Files
mod-playerbots/src/strategy/rogue/DpsRogueStrategy.cpp
2024-02-09 23:51:03 +08:00

254 lines
9.7 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 "DpsRogueStrategy.h"
#include "Playerbots.h"
class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
DpsRogueStrategyActionNodeFactory()
{
creators["mutilate"] = &mutilate;
creators["sinister strike"] = &sinister_strike;
creators["kick"] = &kick;
creators["kidney shot"] = &kidney_shot;
creators["backstab"] = &backstab;
creators["melee"] = &melee;
creators["rupture"] = &rupture;
}
private:
static ActionNode* melee(PlayerbotAI* botAI)
{
return new ActionNode ("melee",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("mutilate"), NULL),
/*C*/ NULL);
}
static ActionNode* mutilate(PlayerbotAI* botAI)
{
return new ActionNode ("mutilate",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("sinister strike"), NULL),
/*C*/ NULL);
}
static ActionNode* sinister_strike(PlayerbotAI* botAI)
{
return new ActionNode ("sinister strike",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("melee"), NULL),
/*C*/ NULL);
}
static ActionNode* kick(PlayerbotAI* botAI)
{
return new ActionNode ("kick",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("kidney shot"), NULL),
/*C*/ NULL);
}
static ActionNode* kidney_shot(PlayerbotAI* botAI)
{
return new ActionNode ("kidney shot",
/*P*/ NULL,
/*A*/ NULL,
/*C*/ NULL);
}
static ActionNode* backstab(PlayerbotAI* botAI)
{
return new ActionNode ("backstab",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("mutilate"), NULL),
/*C*/ NULL);
}
static ActionNode* rupture(PlayerbotAI* botAI)
{
return new ActionNode ("rupture",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("eviscerate"), NULL),
/*C*/ NULL);
}
};
DpsRogueStrategy::DpsRogueStrategy(PlayerbotAI* botAI) : MeleeCombatStrategy(botAI)
{
actionNodeFactories.Add(new DpsRogueStrategyActionNodeFactory());
}
NextAction** DpsRogueStrategy::getDefaultActions()
{
return NextAction::array(0,
new NextAction("garrote", ACTION_DEFAULT + 0.3f),
new NextAction("ambush", ACTION_DEFAULT + 0.2f),
new NextAction("killing spree", ACTION_DEFAULT + 0.1f),
new NextAction("melee", ACTION_DEFAULT), NULL);
}
void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
MeleeCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode(
"high energy available",
NextAction::array(0, new NextAction("sinister strike", ACTION_NORMAL + 3), NULL)));
triggers.push_back(new TriggerNode(
"slice and dice",
NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 2), NULL)));
triggers.push_back(new TriggerNode(
"combo points available",
NextAction::array(0,
new NextAction("rupture", ACTION_HIGH + 1), NULL)));
triggers.push_back(new TriggerNode(
"target with combo points almost dead",
NextAction::array(0,
new NextAction("eviscerate", ACTION_HIGH + 1), NULL)));
triggers.push_back(new TriggerNode(
"medium threat",
NextAction::array(0, new NextAction("vanish", ACTION_HIGH), NULL)));
triggers.push_back(new TriggerNode(
"low health",
NextAction::array(0, new NextAction("evasion", ACTION_EMERGENCY), new NextAction("feint", ACTION_EMERGENCY), NULL)));
triggers.push_back(new TriggerNode(
"kick",
NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), NULL)));
triggers.push_back(new TriggerNode(
"kick on enemy healer",
NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), NULL)));
// triggers.push_back(new TriggerNode(
// "behind target",
// NextAction::array(0, new NextAction("backstab", ACTION_NORMAL), NULL)));
triggers.push_back(new TriggerNode(
"light aoe",
NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH + 3), NULL)));
triggers.push_back(new TriggerNode(
"enemy out of melee",
NextAction::array(0,
new NextAction("stealth", ACTION_NORMAL + 9),
new NextAction("sprint", ACTION_NORMAL + 8),
new NextAction("reach melee", ACTION_NORMAL + 7),
NULL)));
triggers.push_back(new TriggerNode(
"expose armor",
NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), NULL)));
triggers.push_back(new TriggerNode(
"tricks of the trade on main tank",
NextAction::array(0, new NextAction("tricks of the trade on main tank", ACTION_HIGH + 7), NULL)));
}
class StealthedRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
StealthedRogueStrategyActionNodeFactory()
{
creators["ambush"] = &ambush;
creators["cheap shot"] = &cheap_shot;
creators["garrote"] = &garrote;
creators["sap"] = &sap;
creators["sinister strike"] = &sinister_strike;
}
private:
static ActionNode* ambush(PlayerbotAI* botAI)
{
return new ActionNode("ambush",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("garrote"), nullptr),
/*C*/ nullptr);
}
static ActionNode* cheap_shot(PlayerbotAI* botAI)
{
return new ActionNode("cheap shot",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* garrote(PlayerbotAI* botAI)
{
return new ActionNode("garrote",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* sap(PlayerbotAI* botAI)
{
return new ActionNode("sap",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* sinister_strike(PlayerbotAI* botAI)
{
return new ActionNode("sinister strike",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("cheap shot"), nullptr),
/*C*/ nullptr);
}
};
StealthedRogueStrategy::StealthedRogueStrategy(PlayerbotAI* botAI) : Strategy(botAI)
{
actionNodeFactories.Add(new StealthedRogueStrategyActionNodeFactory());
}
NextAction** StealthedRogueStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("ambush", ACTION_NORMAL + 4), new NextAction("backstab", ACTION_NORMAL + 3), new NextAction("cheap shot", ACTION_NORMAL + 2),
new NextAction("sinister strike", ACTION_NORMAL + 1), new NextAction("melee", ACTION_NORMAL), nullptr);
}
void StealthedRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("combo points available", NextAction::array(0, new NextAction("eviscerate", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("kick", NextAction::array(0, new NextAction("cheap shot", ACTION_INTERRUPT), nullptr)));
triggers.push_back(new TriggerNode("kick on enemy healer", NextAction::array(0, new NextAction("cheap shot", ACTION_INTERRUPT), nullptr)));
triggers.push_back(new TriggerNode("behind target", NextAction::array(0, new NextAction("ambush", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("not behind target", NextAction::array(0, new NextAction("cheap shot", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("sprint", ACTION_EMERGENCY + 1), nullptr)));
triggers.push_back(new TriggerNode("unstealth", NextAction::array(0, new NextAction("unstealth", ACTION_NORMAL), nullptr)));
/*triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("food", ACTION_EMERGENCY + 1), nullptr)));*/
triggers.push_back(new TriggerNode("no stealth", NextAction::array(0, new NextAction("check stealth", ACTION_EMERGENCY), nullptr)));
triggers.push_back(new TriggerNode("sprint", NextAction::array(0, new NextAction("sprint", ACTION_INTERRUPT), nullptr)));
}
void StealthStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("stealth", NextAction::array(0, new NextAction("stealth", ACTION_INTERRUPT), nullptr)));
}
void RogueAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode(
"medium aoe",
NextAction::array(0, new NextAction("fan of knives", ACTION_NORMAL + 5), NULL)));
}
void RogueBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("adrenaline rush", NextAction::array(0, new NextAction("adrenaline rush", ACTION_HIGH + 2), nullptr)));
}
void RogueCcStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("sap", NextAction::array(0, new NextAction("stealth", ACTION_INTERRUPT), new NextAction("sap", ACTION_INTERRUPT), nullptr)));
}