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mod-playerbots/src/strategy/warlock/WarlockActions.h

529 lines
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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.
*/
#ifndef _PLAYERBOT_WARLOCKACTIONS_H
#define _PLAYERBOT_WARLOCKACTIONS_H
#include "GenericSpellActions.h"
#include "UseItemAction.h"
#include "InventoryAction.h"
#include "Action.h"
class PlayerbotAI;
class Unit;
// Buff and Out of Combat Spells
class CastDemonSkinAction : public CastBuffSpellAction
{
public:
CastDemonSkinAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "demon skin") {}
};
class CastDemonArmorAction : public CastBuffSpellAction
{
public:
CastDemonArmorAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "demon armor") {}
};
class CastFelArmorAction : public CastBuffSpellAction
{
public:
CastFelArmorAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "fel armor") {}
};
class CastSoulLinkAction : public CastBuffSpellAction
{
public:
CastSoulLinkAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "soul link", false, 5000) {}
std::string const GetTargetName() override { return "pet target"; }
};
class CreateSoulShardAction : public Action
{
public:
CreateSoulShardAction(PlayerbotAI* botAI) : Action(botAI, "create soul shard") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class DestroySoulShardAction : public InventoryAction
{
public:
DestroySoulShardAction(PlayerbotAI* botAI) : InventoryAction(botAI, "destroy soul shard") {}
bool Execute(Event event) override;
};
class CastCreateHealthstoneAction : public CastBuffSpellAction
{
public:
CastCreateHealthstoneAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "create healthstone") {}
};
class CastCreateFirestoneAction : public CastBuffSpellAction
{
public:
CastCreateFirestoneAction(PlayerbotAI* botAI);
bool Execute(Event event) override;
bool isUseful() override;
private:
static const std::vector<uint32> firestoneSpellIds;
};
class CastCreateSpellstoneAction : public CastBuffSpellAction
{
public:
CastCreateSpellstoneAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "create spellstone") {}
};
class CastCreateSoulstoneAction : public CastBuffSpellAction
{
public:
CastCreateSoulstoneAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "create soulstone") {}
};
class UseSoulstoneSelfAction : public UseSpellItemAction
{
public:
UseSoulstoneSelfAction(PlayerbotAI* botAI) : UseSpellItemAction(botAI, "soulstone") {}
bool Execute(Event event) override;
};
class UseSoulstoneMasterAction : public UseSpellItemAction
{
public:
UseSoulstoneMasterAction(PlayerbotAI* botAI) : UseSpellItemAction(botAI, "soulstone") {}
bool Execute(Event event) override;
};
class UseSoulstoneTankAction : public UseSpellItemAction
{
public:
UseSoulstoneTankAction(PlayerbotAI* botAI) : UseSpellItemAction(botAI, "soulstone") {}
bool Execute(Event event) override;
};
class UseSoulstoneHealerAction : public UseSpellItemAction
{
public:
UseSoulstoneHealerAction(PlayerbotAI* botAI) : UseSpellItemAction(botAI, "soulstone") {}
bool Execute(Event event) override;
};
// Summoning Spells
class CastSummonVoidwalkerAction : public CastBuffSpellAction
{
public:
CastSummonVoidwalkerAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "summon voidwalker") {}
};
class CastSummonFelguardAction : public CastBuffSpellAction
{
public:
CastSummonFelguardAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "summon felguard") {}
};
class CastSummonFelhunterAction : public CastBuffSpellAction
{
public:
CastSummonFelhunterAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "summon felhunter") {}
};
class CastSummonImpAction : public CastBuffSpellAction
{
public:
CastSummonImpAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "summon imp") {}
};
class CastSummonSuccubusAction : public CastBuffSpellAction
{
public:
CastSummonSuccubusAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "summon succubus") {}
};
class CastFelDominationAction : public CastBuffSpellAction
{
public:
CastFelDominationAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "fel domination") {}
};
// CC and Pet Spells
class CastBanishOnCcAction : public CastCrowdControlSpellAction
{
public:
CastBanishOnCcAction(PlayerbotAI* botAI) : CastCrowdControlSpellAction(botAI, "banish") {}
bool isPossible() override;
};
class CastFearOnCcAction : public CastCrowdControlSpellAction
{
public:
CastFearOnCcAction(PlayerbotAI* botAI) : CastCrowdControlSpellAction(botAI, "fear") {}
bool isPossible() override;
};
class CastSpellLockAction : public CastSpellAction
{
public:
CastSpellLockAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "spell lock") {}
};
class CastDevourMagicPurgeAction : public CastSpellAction
{
public:
CastDevourMagicPurgeAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "devour magic") {}
std::string const GetTargetName() override { return "current target"; }
};
class CastDevourMagicCleanseAction : public CastSpellAction
{
public:
CastDevourMagicCleanseAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "devour magic cleanse") {}
std::string const getName() override { return "cleanse magic on party"; }
};
// Utility Spells
class CastShadowWardAction : public CastBuffSpellAction
{
public:
CastShadowWardAction(PlayerbotAI* ai) : CastBuffSpellAction(ai, "shadow ward") {}
};
class CastSoulshatterAction : public CastSpellAction
{
public:
CastSoulshatterAction(PlayerbotAI* ai) : CastSpellAction(ai, "soulshatter") {}
bool isUseful() override;
};
class CastLifeTapAction : public CastSpellAction
{
public:
CastLifeTapAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "life tap") {}
std::string const GetTargetName() override { return "self target"; }
bool isUseful() override;
};
class DemonChargeAction : public CastSpellAction
{
public:
DemonChargeAction(PlayerbotAI* ai) : CastSpellAction(ai, "demon charge") {}
};
// Cooldown Spells
class CastMetamorphosisAction : public CastBuffSpellAction
{
public:
CastMetamorphosisAction(PlayerbotAI* ai) : CastBuffSpellAction(ai, "metamorphosis") {}
};
class CastDemonicEmpowermentAction : public CastBuffSpellAction
{
public:
CastDemonicEmpowermentAction(PlayerbotAI* ai) : CastBuffSpellAction(ai, "demonic empowerment") {}
std::string const GetTargetName() override { return "pet target"; }
};
// DoT/Curse Spells
class CastCorruptionAction : public CastDebuffSpellAction
{
public:
CastCorruptionAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "corruption", true) {}
bool isUseful() override
{
// Bypass TTL check and prevent casting if Seed of Corruption is present
return CastAuraSpellAction::isUseful() && !botAI->HasAura("seed of corruption", GetTarget(), false, true);
}
};
class CastCorruptionOnAttackerAction : public CastDebuffSpellOnAttackerAction
{
public:
CastCorruptionOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "corruption", true) {}
bool isUseful() override
{
// Bypass TTL check and prevent casting if Seed of Corruption is present
return CastAuraSpellAction::isUseful() && !botAI->HasAura("seed of corruption", GetTarget(), false, true);
}
};
class CastImmolateAction : public CastDebuffSpellAction
{
public:
CastImmolateAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "immolate", true) {}
bool isUseful() override
{
// Bypass TTL check
return CastAuraSpellAction::isUseful();
}
};
class CastImmolateOnAttackerAction : public CastDebuffSpellOnAttackerAction
{
public:
CastImmolateOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "immolate", true) {}
bool isUseful() override
{
// Bypass TTL check
return CastAuraSpellAction::isUseful();
}
};
class CastUnstableAfflictionAction : public CastDebuffSpellAction
{
public:
CastUnstableAfflictionAction(PlayerbotAI* ai) : CastDebuffSpellAction(ai, "unstable affliction", true) {}
bool isUseful() override
{
// Bypass TTL check
return CastAuraSpellAction::isUseful();
}
};
class CastUnstableAfflictionOnAttackerAction : public CastDebuffSpellOnAttackerAction
{
public:
CastUnstableAfflictionOnAttackerAction(PlayerbotAI* ai)
: CastDebuffSpellOnAttackerAction(ai, "unstable affliction", true)
{
}
bool isUseful() override
{
// Bypass TTL check
return CastAuraSpellAction::isUseful();
}
};
class CastCurseOfAgonyAction : public CastDebuffSpellAction
{
public:
CastCurseOfAgonyAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "curse of agony", true) {}
bool isUseful() override
{
// Bypass TTL check
return CastAuraSpellAction::isUseful();
}
};
class CastCurseOfAgonyOnAttackerAction : public CastDebuffSpellOnAttackerAction
{
public:
CastCurseOfAgonyOnAttackerAction(PlayerbotAI* botAI)
: CastDebuffSpellOnAttackerAction(botAI, "curse of agony", true)
{
}
bool isUseful() override
{
// Bypass TTL check
return CastAuraSpellAction::isUseful();
}
};
class CastCurseOfTheElementsAction : public CastDebuffSpellAction
{
public:
CastCurseOfTheElementsAction(PlayerbotAI* ai) : CastDebuffSpellAction(ai, "curse of the elements", true) {}
bool isUseful() override
{
// Bypass TTL check
return CastAuraSpellAction::isUseful();
}
};
class CastCurseOfDoomAction : public CastDebuffSpellAction
{
public:
CastCurseOfDoomAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "curse of doom", true, 0) {}
bool isUseful() override
{
// Bypass TTL check
return CastAuraSpellAction::isUseful();
}
};
class CastCurseOfExhaustionAction : public CastDebuffSpellAction
{
public:
CastCurseOfExhaustionAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "curse of exhaustion") {}
bool isUseful() override
{
// Bypass TTL check
return CastAuraSpellAction::isUseful();
}
};
class CastCurseOfTonguesAction : public CastDebuffSpellAction
{
public:
CastCurseOfTonguesAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "curse of tongues") {}
bool isUseful() override
{
// Bypass TTL check
return CastAuraSpellAction::isUseful();
}
};
class CastCurseOfWeaknessAction : public CastDebuffSpellAction
{
public:
CastCurseOfWeaknessAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "curse of weakness") {}
bool isUseful() override
{
// Bypass TTL check
return CastAuraSpellAction::isUseful();
}
};
// Damage Spells
class CastShadowBoltAction : public CastSpellAction
{
public:
CastShadowBoltAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "shadow bolt") {}
};
class CastDrainSoulAction : public CastSpellAction
{
public:
CastDrainSoulAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "drain soul") {}
bool isUseful() override;
};
class CastDrainManaAction : public CastSpellAction
{
public:
CastDrainManaAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "drain mana") {}
};
class CastDrainLifeAction : public CastSpellAction
{
public:
CastDrainLifeAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "drain life") {}
};
class CastConflagrateAction : public CastSpellAction
{
public:
CastConflagrateAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "conflagrate") {}
};
class CastIncinerateAction : public CastSpellAction
{
public:
CastIncinerateAction(PlayerbotAI* ai) : CastSpellAction(ai, "incinerate") {}
};
class CastHauntAction : public CastSpellAction
{
public:
CastHauntAction(PlayerbotAI* ai) : CastSpellAction(ai, "haunt") {}
};
class CastSoulFireAction : public CastSpellAction
{
public:
CastSoulFireAction(PlayerbotAI* ai) : CastSpellAction(ai, "soul fire") {}
};
class CastShadowburnAction : public CastSpellAction
{
public:
CastShadowburnAction(PlayerbotAI* ai) : CastSpellAction(ai, "shadowburn") {}
};
class CastChaosBoltAction : public CastSpellAction
{
public:
CastChaosBoltAction(PlayerbotAI* ai) : CastSpellAction(ai, "chaos bolt") {}
};
class CastSearingPainAction : public CastSpellAction
{
public:
CastSearingPainAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "searing pain") {}
};
// AoE Spells
class CastSeedOfCorruptionAction : public CastDebuffSpellAction
{
public:
CastSeedOfCorruptionAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "seed of corruption", true, 0) {}
bool isUseful() override
{
// Bypass TTL check
return CastAuraSpellAction::isUseful();
}
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
};
class CastSeedOfCorruptionOnAttackerAction : public CastDebuffSpellOnAttackerAction
{
public:
CastSeedOfCorruptionOnAttackerAction(PlayerbotAI* botAI)
: CastDebuffSpellOnAttackerAction(botAI, "seed of corruption", true, 0)
{
}
bool isUseful() override
{
// Bypass TTL check
return CastAuraSpellAction::isUseful();
}
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
};
class CastRainOfFireAction : public CastSpellAction
{
public:
CastRainOfFireAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "rain of fire") {}
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
bool isUseful() override;
};
class CastHellfireAction : public CastSpellAction
{
public:
CastHellfireAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "hellfire") {}
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
bool isUseful() override;
};
class CastShadowflameAction : public CastSpellAction
{
public:
CastShadowflameAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "shadowflame") {}
bool isUseful() override;
};
class CastShadowfuryAction : public CastSpellAction
{
public:
CastShadowfuryAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "shadowfury") {}
};
class CastImmolationAuraAction : public CastSpellAction
{
public:
CastImmolationAuraAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "immolation aura") {}
ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
bool isUseful() override;
};
class ShadowCleaveAction : public CastMeleeSpellAction
{
public:
ShadowCleaveAction(PlayerbotAI* ai) : CastMeleeSpellAction(ai, "shadow cleave") {}
};
#endif