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mod-playerbots/src/strategy/druid/BearTankDruidStrategy.cpp

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