeFactory()
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// {
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// creators["concentration aura"] = &concentration_aura;
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// }
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private:
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// ACTION_NODE_A(concentration_aura, "concentration aura", "devotion aura");
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};
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HealPaladinStrategy::HealPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI)
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{
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actionNodeFactories.Add(new HealPaladinStrategyActionNodeFactory());
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}
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NextAction** HealPaladinStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("judgement of light", ACTION_DEFAULT + 2), nullptr);
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}
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void HealPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericPaladinStrategy::InitTriggers(triggers);
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// triggers.push_back(new TriggerNode("concentration aura", NextAction::array(0, new NextAction("concentration aura", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of wisdom", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("divine favor", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary", ACTION_HIGH + 9), nullptr)));
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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)));
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triggers.push_back(new TriggerNode(
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"party member critical health",
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NextAction::array(0,
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new NextAction("holy shock on party", ACTION_CRITICAL_HEAL + 5),
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new NextAction("holy light on party", ACTION_CRITICAL_HEAL + 4),
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NULL)));
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triggers.push_back(new TriggerNode(
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"party member low health",
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NextAction::array(0,
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new NextAction("holy light on party", ACTION_MEDIUM_HEAL + 5),
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NULL)));
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triggers.push_back(new TriggerNode(
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"party member medium health",
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NextAction::array(0,
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new NextAction("holy light on party", ACTION_LIGHT_HEAL + 9),
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new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 8),
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NULL)));
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triggers.push_back(new TriggerNode(
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"party member almost full health",
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NextAction::array(0,
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new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 3),
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NULL)));
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triggers.push_back(new TriggerNode(
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"beacon of light on main tank",
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NextAction::array(0, new NextAction("beacon of light on main tank", ACTION_CRITICAL_HEAL + 7), NULL)));
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triggers.push_back(new TriggerNode(
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"sacred shield on main tank",
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NextAction::array(0, new NextAction("sacred shield on main tank", ACTION_CRITICAL_HEAL + 6), NULL)));
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triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_HIGH), nullptr)));
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}
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