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https://github.com/mod-playerbots/mod-playerbots
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Hello everyone, I liked the channel cancel I did on mage recently, where they cancel blizzard if there is only 1 enemy left. I decided to do the same for the following classes: Druid: Hurricane Hunter: Volley Priest: Mind Sear Warlock: Rain of Fire I moved the "ChannelCancel" action to it's own file, so other classes could benefit from it. I removed it from the mageactions.
158 lines
7.6 KiB
C++
158 lines
7.6 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 "GenericHunterStrategy.h"
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#include "Playerbots.h"
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#include "Strategy.h"
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class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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GenericHunterStrategyActionNodeFactory()
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{
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creators["rapid fire"] = &rapid_fire;
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creators["boost"] = &rapid_fire;
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creators["aspect of the pack"] = &aspect_of_the_pack;
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creators["aspect of the dragonhawk"] = &aspect_of_the_dragonhawk;
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creators["feign death"] = &feign_death;
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creators["wing clip"] = &wing_clip;
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creators["mongoose bite"] = &mongoose_bite;
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creators["raptor strike"] = &raptor_strike;
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creators["explosive trap"] = &explosive_trap;
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}
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private:
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static ActionNode* rapid_fire([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("rapid fire",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("readiness"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* aspect_of_the_pack([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("aspect of the pack",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("aspect of the cheetah"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* aspect_of_the_dragonhawk([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("aspect of the dragonhawk",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("aspect of the hawk"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* feign_death([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("feign death",
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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* wing_clip([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("wing clip",
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/*P*/ nullptr,
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// /*A*/ NextAction::array(0, new NextAction("mongoose bite"), nullptr),
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nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* mongoose_bite([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("mongoose bite",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("raptor strike"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* raptor_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("raptor strike",
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/*P*/ NextAction::array(0, new NextAction("melee"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* explosive_trap([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("explosive trap",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("immolation trap"), nullptr),
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/*C*/ nullptr);
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}
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};
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GenericHunterStrategy::GenericHunterStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
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{
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actionNodeFactories.Add(new GenericHunterStrategyActionNodeFactory());
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}
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void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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CombatStrategy::InitTriggers(triggers);
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// Mark/Ammo/Mana Triggers
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triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("equip upgrades", 30.0f), nullptr)));
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triggers.push_back(new TriggerNode("hunter's mark", NextAction::array(0, new NextAction("hunter's mark", 29.5f), nullptr)));
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triggers.push_back(new TriggerNode("rapid fire", NextAction::array(0, new NextAction("rapid fire", 29.0f), nullptr)));
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triggers.push_back(new TriggerNode("aspect of the viper", NextAction::array(0, new NextAction("aspect of the viper", 28.0f), NULL)));
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triggers.push_back(new TriggerNode("aspect of the hawk", NextAction::array(0, new NextAction("aspect of the dragonhawk", 27.5f), nullptr)));
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// Aggro/Threat/Defensive Triggers
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triggers.push_back(new TriggerNode("has aggro", NextAction::array(0, new NextAction("concussive shot", 20.0f), nullptr)));
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triggers.push_back(new TriggerNode("low tank threat", NextAction::array(0, new NextAction("misdirection on main tank", 27.0f), NULL)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("deterrence", 35.0f), nullptr)));
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triggers.push_back(new TriggerNode("concussive shot on snare target", NextAction::array(0, new NextAction("concussive shot", 20.0f), nullptr)));
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triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("feign death", 35.0f), nullptr)));
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triggers.push_back(new TriggerNode("hunters pet medium health", NextAction::array(0, new NextAction("mend pet", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("hunters pet low health", NextAction::array(0, new NextAction("mend pet", 21.0f), nullptr)));
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// Dispel Triggers
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triggers.push_back(new TriggerNode("tranquilizing shot enrage", NextAction::array(0, new NextAction("tranquilizing shot", 61.0f), NULL)));
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triggers.push_back(new TriggerNode("tranquilizing shot magic", NextAction::array(0, new NextAction("tranquilizing shot", 61.0f), NULL)));
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// Ranged-based Triggers
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triggers.push_back(new TriggerNode("enemy within melee", NextAction::array(0,
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new NextAction("explosive trap", 37.0f),
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new NextAction("mongoose bite", 22.0f),
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new NextAction("wing clip", 21.0f), nullptr)));
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triggers.push_back(new TriggerNode("enemy too close for auto shot", NextAction::array(0,
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new NextAction("disengage", 35.0f),
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new NextAction("flee", 34.0f), nullptr)));
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}
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// ===== AoE Strategy, 2/3+ enemies =====
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AoEHunterStrategy::AoEHunterStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
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void AoEHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("volley channel check", NextAction::array(0, new NextAction("cancel channel", 23.0f), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("volley", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("multi-shot", 21.0f), nullptr)));
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}
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void HunterBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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}
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void HunterCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("scare beast", NextAction::array(0, new NextAction("scare beast on cc", 23.0f), nullptr)));
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triggers.push_back(new TriggerNode("freezing trap", NextAction::array(0, new NextAction("freezing trap on cc", 23.0f), nullptr)));
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}
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void HunterTrapWeaveStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("immolation trap no cd", NextAction::array(0, new NextAction("reach melee", 23.0f), nullptr)));
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}
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