Files
mod-playerbots/src/strategy/hunter/DpsHunterStrategy.cpp
2025-01-19 17:10:10 +08:00

90 lines
3.7 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 "DpsHunterStrategy.h"
#include "Playerbots.h"
class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
DpsHunterStrategyActionNodeFactory()
{
creators["aimed shot"] = &aimed_shot;
creators["steady shot"] = &steady_shot;
}
private:
static ActionNode* aimed_shot([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("aimed shot",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("multi-shot"), nullptr),
/*C*/ nullptr);
}
static ActionNode* steady_shot([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("steady shot",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("arcane shot"), nullptr),
/*C*/ nullptr);
}
};
DpsHunterStrategy::DpsHunterStrategy(PlayerbotAI* botAI) : GenericHunterStrategy(botAI)
{
actionNodeFactories.Add(new DpsHunterStrategyActionNodeFactory());
}
NextAction** DpsHunterStrategy::getDefaultActions()
{
return NextAction::array(
0,
new NextAction("explosive shot", ACTION_HIGH + 1.0f),
new NextAction("kill shot", ACTION_DEFAULT + 0.8f),
new NextAction("chimera shot", ACTION_DEFAULT + 0.6f),
new NextAction("aimed shot", ACTION_DEFAULT + 0.5f),
new NextAction("silencing shot", ACTION_DEFAULT + 0.4f),
new NextAction("kill command", ACTION_DEFAULT + 0.3f),
// new NextAction("arcane shot", ACTION_DEFAULT + 0.2f),
new NextAction("steady shot", ACTION_DEFAULT + 0.1f),
new NextAction("auto shot", ACTION_DEFAULT), nullptr);
}
void DpsHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericHunterStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode("black arrow", NextAction::array(0, new NextAction("black arrow", 19.0f), nullptr)));
triggers.push_back(
new TriggerNode("low mana", NextAction::array(0, new NextAction("viper sting", 23.0f), nullptr)));
triggers.push_back(
new TriggerNode("hunter's mark", NextAction::array(0, new NextAction("hunter's mark", 31.0f), nullptr)));
triggers.push_back(new TriggerNode("concussive shot on snare target",
NextAction::array(0, new NextAction("concussive shot", 20.0f), nullptr)));
// triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("call pet", 21.0f), NULL)));
// triggers.push_back(new TriggerNode("hunters pet low health", NextAction::array(0, new NextAction("mend
// pet", 21.0f), NULL)));
triggers.push_back(
new TriggerNode("has aggro", NextAction::array(0, new NextAction("concussive shot", 20.0f), nullptr)));
}
void DpsAoeHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("light aoe", NextAction::array(0, new NextAction("multi-shot", 20.0f), nullptr)));
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("volley", 21.0f), nullptr)));
triggers.push_back(
new TriggerNode("serpent sting on attacker",
NextAction::array(0, new NextAction("serpent sting on attacker", 17.0f), nullptr)));
}
void DpsHunterDebuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("no stings", NextAction::array(0, new NextAction("serpent sting", 18.0f), nullptr)));
}