mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
* Enraged regen at critial health * Enraged regen action context * Enraged regen on critical health trigger * Enraged regen on critical health trigger * Added logic for Arms to use Retaliation * Added logic for Arms to use Retaliation * Used correct class enums for !players * Retaliation on medium health * Removed temp line * Added check for attacker->GetVictim() != bot * Adjusted triggers for emergency actions * Added Shattering Throw logic * Added Shattering Throw logic * Added Shattering Throw logic * Added Shattering Throw logic * Added Shattering Throw logic * Added Shattering Throw logic * Fixed ActionNode for Shattering Throw * Added debug logging * More debug logs * Better debug logs * Adjusted range on action * Adjusted priorities * More logging * Update WarriorActions.cpp * Update WarriorActions.h * Changed trigger name for differentiation * Updated to new shattering throw trigger name * Update WarriorTriggers.h with new ST name * Update ArmsWarriorStrategy.cpp * Changed priority * Shattering Throw and Retaliation stance reqs Battlestance needed for Shattering Throw and Retaliation * Created isUseful for Shattering Throw * Created isUseful for Shattering Throw * GetTarget instead of GetTargetValue * Changed to GetTarget instead of GetTargetValue * Commented out Execute function * Commented out Execute function * isPossible was failing, created basic isPossible IsImmuneToSpell was returning true for Shattering Throw 2 DAYS! :( * isPossible was failing, created basic isPossible * Added some more isPossible checks * Update WarriorActions.cpp * Missing ) * Missing ! * Removed logging * Removed logging * Clean up * Cleanup * Corrected logic for Rogue's Expose Armor trigger Logic was checking the Rogue, not the Rogue's target, for Sunder Armor before casting Expose Armor.
100 lines
5.1 KiB
C++
100 lines
5.1 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 "FuryWarriorStrategy.h"
|
|
|
|
#include "Playerbots.h"
|
|
|
|
class FuryWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
|
|
{
|
|
public:
|
|
FuryWarriorStrategyActionNodeFactory()
|
|
{
|
|
creators["charge"] = &charge;
|
|
creators["intercept"] = &intercept;
|
|
// creators["death wish"] = &death_wish;
|
|
creators["piercing howl"] = &piercing_howl;
|
|
// creators["bloodthirst"] = &bloodthirst;
|
|
creators["pummel"] = &pummel;
|
|
creators["enraged regeneration"] = &enraged_regeneration;
|
|
}
|
|
|
|
private:
|
|
ACTION_NODE_A(charge, "charge", "intercept");
|
|
ACTION_NODE_A(intercept, "intercept", "reach melee");
|
|
ACTION_NODE_A(piercing_howl, "piercing howl", "hamstring");
|
|
// ACTION_NODE_A(death_wish, "death wish", "berserker rage");
|
|
// ACTION_NODE_A(bloodthirst, "bloodthirst", "melee");
|
|
ACTION_NODE_A(pummel, "pummel", "intercept");
|
|
|
|
static ActionNode* enraged_regeneration(PlayerbotAI* botAI)
|
|
{
|
|
return new ActionNode("enraged regeneration",
|
|
/*P*/ nullptr,
|
|
/*A*/ nullptr,
|
|
/*C*/ nullptr);
|
|
}
|
|
};
|
|
|
|
FuryWarriorStrategy::FuryWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
|
|
{
|
|
actionNodeFactories.Add(new FuryWarriorStrategyActionNodeFactory());
|
|
}
|
|
|
|
NextAction** FuryWarriorStrategy::getDefaultActions()
|
|
{
|
|
return NextAction::array(
|
|
0, new NextAction("bloodthirst", ACTION_DEFAULT + 0.5f), new NextAction("whirlwind", ACTION_DEFAULT + 0.4f),
|
|
new NextAction("sunder armor", ACTION_DEFAULT + 0.3f), new NextAction("execute", ACTION_DEFAULT + 0.2f),
|
|
// new NextAction("overpower", ACTION_DEFAULT + 0.1f),
|
|
new NextAction("melee", ACTION_DEFAULT), NULL);
|
|
}
|
|
|
|
void FuryWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
|
|
{
|
|
GenericWarriorStrategy::InitTriggers(triggers);
|
|
|
|
triggers.push_back(new TriggerNode("enemy out of melee",
|
|
NextAction::array(0, new NextAction("charge", ACTION_MOVE + 9), nullptr)));
|
|
triggers.push_back(new TriggerNode(
|
|
"berserker stance", NextAction::array(0, new NextAction("berserker stance", ACTION_HIGH + 9), nullptr)));
|
|
triggers.push_back(new TriggerNode("battle shout",
|
|
NextAction::array(0, new NextAction("battle shout", ACTION_HIGH + 8), nullptr)));
|
|
// triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("execute",
|
|
// ACTION_HIGH + 4), nullptr))); triggers.push_back(new TriggerNode("sudden death", NextAction::array(0, new
|
|
// NextAction("execute", ACTION_HIGH + 4), nullptr))); triggers.push_back(new TriggerNode("hamstring",
|
|
// NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH + 1), nullptr)));
|
|
triggers.push_back(
|
|
new TriggerNode("pummel on enemy healer",
|
|
NextAction::array(0, new NextAction("pummel on enemy healer", ACTION_INTERRUPT), nullptr)));
|
|
triggers.push_back(
|
|
new TriggerNode("pummel", NextAction::array(0, new NextAction("pummel", ACTION_INTERRUPT), nullptr)));
|
|
triggers.push_back(new TriggerNode(
|
|
"victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
|
|
// triggers.push_back(new TriggerNode("intercept on snare target", NextAction::array(0, new NextAction("intercept on
|
|
// snare target", ACTION_HIGH), nullptr)));
|
|
triggers.push_back(
|
|
new TriggerNode("bloodthirst", NextAction::array(0, new NextAction("bloodthirst", ACTION_HIGH + 7), nullptr)));
|
|
triggers.push_back(
|
|
new TriggerNode("whirlwind", NextAction::array(0, new NextAction("whirlwind", ACTION_HIGH + 6), nullptr)));
|
|
triggers.push_back(
|
|
new TriggerNode("instant slam", NextAction::array(0, new NextAction("slam", ACTION_HIGH + 5), nullptr)));
|
|
triggers.push_back(
|
|
new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
|
|
triggers.push_back(new TriggerNode("medium rage available",
|
|
NextAction::array(0, new NextAction("heroic strike", ACTION_DEFAULT + 0.1f), NULL)));
|
|
// triggers.push_back(new TriggerNode("berserker rage", NextAction::array(0, new NextAction("berserker rage",
|
|
// ACTION_HIGH + 2), nullptr))); triggers.push_back(new TriggerNode("light aoe", NextAction::array(0,
|
|
// new NextAction("whirlwind", ACTION_HIGH + 2),
|
|
// nullptr)));
|
|
|
|
triggers.push_back(
|
|
new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH), nullptr)));
|
|
triggers.push_back(
|
|
new TriggerNode("recklessness", NextAction::array(0, new NextAction("recklessness", ACTION_HIGH), nullptr)));
|
|
triggers.push_back(new TriggerNode("critical health",
|
|
NextAction::array(0, new NextAction("enraged regeneration", ACTION_EMERGENCY), nullptr)));
|
|
}
|