Files
mod-playerbots/src/strategy/Strategy.cpp
2024-09-08 15:49:24 +08:00

124 lines
4.1 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 "Strategy.h"
#include "Playerbots.h"
class ActionNodeFactoryInternal : public NamedObjectFactory<ActionNode>
{
public:
ActionNodeFactoryInternal()
{
creators["melee"] = &melee;
creators["healthstone"] = &healthstone;
creators["be near"] = &follow_master_random;
creators["attack anything"] = &attack_anything;
creators["move random"] = &move_random;
creators["move to loot"] = &move_to_loot;
creators["food"] = &food;
creators["drink"] = &drink;
creators["mana potion"] = &mana_potion;
creators["healing potion"] = &healing_potion;
creators["flee"] = &flee;
}
private:
static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("melee",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* healthstone([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("healthstone",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("healing potion"), nullptr),
/*C*/ nullptr);
}
static ActionNode* follow_master_random([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("be near",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("follow"), nullptr),
/*C*/ nullptr);
}
static ActionNode* attack_anything([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("attack anything",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* move_random([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("move random",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("stay line"), nullptr),
/*C*/ nullptr);
}
static ActionNode* move_to_loot([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("move to loot",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* food([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("food",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* drink([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("drink",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* mana_potion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("mana potion",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* healing_potion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("healing potion",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("food"), nullptr),
/*C*/ nullptr);
}
static ActionNode* flee([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("flee",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
};
Strategy::Strategy(PlayerbotAI* botAI) : PlayerbotAIAware(botAI)
{
actionNodeFactories.Add(new ActionNodeFactoryInternal());
}
ActionNode* Strategy::GetAction(std::string const name) { return actionNodeFactories.GetContextObject(name, botAI); }