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mod-playerbots/src/strategy/deathknight/DKActions.h
Yunfan Li a9c3236e35 Unholy DK
2024-04-08 22:09:26 +08:00

349 lines
9.6 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.
*/
#ifndef _PLAYERBOT_DKACTIONS_H
#define _PLAYERBOT_DKACTIONS_H
#include "Event.h"
#include "GenericSpellActions.h"
class PlayerbotAI;
class CastBloodPresenceAction : public CastBuffSpellAction
{
public:
CastBloodPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "blood presence") { }
};
class CastFrostPresenceAction : public CastBuffSpellAction
{
public:
CastFrostPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "frost presence") { }
};
class CastUnholyPresenceAction : public CastBuffSpellAction
{
public:
CastUnholyPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unholy presence") { }
};
class CastDeathchillAction : public CastBuffSpellAction
{
public:
CastDeathchillAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "deathchill") { }
NextAction** getPrerequisites() override;
};
class CastDarkCommandAction : public CastSpellAction
{
public:
CastDarkCommandAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "dark command") { }
};
BEGIN_RANGED_SPELL_ACTION(CastDeathGripAction, "death grip")
END_SPELL_ACTION()
// Unholy presence
class CastUnholyMeleeSpellAction : public CastMeleeSpellAction
{
public:
CastUnholyMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) { }
NextAction** getPrerequisites() override;
};
// Frost presence
class CastFrostMeleeSpellAction : public CastMeleeSpellAction
{
public:
CastFrostMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) { }
NextAction** getPrerequisites() override;
};
// Blood presence
class CastBloodMeleeSpellAction : public CastMeleeSpellAction
{
public:
CastBloodMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) { }
NextAction** getPrerequisites() override;
};
class CastRuneStrikeAction : public CastMeleeSpellAction
{
public:
CastRuneStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "rune strike") { }
};
//debuff
// BEGIN_DEBUFF_ACTION(CastPestilenceAction, "pestilence")
// END_SPELL_ACTION()
class CastPestilenceAction : public CastSpellAction
{
public:
CastPestilenceAction(PlayerbotAI* ai) : CastSpellAction(ai, "pestilence") {}
ActionThreatType getThreatType() override { return ActionThreatType::None; }
};
//debuff
// BEGIN_DEBUFF_ACTION(CastHowlingBlastAction, "howling blast")
// END_SPELL_ACTION()
class CastHowlingBlastAction : public CastSpellAction
{
public:
CastHowlingBlastAction(PlayerbotAI* ai) : CastSpellAction(ai, "howling blast") {}
};
//debuff it
// BEGIN_DEBUFF_ACTION(CastIcyTouchAction, "icy touch")
// END_SPELL_ACTION()
class CastIcyTouchAction : public CastSpellAction
{
public:
CastIcyTouchAction(PlayerbotAI* ai) : CastSpellAction(ai, "icy touch") {}
};
class CastIcyTouchOnAttackerAction : public CastDebuffSpellOnMeleeAttackerAction
{
public:
CastIcyTouchOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnMeleeAttackerAction(botAI, "icy touch", true, .0f) { }
};
//debuff ps
class CastPlagueStrikeAction : public CastSpellAction
{
public:
CastPlagueStrikeAction(PlayerbotAI* ai) : CastSpellAction(ai, "plague strike") {}
};
// BEGIN_DEBUFF_ACTION(CastPlagueStrikeAction, "plague strike")
// END_SPELL_ACTION()
class CastPlagueStrikeOnAttackerAction : public CastDebuffSpellOnMeleeAttackerAction
{
public:
CastPlagueStrikeOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnMeleeAttackerAction(botAI, "plague strike", true, .0f) { }
};
//debuff
BEGIN_DEBUFF_ACTION(CastMarkOfBloodAction, "mark of blood")
END_SPELL_ACTION()
class CastMarkOfBloodOnAttackerAction : public CastDebuffSpellOnAttackerAction
{
public:
CastMarkOfBloodOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "mark of blood", true) { }
};
class CastUnholyBlightAction : public CastBuffSpellAction
{
public:
CastUnholyBlightAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unholy blight") { }
};
class CastSummonGargoyleAction : public CastSpellAction
{
public:
CastSummonGargoyleAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "summon gargoyle") { }
};
class CastGhoulFrenzyAction : public CastBuffSpellAction
{
public:
CastGhoulFrenzyAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "ghoul frenzy") { }
std::string const GetTargetName() override { return "pet target"; }
};
BEGIN_MELEE_SPELL_ACTION(CastCorpseExplosionAction, "corpse explosion")
END_SPELL_ACTION()
BEGIN_MELEE_SPELL_ACTION(CastAntiMagicShellAction, "anti magic shell")
END_SPELL_ACTION()
BEGIN_MELEE_SPELL_ACTION(CastAntiMagicZoneAction, "anti magic zone")
END_SPELL_ACTION()
class CastChainsOfIceAction : public CastSpellAction
{
public:
CastChainsOfIceAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "chains of ice") { }
};
class CastHungeringColdAction : public CastMeleeSpellAction
{
public:
CastHungeringColdAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "hungering cold") { }
};
class CastHeartStrikeAction : public CastMeleeSpellAction
{
public:
CastHeartStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "heart strike") { }
};
class CastBloodStrikeAction : public CastMeleeSpellAction
{
public:
CastBloodStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "blood strike") { }
};
class CastFrostStrikeAction : public CastMeleeSpellAction
{
public:
CastFrostStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "frost strike") { }
};
class CastObliterateAction : public CastMeleeSpellAction
{
public:
CastObliterateAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "obliterate") { }
};
class CastDeathStrikeAction : public CastMeleeSpellAction
{
public:
CastDeathStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "death strike") { }
};
class CastScourgeStrikeAction : public CastMeleeSpellAction
{
public:
CastScourgeStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "scourge strike") { }
};
class CastDeathCoilAction : public CastSpellAction
{
public:
CastDeathCoilAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death coil") { }
};
class CastBloodBoilAction : public CastSpellAction
{
public:
CastBloodBoilAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "blood boil") { }
};
class CastDeathAndDecayAction : public CastSpellAction
{
public:
CastDeathAndDecayAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death and decay") { }
};
class CastHornOfWinterAction : public CastSpellAction
{
public:
CastHornOfWinterAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "horn of winter") { }
};
class CastImprovedIcyTalonsAction : public CastBuffSpellAction
{
public:
CastImprovedIcyTalonsAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "improved icy talons") { }
};
class CastBoneShieldAction : public CastBuffSpellAction
{
public:
CastBoneShieldAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "bone shield") { }
};
class CastDeathPactAction : public CastBuffSpellAction
{
public:
CastDeathPactAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "death pact") { }
};
class CastDeathRuneMasteryAction : public CastBuffSpellAction
{
public:
CastDeathRuneMasteryAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "death rune mastery") { }
};
class CastDancingRuneWeaponAction : public CastSpellAction
{
public:
CastDancingRuneWeaponAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "dancing rune weapon") { }
};
class CastEmpowerRuneWeaponAction : public CastBuffSpellAction
{
public:
CastEmpowerRuneWeaponAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "empower rune weapon") { }
};
class CastArmyOfTheDeadAction : public CastBuffSpellAction
{
public:
CastArmyOfTheDeadAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "army of the dead") { }
};
class CastRaiseDeadAction : public CastBuffSpellAction
{
public:
CastRaiseDeadAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "raise dead") { }
virtual bool Execute(Event event) override;
};
class CastKillingMachineAction : public CastBuffSpellAction
{
public:
CastKillingMachineAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "killing machine") { }
};
class CastIceboundFortitudeAction : public CastBuffSpellAction
{
public:
CastIceboundFortitudeAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "icebound fortitude") { }
};
class CastUnbreakableArmorAction : public CastBuffSpellAction
{
public:
CastUnbreakableArmorAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unbreakable armor") { }
};
class CastVampiricBloodAction : public CastBuffSpellAction
{
public:
CastVampiricBloodAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "vampiric blood") { }
};
class CastMindFreezeAction : public CastMeleeSpellAction
{
public:
CastMindFreezeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "mind freeze") { }
};
class CastStrangulateAction : public CastMeleeSpellAction
{
public:
CastStrangulateAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "strangulate") { }
};
class CastMindFreezeOnEnemyHealerAction : public CastSpellOnEnemyHealerAction
{
public:
CastMindFreezeOnEnemyHealerAction(PlayerbotAI* botAI) : CastSpellOnEnemyHealerAction(botAI, "mind freeze") { }
};
class CastRuneTapAction : public CastMeleeSpellAction
{
public:
CastRuneTapAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "rune tap") { }
};
class CastBloodTapAction : public CastMeleeSpellAction
{
public:
CastBloodTapAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "blood tap") { }
};
#endif