Files
mod-playerbots/src/strategy/hunter/DpsHunterStrategy.cpp
2023-10-22 01:27:37 +08:00

69 lines
3.2 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 "DpsHunterStrategy.h"
#include "Playerbots.h"
class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
DpsHunterStrategyActionNodeFactory()
{
creators["aimed shot"] = &aimed_shot;
}
private:
static ActionNode* aimed_shot([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode ("aimed shot",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("multi-shot", 10.0f), nullptr),
/*C*/ nullptr);
}
};
DpsHunterStrategy::DpsHunterStrategy(PlayerbotAI* botAI) : GenericHunterStrategy(botAI)
{
actionNodeFactories.Add(new DpsHunterStrategyActionNodeFactory());
}
NextAction** DpsHunterStrategy::getDefaultActions()
{
return NextAction::array(0,
new NextAction("kill shot", 16.0f),
new NextAction("chimera shot", 15.0f),
new NextAction("explosive shot", 15.0f),
new NextAction("aimed shot", 14.0f),
new NextAction("arcane shot", 13.0f),
new NextAction("steady shot", 12.0f),
new NextAction("auto shot", 10.0f),
nullptr);
// return NextAction::array(0, new NextAction("explosive shot", 11.0f), new NextAction("auto shot", 10.0f), new NextAction("auto attack", 9.0f), nullptr);
}
void DpsHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericHunterStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("black arrow", NextAction::array(0, new NextAction("black arrow", 15.0f), nullptr)));
triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("viper sting", 23.0f), nullptr)));
triggers.push_back(new TriggerNode("hunter's mark", NextAction::array(0, new NextAction("hunter's mark", 31.0f), nullptr)));
triggers.push_back(new TriggerNode("concussive shot on snare target", NextAction::array(0, new NextAction("concussive shot", 20.0f), nullptr)));
// triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("call pet", 21.0f), NULL)));
triggers.push_back(new TriggerNode("hunters pet low health", NextAction::array(0, new NextAction("mend pet", 21.0f), NULL)));
/*triggers.push_back(new TriggerNode("has aggro", NextAction::array(0, new NextAction("concussive shot", 20.0f), nullptr)));*/
}
void DpsAoeHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("multi-shot", 20.0f), nullptr)));
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("volley", 21.0f), nullptr)));
triggers.push_back(new TriggerNode("serpent sting on attacker", NextAction::array(0, new NextAction("serpent sting on attacker", 17.0f), nullptr)));
}
void DpsHunterDebuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("no stings", NextAction::array(0, new NextAction("serpent sting", 18.0f), nullptr)));
}