mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
This commit focuses on the changes requested - Migrate important cooldowns over to BoostStrategy. Just tested it, and it is working fine - The player has more control over when they can boost. Also, added Mirror Image to the Boost Strategy, after other cooldowns are used - this way the mirror images get the buffs.
279 lines
13 KiB
C++
279 lines
13 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 "GenericMageStrategy.h"
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#include "AiFactory.h"
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#include "Playerbots.h"
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#include "RangedCombatStrategy.h"
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class GenericMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericMageStrategyActionNodeFactory()
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{
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creators["frostbolt"] = &frostbolt;
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creators["frostfire bolt"] = &frostfire_bolt;
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creators["ice lance"] = &ice_lance;
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creators["fire blast"] = &fire_blast;
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creators["scorch"] = &scorch;
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creators["frost nova"] = &frost_nova;
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creators["cone of cold"] = &cone_of_cold;
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creators["icy veins"] = &icy_veins;
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creators["combustion"] = &combustion;
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creators["evocation"] = &evocation;
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creators["dragon's breath"] = &dragons_breath;
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creators["blast wave"] = &blast_wave;
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creators["remove curse"] = &remove_curse;
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creators["remove curse on party"] = &remove_curse_on_party;
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creators["fireball"] = &fireball;
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}
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private:
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static ActionNode* frostbolt([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("frostbolt",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* frostfire_bolt([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("frostfire bolt",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("fireball"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* ice_lance([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("ice lance",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* fire_blast([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("fire blast",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* scorch([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("scorch",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* frost_nova([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("frost nova",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* cone_of_cold([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("cone of cold",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* icy_veins([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("icy veins",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* combustion([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("combustion",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* evocation([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("evocation",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("mana potion"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* dragons_breath([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("dragon's breath",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* blast_wave([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("blast wave",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* remove_curse([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("remove curse",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("remove lesser curse"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* remove_curse_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("remove curse on party",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("remove lesser curse on party"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* fireball([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("fireball",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
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/*C*/ nullptr);
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}
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};
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GenericMageStrategy::GenericMageStrategy(PlayerbotAI* botAI) : RangedCombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericMageStrategyActionNodeFactory());
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}
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void GenericMageStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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RangedCombatStrategy::InitTriggers(triggers);
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// Threat Triggers
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triggers.push_back(new TriggerNode("high threat", NextAction::array(0, new NextAction("mirror image", 60.0f), nullptr)));
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triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("invisibility", 30.0f), nullptr)));
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// Defensive Triggers
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("ice block", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("mana shield", 85.0f), nullptr)));
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triggers.push_back(new TriggerNode("fire ward", NextAction::array(0, new NextAction("fire ward", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("frost ward", NextAction::array(0, new NextAction("frost ward", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close and no firestarter strategy", NextAction::array(0, new NextAction("frost nova", 50.0f), nullptr)));
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triggers.push_back(new TriggerNode("enemy too close for spell and no firestarter strategy", NextAction::array(0, new NextAction("blink back", 35.0f), nullptr)));
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// Mana Threshold Triggers
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Player* bot = botAI->GetBot();
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if (bot->HasSpell(42985)) // Mana Sapphire
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triggers.push_back(new TriggerNode("high mana", NextAction::array(0, new NextAction("use mana sapphire", 90.0f), nullptr)));
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else if (bot->HasSpell(27101)) // Mana Emerald
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triggers.push_back(new TriggerNode("high mana", NextAction::array(0, new NextAction("use mana emerald", 90.0f), nullptr)));
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else if (bot->HasSpell(10054)) // Mana Ruby
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triggers.push_back(new TriggerNode("high mana", NextAction::array(0, new NextAction("use mana ruby", 90.0f), nullptr)));
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else if (bot->HasSpell(10053)) // Mana Citrine
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triggers.push_back(new TriggerNode("high mana", NextAction::array(0, new NextAction("use mana citrine", 90.0f), nullptr)));
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else if (bot->HasSpell(3552)) // Mana Jade
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triggers.push_back(new TriggerNode("high mana", NextAction::array(0, new NextAction("use mana jade", 90.0f), nullptr)));
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else if (bot->HasSpell(759)) // Mana Agate
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triggers.push_back(new TriggerNode("high mana", NextAction::array(0, new NextAction("use mana agate", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("mana potion", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("evocation", 90.0f), nullptr)));
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// Counterspell / Spellsteal Triggers
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triggers.push_back(new TriggerNode("spellsteal", NextAction::array(0, new NextAction("spellsteal", 40.0f), nullptr)));
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triggers.push_back(new TriggerNode("counterspell on enemy healer", NextAction::array(0, new NextAction("counterspell on enemy healer", 40.0f), nullptr)));
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}
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void MageCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("remove curse", NextAction::array(0, new NextAction("remove curse", 41.0f), nullptr)));
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triggers.push_back(new TriggerNode("remove curse on party", NextAction::array(0, new NextAction("remove curse on party", 40.0f), nullptr)));
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}
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void MageBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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Player* bot = botAI->GetBot();
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int tab = AiFactory::GetPlayerSpecTab(bot);
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if (tab == 0) // Arcane
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{
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triggers.push_back(new TriggerNode("arcane power", NextAction::array(0, new NextAction("arcane power", 29.0f), nullptr)));
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triggers.push_back(new TriggerNode("icy veins", NextAction::array(0, new NextAction("icy veins", 28.5f), nullptr)));
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triggers.push_back(new TriggerNode("mirror image", NextAction::array(0, new NextAction("mirror image", 28.0f), nullptr)));
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}
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else if (tab == 1)
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{
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if (bot->HasSpell(44614) /*Frostfire Bolt*/ && bot->HasAura(15047) /*Ice Shards*/)
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{ // Frostfire
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triggers.push_back(new TriggerNode("combustion", NextAction::array(0, new NextAction("combustion", 18.0f), nullptr)));
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triggers.push_back(new TriggerNode("icy veins", NextAction::array(0, new NextAction("icy veins", 17.5f), nullptr)));
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triggers.push_back(new TriggerNode("mirror image", NextAction::array(0, new NextAction("mirror image", 17.0f), nullptr)));
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}
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else
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{ // Fire
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triggers.push_back(new TriggerNode("combustion", NextAction::array(0, new NextAction("combustion", 18.0f), nullptr)));
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triggers.push_back(new TriggerNode("mirror image", NextAction::array(0, new NextAction("mirror image", 17.5f), nullptr)));
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}
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}
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else if (tab == 2) // Frost
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{
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triggers.push_back(new TriggerNode("cold snap", NextAction::array(0, new NextAction("cold snap", 28.0f), nullptr)));
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triggers.push_back(new TriggerNode("icy veins", NextAction::array(0, new NextAction("icy veins", 27.5f), nullptr)));
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triggers.push_back(new TriggerNode("mirror image", NextAction::array(0, new NextAction("mirror image", 26.0f), nullptr)));
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}
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}
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void MageCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("polymorph", NextAction::array(0, new NextAction("polymorph", 30.0f), nullptr)));
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}
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void MageAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("blizzard channel check", NextAction::array(0, new NextAction("cancel channel", 26.0f), nullptr)));
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Player* bot = botAI->GetBot();
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int tab = AiFactory::GetPlayerSpecTab(bot);
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if (tab == 0) // Arcane
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{
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triggers.push_back(new TriggerNode("flamestrike active and medium aoe", NextAction::array(0, new NextAction("blizzard", 24.0f), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0,
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new NextAction("flamestrike", 23.0f),
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new NextAction("blizzard", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("arcane explosion", 21.0f), nullptr)));
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}
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else if (tab == 1) // Fire and Frostfire
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{
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triggers.push_back(
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new TriggerNode("medium aoe", NextAction::array(0,
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new NextAction("dragon's breath", 39.0f),
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new NextAction("blast wave", 38.0f),
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new NextAction("flamestrike", 23.0f),
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new NextAction("blizzard", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("flamestrike active and medium aoe", NextAction::array(0, new NextAction("blizzard", 24.0f), nullptr)));
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triggers.push_back(new TriggerNode("firestarter", NextAction::array(0, new NextAction("flamestrike", 40.0f), nullptr)));
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triggers.push_back(new TriggerNode("living bomb on attackers", NextAction::array(0, new NextAction("living bomb on attackers", 21.0f), nullptr)));
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}
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else if (tab == 2) // Frost
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{
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triggers.push_back(new TriggerNode("flamestrike active and medium aoe", NextAction::array(0, new NextAction("blizzard", 24.0f), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0,
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new NextAction("flamestrike", 23.0f),
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new NextAction("blizzard", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("cone of cold", 21.0f), nullptr)));
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}
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}
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