mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
76 lines
2.1 KiB
C++
76 lines
2.1 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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#ifndef _PLAYERBOT_STRATEGY_H
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#define _PLAYERBOT_STRATEGY_H
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#include "Action.h"
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#include "Multiplier.h"
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#include "NamedObjectContext.h"
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#include "PlayerbotAIAware.h"
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#include "Trigger.h"
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enum StrategyType : uint32
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{
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STRATEGY_TYPE_GENERIC = 0,
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STRATEGY_TYPE_COMBAT = 1,
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STRATEGY_TYPE_NONCOMBAT = 2,
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STRATEGY_TYPE_TANK = 4,
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STRATEGY_TYPE_DPS = 8,
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STRATEGY_TYPE_HEAL = 16,
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STRATEGY_TYPE_RANGED = 32,
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STRATEGY_TYPE_MELEE = 64
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};
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// enum ActionPriority
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// {
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// ACTION_IDLE = 0,
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// ACTION_DEFAULT = 5,
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// ACTION_NORMAL = 10,
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// ACTION_HIGH = 20,
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// ACTION_MOVE = 30,
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// ACTION_INTERRUPT = 40,
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// ACTION_DISPEL = 50,
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// ACTION_RAID = 60,
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// ACTION_LIGHT_HEAL = 10,
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// ACTION_MEDIUM_HEAL = 20,
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// ACTION_CRITICAL_HEAL = 30,
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// ACTION_EMERGENCY = 90
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// };
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static float ACTION_IDLE = 0.0f;
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static float ACTION_DEFAULT = 5.0f;
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static float ACTION_NORMAL = 10.0f;
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static float ACTION_HIGH = 20.0f;
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static float ACTION_MOVE = 30.0f;
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static float ACTION_INTERRUPT = 40.0f;
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static float ACTION_DISPEL = 50.0f;
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static float ACTION_RAID = 60.0f;
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static float ACTION_LIGHT_HEAL = 10.0f;
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static float ACTION_MEDIUM_HEAL = 20.0f;
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static float ACTION_CRITICAL_HEAL = 30.0f;
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static float ACTION_EMERGENCY = 90.0f;
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class Strategy : public PlayerbotAIAware
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{
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public:
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Strategy(PlayerbotAI* botAI);
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virtual ~Strategy() {}
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virtual NextAction** getDefaultActions() { return nullptr; }
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virtual void InitTriggers([[maybe_unused]] std::vector<TriggerNode*>& triggers) {}
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virtual void InitMultipliers([[maybe_unused]] std::vector<Multiplier*>& multipliers) {}
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virtual std::string const getName() = 0;
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virtual uint32 GetType() const { return STRATEGY_TYPE_GENERIC; }
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virtual ActionNode* GetAction(std::string const name);
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void Update() {}
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void Reset() {}
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protected:
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NamedObjectFactoryList<ActionNode> actionNodeFactories;
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};
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#endif
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