mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-12-01 21:12:50 +08:00
130 lines
6.4 KiB
C++
130 lines
6.4 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* 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 "HealDruidStrategy.h"
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#include "Playerbots.h"
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class HealDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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HealDruidStrategyActionNodeFactory() {
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creators["nourish on party"] = &nourtish_on_party;
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// creators["wild growth on party"] = &wild_growth_on_party;
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// creators["rejuvenation on party"] = &rejuvenation_on_party;
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// creators["regrowth on party"] = ®rowth_on_party;
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}
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private:
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static ActionNode* nourtish_on_party([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("nourish on party",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("healing touch on party"), nullptr),
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/*C*/ nullptr);
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}
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// static ActionNode* wild_growth_on_party([[maybe_unused]] PlayerbotAI* botAI)
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// {
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// return new ActionNode("wild growth on party",
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// /*P*/ NextAction::array(0, new NextAction("tree form"), nullptr),
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// /*A*/ nullptr,
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// /*C*/ nullptr);
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// }
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// static ActionNode* rejuvenation_on_party([[maybe_unused]] PlayerbotAI* botAI)
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// {
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// return new ActionNode("rejuvenation on party",
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// /*P*/ NextAction::array(0, new NextAction("tree form"), nullptr),
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// /*A*/ nullptr,
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// /*C*/ nullptr);
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// }
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// static ActionNode* regrowth_on_party([[maybe_unused]] PlayerbotAI* botAI)
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// {
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// return new ActionNode("regrowth on party",
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// /*P*/ NextAction::array(0, new NextAction("tree form"), 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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HealDruidStrategy::HealDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
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{
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actionNodeFactories.Add(new HealDruidStrategyActionNodeFactory());
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}
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void HealDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericDruidStrategy::InitTriggers(triggers);
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// triggers.push_back(
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// new TriggerNode("tree form", NextAction::array(0, new NextAction("tree form", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member to heal out of spell range",
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NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 9), nullptr)));
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// CRITICAL
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triggers.push_back(
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new TriggerNode("party member critical health",
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NextAction::array(0,
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new NextAction("tree form", ACTION_CRITICAL_HEAL + 4.1f),
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new NextAction("swiftmend on party", ACTION_CRITICAL_HEAL + 4),
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new NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 3),
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new NextAction("wild growth on party", ACTION_CRITICAL_HEAL + 2),
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new NextAction("nourish on party", ACTION_CRITICAL_HEAL + 1),
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// new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 0),
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nullptr)));
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triggers.push_back(
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new TriggerNode("party member critical health",
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NextAction::array(0, new NextAction("nature's swiftness", ACTION_CRITICAL_HEAL + 4), nullptr)));
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triggers.push_back(new TriggerNode(
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"group heal setting",
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NextAction::array(0,
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new NextAction("tree form", ACTION_MEDIUM_HEAL + 2.3f),
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 2.2f),
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new NextAction("rejuvenation on not full", ACTION_MEDIUM_HEAL + 2.1f),
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nullptr)));
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triggers.push_back(
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new TriggerNode("medium group heal setting",
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NextAction::array(0,
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new NextAction("tree form", ACTION_CRITICAL_HEAL + 0.6f),
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new NextAction("tranquility", ACTION_CRITICAL_HEAL + 0.5f), nullptr)));
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// LOW
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triggers.push_back(
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new TriggerNode("party member low health",
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NextAction::array(0, new NextAction("tree form", ACTION_MEDIUM_HEAL + 1.5f),
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 1.4f),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1.3f),
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new NextAction("swiftmend on party", ACTION_MEDIUM_HEAL + 1.2),
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new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 1.1f),
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nullptr)));
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// MEDIUM
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triggers.push_back(
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new TriggerNode("party member medium health",
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NextAction::array(0,
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new NextAction("tree form", ACTION_MEDIUM_HEAL + 0.5f),
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 0.4f),
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new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 0.3f),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 0.2f),
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new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 0.1f), nullptr)));
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// almost full
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triggers.push_back(
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new TriggerNode("party member almost full health",
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NextAction::array(0, new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 0.3f),
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new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 0.2f),
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new NextAction("regrowth on party", ACTION_LIGHT_HEAL + 0.1f), nullptr)));
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triggers.push_back(
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new TriggerNode("medium mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("enemy too close for spell",
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NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
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}
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