[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)

This commit is contained in:
bashermens
2026-01-19 22:45:28 +01:00
committed by GitHub
parent fd07e02a8a
commit 41c53365ae
1119 changed files with 27 additions and 27 deletions

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "ArmsWarriorStrategy.h"
#include "Playerbots.h"
class ArmsWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
ArmsWarriorStrategyActionNodeFactory()
{
creators["charge"] = &charge;
creators["death wish"] = &death_wish;
creators["piercing howl"] = &piercing_howl;
creators["mocking blow"] = &mocking_blow;
creators["heroic strike"] = &heroic_strike;
creators["enraged regeneration"] = &enraged_regeneration;
creators["retaliation"] = &retaliation;
creators["shattering throw"] = &shattering_throw;
}
private:
static ActionNode* charge(PlayerbotAI* botAI)
{
return new ActionNode(
"charge",
/*P*/ {},
/*A*/ { NextAction("reach melee") },
/*C*/ {}
);
}
static ActionNode* death_wish(PlayerbotAI* botAI)
{
return new ActionNode(
"death wish",
/*P*/ {},
/*A*/ { NextAction("bloodrage") },
/*C*/ {}
);
}
static ActionNode* piercing_howl(PlayerbotAI* botAI)
{
return new ActionNode(
"piercing howl",
/*P*/ {},
/*A*/ { NextAction("mocking blow") },
/*C*/ {}
);
}
static ActionNode* mocking_blow(PlayerbotAI* botAI)
{
return new ActionNode(
"mocking blow",
/*P*/ {},
/*A*/ { NextAction("hamstring") },
/*C*/ {}
);
}
static ActionNode* heroic_strike(PlayerbotAI* botAI)
{
return new ActionNode(
"heroic strike",
/*P*/ {},
/*A*/ { NextAction("melee") },
/*C*/ {}
);
}
static ActionNode* enraged_regeneration(PlayerbotAI* botAI)
{
return new ActionNode(
"enraged regeneration",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* retaliation(PlayerbotAI* botAI)
{
return new ActionNode(
"retaliation",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* shattering_throw(PlayerbotAI* botAI)
{
return new ActionNode(
"shattering throw",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
};
ArmsWarriorStrategy::ArmsWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
{
actionNodeFactories.Add(new ArmsWarriorStrategyActionNodeFactory());
}
std::vector<NextAction> ArmsWarriorStrategy::getDefaultActions()
{
return {
NextAction("bladestorm", ACTION_DEFAULT + 0.2f),
NextAction("mortal strike", ACTION_DEFAULT + 0.1f),
NextAction("melee", ACTION_DEFAULT)
};
}
void ArmsWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericWarriorStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"enemy out of melee",
{
NextAction("charge", ACTION_MOVE + 10)
}
)
);
triggers.push_back(
new TriggerNode(
"battle stance",
{
NextAction("battle stance", ACTION_HIGH + 10)
}
)
);
triggers.push_back(
new TriggerNode(
"battle shout",
{
NextAction("battle shout", ACTION_HIGH + 9)
}
)
);
triggers.push_back(
new TriggerNode(
"rend",
{
NextAction("rend", ACTION_HIGH + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"rend on attacker",
{
NextAction("rend on attacker", ACTION_HIGH + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"mortal strike",
{
NextAction("mortal strike", ACTION_HIGH + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"target critical health",
{
NextAction("execute", ACTION_HIGH + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"sudden death",
{
NextAction("execute", ACTION_HIGH + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"hamstring",
{
NextAction("piercing howl", ACTION_HIGH)
}
)
);
triggers.push_back(
new TriggerNode(
"overpower",
{
NextAction("overpower", ACTION_HIGH + 4)
}
)
);
triggers.push_back(
new TriggerNode(
"taste for blood",
{
NextAction("overpower", ACTION_HIGH + 4)
}
)
);
triggers.push_back(
new TriggerNode(
"victory rush",
{
NextAction("victory rush", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"high rage available",
{
NextAction("heroic strike", ACTION_HIGH),
NextAction("slam", ACTION_HIGH + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"bloodrage",
{
NextAction("bloodrage", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"death wish",
{
NextAction("death wish", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"critical health",
{
NextAction("intimidating shout", ACTION_EMERGENCY)
}
)
);
triggers.push_back(
new TriggerNode(
"medium health",
{
NextAction("enraged regeneration", ACTION_EMERGENCY)
}
)
);
triggers.push_back(
new TriggerNode(
"almost full health",
{
NextAction("retaliation", ACTION_EMERGENCY + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"shattering throw trigger",
{
NextAction("shattering throw", ACTION_INTERRUPT + 1)
}
)
);
}

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_ARMSWARRIORSTRATEGY_H
#define _PLAYERBOT_ARMSWARRIORSTRATEGY_H
#include "GenericWarriorStrategy.h"
class PlayerbotAI;
class ArmsWarriorStrategy : public GenericWarriorStrategy
{
public:
ArmsWarriorStrategy(PlayerbotAI* botAI);
public:
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "arms"; }
std::vector<NextAction> getDefaultActions() override;
uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_DPS | STRATEGY_TYPE_MELEE; }
};
#endif

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "FuryWarriorStrategy.h"
#include "Playerbots.h"
class FuryWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
FuryWarriorStrategyActionNodeFactory()
{
creators["charge"] = &charge;
creators["intercept"] = &intercept;
creators["piercing howl"] = &piercing_howl;
creators["pummel"] = &pummel;
creators["enraged regeneration"] = &enraged_regeneration;
}
private:
static ActionNode* charge(PlayerbotAI* botAI)
{
return new ActionNode(
"charge",
/*P*/ {},
/*A*/ { NextAction("intercept" )},
/*C*/ {}
);
}
static ActionNode* intercept(PlayerbotAI* botAI)
{
return new ActionNode(
"intercept",
/*P*/ {},
/*A*/ { NextAction("reach melee" )},
/*C*/ {}
);
}
static ActionNode* piercing_howl(PlayerbotAI* botAI)
{
return new ActionNode(
"piercing howl",
/*P*/ {},
/*A*/ { NextAction("hamstring" )},
/*C*/ {}
);
}
static ActionNode* pummel(PlayerbotAI* botAI)
{
return new ActionNode(
"pummel",
/*P*/ {},
/*A*/ { NextAction("intercept" )},
/*C*/ {}
);
}
static ActionNode* enraged_regeneration(PlayerbotAI* botAI)
{
return new ActionNode(
"enraged regeneration",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
};
FuryWarriorStrategy::FuryWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
{
actionNodeFactories.Add(new FuryWarriorStrategyActionNodeFactory());
}
std::vector<NextAction> FuryWarriorStrategy::getDefaultActions()
{
return {
NextAction("bloodthirst", ACTION_DEFAULT + 0.5f),
NextAction("whirlwind", ACTION_DEFAULT + 0.4f),
NextAction("sunder armor", ACTION_DEFAULT + 0.3f),
NextAction("execute", ACTION_DEFAULT + 0.2f),
NextAction("melee", ACTION_DEFAULT)
};
}
void FuryWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericWarriorStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"enemy out of melee",
{
NextAction("charge", ACTION_MOVE + 9)
}
)
);
triggers.push_back(
new TriggerNode(
"berserker stance", {
NextAction("berserker stance", ACTION_HIGH + 9)
}
)
);
triggers.push_back(
new TriggerNode(
"battle shout",
{
NextAction("battle shout", ACTION_HIGH + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"pummel on enemy healer",
{
NextAction("pummel on enemy healer", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"pummel",
{
NextAction("pummel", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"victory rush",
{
NextAction("victory rush", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"bloodthirst",
{
NextAction("bloodthirst", ACTION_HIGH + 7)
}
)
);
triggers.push_back(
new TriggerNode(
"whirlwind",
{
NextAction("whirlwind", ACTION_HIGH + 6)
}
)
);
triggers.push_back(
new TriggerNode(
"instant slam",
{
NextAction("slam", ACTION_HIGH + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"bloodrage",
{
NextAction("bloodrage", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"medium rage available",
{
NextAction("heroic strike", ACTION_DEFAULT + 0.1f)
}
)
);
triggers.push_back(
new TriggerNode(
"death wish",
{
NextAction("death wish", ACTION_HIGH)
}
)
);
triggers.push_back(
new TriggerNode(
"recklessness",
{
NextAction("recklessness", ACTION_HIGH)
}
)
);
triggers.push_back(
new TriggerNode(
"critical health",
{
NextAction("enraged regeneration", ACTION_EMERGENCY)
}
)
);
}

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_FURYWARRIORSTRATEGY_H
#define _PLAYERBOT_FURYWARRIORSTRATEGY_H
#include "GenericWarriorStrategy.h"
class PlayerbotAI;
class FuryWarriorStrategy : public GenericWarriorStrategy
{
public:
FuryWarriorStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "fury"; }
std::vector<NextAction> getDefaultActions() override;
uint32 GetType() const override { return STRATEGY_TYPE_COMBAT | STRATEGY_TYPE_DPS | STRATEGY_TYPE_MELEE; }
};
#endif

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "GenericWarriorNonCombatStrategy.h"
#include "Playerbots.h"
void GenericWarriorNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("often", { NextAction("apply stone", 1.0f) }));
}

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_GENERICWARRIORNONCOBATSTRATEGY_H
#define _PLAYERBOT_GENERICWARRIORNONCOBATSTRATEGY_H
#include "NonCombatStrategy.h"
class PlayerbotAI;
class GenericWarriorNonCombatStrategy : public NonCombatStrategy
{
public:
GenericWarriorNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI) {}
std::string const getName() override { return "nc"; }
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
};
#endif

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "GenericWarriorStrategy.h"
#include "Playerbots.h"
GenericWarriorStrategy::GenericWarriorStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
{
}
void GenericWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
CombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode(
"enemy out of melee", { NextAction("reach melee", ACTION_HIGH + 1) }));
}
class WarrirorAoeStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
WarrirorAoeStrategyActionNodeFactory()
{
}
private:
};
WarrirorAoeStrategy::WarrirorAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI)
{
actionNodeFactories.Add(new WarrirorAoeStrategyActionNodeFactory());
}
void WarrirorAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode(
"light aoe", { NextAction("sweeping strikes", ACTION_HIGH + 7),
NextAction("bladestorm", ACTION_HIGH + 6),
NextAction("thunder clap", ACTION_HIGH + 5),
NextAction("shockwave", ACTION_HIGH + 4),
NextAction("demoralizing shout without life time check", ACTION_HIGH + 1),
NextAction("cleave", ACTION_HIGH) }));
triggers.push_back(
new TriggerNode("shockwave on snare target",
{ NextAction("shockwave on snare target", ACTION_HIGH + 5) }));
}

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_GENERICWARRIORSTRATEGY_H
#define _PLAYERBOT_GENERICWARRIORSTRATEGY_H
#include "CombatStrategy.h"
class PlayerbotAI;
// Stance requirements
class WarriorStanceRequirementActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
WarriorStanceRequirementActionNodeFactory()
{
// battle only
creators["charge"] = &charge;
creators["mocking blow"] = &mocking_blow;
creators["overpower"] = &overpower;
creators["retaliation"] = &retaliation;
creators["shattering throw"] = &shattering_throw;
// temp
creators["mortal strike"] = &mortal_strike;
// berserker only
creators["berserker rage"] = &berserker_rage;
creators["recklessness"] = &recklessness;
creators["whirlwind"] = &whirlwind;
creators["pummel"] = &pummel;
creators["intercept"] = &intercept;
// defensive only
creators["taunt"] = &taunt;
creators["revenge"] = &revenge;
creators["shield block"] = &shield_block;
creators["disarm"] = &disarm;
creators["shield wall"] = &shield_wall;
creators["intervene"] = &intervene;
}
private:
static ActionNode* charge([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"charge",
/*P*/ { NextAction("battle stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* mocking_blow([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"mocking blow",
/*P*/ { NextAction("battle stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* overpower([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"overpower",
/*P*/ { NextAction("battle stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* berserker_rage([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"berserker rage",
/*P*/ { NextAction("berserker stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* recklessness([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"recklessness",
/*P*/ { NextAction("berserker stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* whirlwind([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"whirlwind",
/*P*/ { NextAction("berserker stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* pummel([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"pummel",
/*P*/ { NextAction("berserker stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* intercept([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"intercept",
/*P*/ { NextAction("berserker stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* taunt([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"taunt",
/*P*/ { NextAction("defensive stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* revenge([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"revenge",
/*P*/ { NextAction("defensive stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* shield_block([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"shield block",
/*P*/ { NextAction("defensive stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* disarm([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"disarm",
/*P*/ { NextAction("defensive stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* shield_wall([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"shield wall",
/*P*/ { NextAction("defensive stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* intervene([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"intervene",
/*P*/ { NextAction("defensive stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* mortal_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"mortal strike",
/*P*/ { NextAction("battle stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* retaliation([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"retaliation",
/*P*/ { NextAction("battle stance") },
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* shattering_throw([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"shattering throw",
/*P*/ { NextAction("battle stance") },
/*A*/ {},
/*C*/ {}
);
}
};
class GenericWarriorStrategy : public CombatStrategy
{
public:
GenericWarriorStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "warrior"; }
};
class WarrirorAoeStrategy : public CombatStrategy
{
public:
WarrirorAoeStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "aoe"; }
};
#endif

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "TankWarriorStrategy.h"
#include "Playerbots.h"
class TankWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
TankWarriorStrategyActionNodeFactory()
{
creators["charge"] = &charge;
creators["sunder armor"] = &sunder_armor;
creators["commanding shout"] = &commanding_shout;
creators["devastate"] = &devastate;
creators["last stand"] = &last_stand;
creators["heroic throw on snare target"] = &heroic_throw_on_snare_target;
creators["heroic throw taunt"] = &heroic_throw_taunt;
creators["taunt"] = &taunt;
creators["taunt spell"] = &taunt;
creators["vigilance"] = &vigilance;
creators["enraged regeneration"] = &enraged_regeneration;
}
private:
static ActionNode* heroic_throw_taunt(PlayerbotAI* botAI)
{
return new ActionNode(
"heroic throw",
/*P*/ {},
/*A*/ { NextAction("shield slam") },
/*C*/ {}
);
}
static ActionNode* heroic_throw_on_snare_target(PlayerbotAI* botAI)
{
return new ActionNode(
"heroic throw on snare target",
/*P*/ {},
/*A*/ { NextAction("taunt on snare target") },
/*C*/ {}
);
}
static ActionNode* last_stand(PlayerbotAI* botAI)
{
return new ActionNode(
"last stand",
/*P*/ {},
/*A*/ { NextAction("intimidating shout") },
/*C*/ {}
);
}
static ActionNode* devastate(PlayerbotAI* botAI)
{
return new ActionNode(
"devastate",
/*P*/ {},
/*A*/ { NextAction("sunder armor") },
/*C*/ {}
);
}
static ActionNode* commanding_shout(PlayerbotAI* botAI)
{
return new ActionNode(
"commanding shout",
/*P*/ {},
/*A*/ { NextAction("battle shout") },
/*C*/ {}
);
}
static ActionNode* sunder_armor(PlayerbotAI* botAI)
{
return new ActionNode(
"sunder armor",
/*P*/ {},
/*A*/ { NextAction("melee") },
/*C*/ {}
);
}
static ActionNode* charge(PlayerbotAI* botAI)
{
return new ActionNode(
"charge",
/*P*/ {},
/*A*/ { NextAction("reach melee") },
/*C*/ {}
);
}
static ActionNode* taunt(PlayerbotAI* botAI)
{
return new ActionNode(
"taunt",
/*P*/ {},
/*A*/ { NextAction("heroic throw taunt") },
/*C*/ {}
);
}
static ActionNode* vigilance(PlayerbotAI* botAI)
{
return new ActionNode(
"vigilance",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
static ActionNode* enraged_regeneration(PlayerbotAI* botAI)
{
return new ActionNode(
"enraged regeneration",
/*P*/ {},
/*A*/ {},
/*C*/ {}
);
}
};
TankWarriorStrategy::TankWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
{
actionNodeFactories.Add(new TankWarriorStrategyActionNodeFactory());
}
std::vector<NextAction> TankWarriorStrategy::getDefaultActions()
{
return {
NextAction("devastate", ACTION_DEFAULT + 0.3f),
NextAction("revenge", ACTION_DEFAULT + 0.2f),
NextAction("demoralizing shout", ACTION_DEFAULT + 0.1f),
NextAction("melee", ACTION_DEFAULT)
};
}
void TankWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericWarriorStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"vigilance",
{
NextAction("vigilance", ACTION_HIGH + 7)
}
)
);
triggers.push_back(
new TriggerNode(
"enemy out of melee",
{
NextAction("heroic throw", ACTION_MOVE + 11),
NextAction("charge", ACTION_MOVE + 10)
}
)
);
triggers.push_back(
new TriggerNode(
"thunder clap and rage",
{
NextAction("thunder clap", ACTION_MOVE + 11)
}
)
);
triggers.push_back(
new TriggerNode(
"defensive stance",
{
NextAction("defensive stance", ACTION_HIGH + 9)
}
)
);
triggers.push_back(
new TriggerNode(
"commanding shout",
{
NextAction("commanding shout", ACTION_HIGH + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"bloodrage",
{
NextAction("bloodrage", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"sunder armor",
{
NextAction("devastate", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"medium rage available",
{
NextAction("shield slam", ACTION_HIGH + 2),
NextAction("devastate", ACTION_HIGH + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"shield block",
{
NextAction("shield block", ACTION_INTERRUPT + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"revenge",
{
NextAction("revenge", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"disarm",
{
NextAction("disarm", ACTION_HIGH + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"lose aggro",
{
NextAction("taunt", ACTION_INTERRUPT + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"taunt on snare target",
{
NextAction("heroic throw on snare target", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"low health",
{
NextAction("shield wall", ACTION_MEDIUM_HEAL)
}
)
);
triggers.push_back(
new TriggerNode(
"critical health",
{
NextAction("last stand", ACTION_EMERGENCY + 3),
NextAction("enraged regeneration", ACTION_EMERGENCY + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"high aoe",
{
NextAction("challenging shout", ACTION_HIGH + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"concussion blow",
{
NextAction("concussion blow", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"shield bash",
{
NextAction("shield bash", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"shield bash on enemy healer",
{
NextAction("shield bash on enemy healer", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"spell reflection",
{
NextAction("spell reflection", ACTION_INTERRUPT + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"victory rush",
{
NextAction("victory rush", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"sword and board",
{
NextAction("shield slam", ACTION_INTERRUPT)
}
)
);
triggers.push_back(
new TriggerNode(
"rend",
{
NextAction("rend", ACTION_NORMAL + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"rend on attacker",
{
NextAction("rend on attacker", ACTION_NORMAL + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"protect party member",
{
NextAction("intervene", ACTION_EMERGENCY)
}
)
);
triggers.push_back(
new TriggerNode(
"high rage available",
{
NextAction("heroic strike", ACTION_HIGH)
}
)
);
triggers.push_back(
new TriggerNode(
"medium rage available",
{
NextAction("thunder clap", ACTION_HIGH + 1)
}
)
);
}

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@@ -0,0 +1,25 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_TANKWARRIORSTRATEGY_H
#define _PLAYERBOT_TANKWARRIORSTRATEGY_H
#include "GenericWarriorStrategy.h"
#include "WarriorTriggers.h"
class PlayerbotAI;
class TankWarriorStrategy : public GenericWarriorStrategy
{
public:
TankWarriorStrategy(PlayerbotAI* botAI);
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "tank"; }
std::vector<NextAction> getDefaultActions() override;
uint32 GetType() const override { return STRATEGY_TYPE_TANK | STRATEGY_TYPE_MELEE; }
};
#endif