Files
mod-playerbots/src/strategy/shaman/HealShamanStrategy.cpp
2023-07-18 21:00:49 +08:00

106 lines
4.4 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 "HealShamanStrategy.h"
#include "Playerbots.h"
class HealShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
HealShamanStrategyActionNodeFactory()
{
creators["earthliving weapon"] = &earthliving_weapon;
creators["mana tide totem"] = &mana_tide_totem;
}
private:
static ActionNode* earthliving_weapon([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("earthliving weapon",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("flametongue weapon"), nullptr),
/*C*/ nullptr);
}
static ActionNode* mana_tide_totem([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("mana tide totem",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("mana potion"), nullptr),
/*C*/ nullptr);
}
};
HealShamanStrategy::HealShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI)
{
actionNodeFactories.Add(new HealShamanStrategyActionNodeFactory());
}
void HealShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericShamanStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_NORMAL + 9), nullptr)));
triggers.push_back(new TriggerNode("shaman weapon", NextAction::array(0, new NextAction("earthliving weapon", 22.0f), nullptr)));
triggers.push_back(new TriggerNode(
"group heal occasion",
NextAction::array(0, new NextAction("chain heal", 22.0f), NULL)));
triggers.push_back(new TriggerNode(
"party member critical health",
NextAction::array(0, new NextAction("riptide on party", 24.0f), new NextAction("lesser healing wave on party", 23.0f), NULL)));
triggers.push_back(new TriggerNode(
"party member low health",
NextAction::array(0, new NextAction("riptide on party", 18.0f), new NextAction("lesser healing wave on party", 17.0f), NULL)));
triggers.push_back(new TriggerNode(
"party member medium health",
NextAction::array(0, new NextAction("riptide on party", 15.0f), new NextAction("lesser healing wave on party", 14.0f), NULL)));
triggers.push_back(new TriggerNode(
"party member almost full health",
NextAction::array(0, new NextAction("riptide on party", 12.0f), new NextAction("lesser healing wave on party", 11.0f), NULL)));
triggers.push_back(new TriggerNode(
"party member cleanse spirit poison",
NextAction::array(0,
new NextAction("cleanse spirit poison on party", ACTION_DISPEL + 2),
new NextAction("cleansing totem", ACTION_DISPEL + 2),
NULL)));
triggers.push_back(new TriggerNode(
"party member cleanse spirit disease",
NextAction::array(0,
new NextAction("cleanse spirit disease on party", ACTION_DISPEL + 2),
new NextAction("cleansing totem", ACTION_DISPEL + 1),
NULL)));
triggers.push_back(new TriggerNode(
"party member cleanse spirit curse",
NextAction::array(0, new NextAction("cleanse spirit curse on party", ACTION_DISPEL + 2), NULL)));
triggers.push_back(new TriggerNode(
"no fire totem",
NextAction::array(0, new NextAction("fire elemental totem", 11.0f), new NextAction("flametongue totem", 10.0f), NULL)));
triggers.push_back(new TriggerNode(
"no water totem",
NextAction::array(0, new NextAction("healing stream totem", 13.0f), NULL)));
triggers.push_back(new TriggerNode(
"earth shield on main tank",
NextAction::array(0, new NextAction("earth shield on main tank", ACTION_HIGH + 7), NULL)));
triggers.push_back(new TriggerNode(
"enemy too close for spell",
NextAction::array(0, new NextAction("flee", 49.0f), NULL)));
triggers.push_back(new TriggerNode(
"medium mana",
NextAction::array(0, new NextAction("mana tide totem", ACTION_HIGH + 5), NULL)));
triggers.push_back(new TriggerNode("party member to heal out of spell range", NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 1), nullptr)));
}