Files
mod-playerbots/src/strategy/raids/naxxramas/RaidNaxxStrategy.cpp
2023-07-18 21:00:49 +08:00

143 lines
5.1 KiB
C++

#include "RaidNaxxStrategy.h"
#include "RaidNaxxMultipliers.h"
void RaidNaxxStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
{
// triggers.push_back(new TriggerNode(
// "often",
// NextAction::array(0, new NextAction("try to get boss ai", ACTION_RAID), NULL)));
// Grobbulus
triggers.push_back(new TriggerNode(
"mutating injection",
NextAction::array(0, new NextAction("grobbulus go behind the boss", ACTION_RAID + 2), NULL)));
triggers.push_back(new TriggerNode(
"mutating injection removed",
NextAction::array(0, new NextAction("grobbulus move center", ACTION_RAID + 1), NULL)));
triggers.push_back(new TriggerNode(
"grobbulus cloud",
NextAction::array(0, new NextAction("rotate grobbulus", ACTION_RAID + 1), NULL)));
// Heigan the Unclean
triggers.push_back(new TriggerNode(
"heigan melee",
NextAction::array(0, new NextAction("heigan dance melee", ACTION_RAID + 1), NULL)));
triggers.push_back(new TriggerNode(
"heigan ranged",
NextAction::array(0, new NextAction("heigan dance ranged", ACTION_RAID + 1), NULL)));
// Kel'Thuzad
triggers.push_back(new TriggerNode(
"kel'thuzad",
NextAction::array(0,
new NextAction("kel'thuzad choose target", ACTION_RAID + 1),
new NextAction("kel'thuzad position", ACTION_RAID + 1),
NULL)));
// Anub'Rekhan
triggers.push_back(new TriggerNode(
"anub'rekhan",
NextAction::array(0,
// new NextAction("anub'rekhan choose target", ACTION_RAID + 1),
new NextAction("anub'rekhan position", ACTION_RAID + 1),
NULL)));
// Thaddius
// triggers.push_back(new TriggerNode(
// "thaddius phase pet",
// NextAction::array(0,
// new NextAction("thaddius attack nearest pet", ACTION_RAID + 1),
// new NextAction("thaddius melee to place", ACTION_RAID),
// new NextAction("thaddius ranged to place", ACTION_RAID),
// NULL)));
// triggers.push_back(new TriggerNode(
// "thaddius phase pet lose aggro",
// NextAction::array(0, new NextAction("taunt spell", ACTION_RAID + 2), NULL)));
// triggers.push_back(new TriggerNode(
// "thaddius phase transition",
// NextAction::array(0, new NextAction("thaddius move to platform", ACTION_RAID + 1), NULL)));
// triggers.push_back(new TriggerNode(
// "thaddius phase thaddius",
// NextAction::array(0, new NextAction("thaddius move polarity", ACTION_RAID + 1), NULL)));
// Instructor Razuvious
triggers.push_back(new TriggerNode(
"razuvious tank",
NextAction::array(0, new NextAction("razuvious use obedience crystal", ACTION_RAID + 1), NULL)));
triggers.push_back(new TriggerNode(
"razuvious nontank",
NextAction::array(0, new NextAction("razuvious target", ACTION_RAID + 1), NULL)));
// // four horseman
// triggers.push_back(new TriggerNode(
// "horseman attractors",
// NextAction::array(0, new NextAction("horseman attract alternatively", ACTION_RAID + 1), NULL)));
// triggers.push_back(new TriggerNode(
// "horseman except attractors",
// NextAction::array(0, new NextAction("horseman attack in order", ACTION_RAID + 1), NULL)));
// // sapphiron
// triggers.push_back(new TriggerNode(
// "sapphiron ground main tank",
// NextAction::array(0, new NextAction("sapphiron ground main tank position", ACTION_RAID + 1), NULL)));
// triggers.push_back(new TriggerNode(
// "sapphiron ground except main tank",
// NextAction::array(0, new NextAction("sapphiron ground position", ACTION_RAID + 1), NULL)));
// triggers.push_back(new TriggerNode(
// "sapphiron flight",
// NextAction::array(0, new NextAction("sapphiron flight position", ACTION_RAID + 1), NULL)));
// triggers.push_back(new TriggerNode(
// "sapphiron chill",
// NextAction::array(0, new NextAction("sapphiron avoid chill", ACTION_RAID + 1), NULL)));
// // Gluth
// triggers.push_back(new TriggerNode(
// "gluth",
// NextAction::array(0,
// new NextAction("gluth choose target", ACTION_RAID + 1),
// new NextAction("gluth position", ACTION_RAID + 1),
// new NextAction("gluth slowdown", ACTION_RAID),
// NULL)));
// triggers.push_back(new TriggerNode(
// "gluth main tank mortal wound",
// NextAction::array(0,
// new NextAction("taunt spell", ACTION_RAID + 1), NULL)));
// // Loatheb
// triggers.push_back(new TriggerNode(
// "loatheb",
// NextAction::array(0,
// new NextAction("loatheb position", ACTION_RAID + 1),
// new NextAction("loatheb choose target", ACTION_RAID + 1),
// NULL)));
}
void RaidNaxxStrategy::InitMultipliers(std::vector<Multiplier*> &multipliers)
{
multipliers.push_back(new HeiganDanceMultiplier(botAI));
// multipliers.push_back(new LoathebGenericMultiplier(ai));
// multipliers.push_back(new ThaddiusGenericMultiplier(ai));
// multipliers.push_back(new SapphironGenericMultiplier(ai));
multipliers.push_back(new InstructorRazuviousGenericMultiplier(botAI));
multipliers.push_back(new KelthuzadGenericMultiplier(botAI));
multipliers.push_back(new AnubrekhanGenericMultiplier(botAI));
// multipliers.push_back(new FourhorsemanGenericMultiplier(ai));
// multipliers.push_back(new GothikGenericMultiplier(ai));
// multipliers.push_back(new GluthGenericMultiplier(ai));
}