mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
166 lines
6.8 KiB
C++
166 lines
6.8 KiB
C++
/*
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* 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.
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*/
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#include "BearTankDruidStrategy.h"
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#include "Playerbots.h"
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class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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BearTankDruidStrategyActionNodeFactory()
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{
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creators["melee"] = &melee;
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creators["feral charge - bear"] = &feral_charge_bear;
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creators["swipe (bear)"] = &swipe_bear;
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creators["faerie fire (feral)"] = &faerie_fire_feral;
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creators["bear form"] = &bear_form;
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creators["dire bear form"] = &dire_bear_form;
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creators["mangle (bear)"] = &mangle_bear;
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creators["maul"] = &maul;
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creators["bash"] = &bash;
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creators["swipe"] = &swipe;
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creators["lacerate"] = &lacerate;
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creators["demoralizing roar"] = &demoralizing_roar;
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creators["taunt spell"] = &growl;
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}
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private:
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static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("melee",
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/*P*/ NextAction::array(0, new NextAction("feral charge - bear"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* feral_charge_bear([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("feral charge - bear",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("reach melee"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* swipe_bear([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("swipe (bear)",
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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* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("faerie fire (feral)",
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/*P*/ NextAction::array(0, new NextAction("feral charge - bear"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* bear_form([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("bear form",
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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* dire_bear_form([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("dire bear form",
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/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
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/*A*/ NextAction::array(0, new NextAction("bear form"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* mangle_bear([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("mangle (bear)",
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/*P*/ nullptr,
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// /*A*/ NextAction::array(0, new NextAction("lacerate"), nullptr),
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nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* maul([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("maul",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* bash([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("bash",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* swipe([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("swipe",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* lacerate([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("lacerate",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("maul"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* growl([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("growl",
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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* demoralizing_roar([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("demoralizing roar",
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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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};
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BearTankDruidStrategy::BearTankDruidStrategy(PlayerbotAI* botAI) : FeralDruidStrategy(botAI)
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{
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actionNodeFactories.Add(new BearTankDruidStrategyActionNodeFactory());
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}
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NextAction** BearTankDruidStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("mangle (bear)", ACTION_DEFAULT + 0.5f),
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new NextAction("faerie fire (feral)", ACTION_DEFAULT + 0.4f),
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new NextAction("lacerate", ACTION_DEFAULT + 0.3f),
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new NextAction("maul", ACTION_DEFAULT + 0.2f),
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new NextAction("enrage", ACTION_DEFAULT + 0.1f),
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new NextAction("melee", ACTION_DEFAULT),
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nullptr);
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}
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void BearTankDruidStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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{
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FeralDruidStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("feral charge - bear", ACTION_NORMAL + 8), nullptr)));
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// triggers.push_back(new TriggerNode("thorns", NextAction::array(0, new NextAction("thorns", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode("bear form", NextAction::array(0, new NextAction("dire bear form", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("frenzied regeneration", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode("faerie fire (feral)", NextAction::array(0, new NextAction("faerie fire (feral)", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("growl", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("demoralizing roar", ACTION_HIGH + 6), new NextAction("swipe (bear)", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("swipe (bear)", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("bash", NextAction::array(0, new NextAction("bash", ACTION_INTERRUPT + 2), nullptr)));
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triggers.push_back(new TriggerNode("bash on enemy healer", NextAction::array(0, new NextAction("bash on enemy healer", ACTION_INTERRUPT + 1), nullptr)));
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}
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