Big update.

This commit is contained in:
UltraNix
2022-03-12 22:27:09 +01:00
parent b3d00ccb26
commit b952636f0d
843 changed files with 1534330 additions and 99 deletions

View File

@@ -0,0 +1,109 @@
/*
* 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 "FeralDruidStrategy.h"
#include "Playerbots.h"
class FeralDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
FeralDruidStrategyActionNodeFactory()
{
creators["survival instincts"] = &survival_instincts;
creators["thorns"] = &thorns;
creators["omen of clarity"] = &omen_of_clarity;
creators["cure poison"] = &cure_poison;
creators["cure poison on party"] = &cure_poison_on_party;
creators["abolish poison"] = &abolish_poison;
creators["abolish poison on party"] = &abolish_poison_on_party;
creators["prowl"] = &prowl;
}
private:
static ActionNode* survival_instincts(PlayerbotAI* botAI)
{
return new ActionNode ("survival instincts",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("barskin"), nullptr),
/*C*/ nullptr);
}
static ActionNode* thorns(PlayerbotAI* botAI)
{
return new ActionNode ("thorns",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* omen_of_clarity(PlayerbotAI* botAI)
{
return new ActionNode ("omen of clarity",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* cure_poison(PlayerbotAI* botAI)
{
return new ActionNode ("cure poison",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* cure_poison_on_party(PlayerbotAI* botAI)
{
return new ActionNode ("cure poison on party",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* abolish_poison(PlayerbotAI* botAI)
{
return new ActionNode ("abolish poison",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* abolish_poison_on_party(PlayerbotAI* botAI)
{
return new ActionNode ("abolish poison on party",
/*P*/ NextAction::array(0, new NextAction("caster form"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* prowl(PlayerbotAI* botAI)
{
return new ActionNode("prowl",
/*P*/ NextAction::array(0, new NextAction("cat form"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
};
FeralDruidStrategy::FeralDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI)
{
actionNodeFactories.Add(new FeralDruidStrategyActionNodeFactory());
actionNodeFactories.Add(new ShapeshiftDruidStrategyActionNodeFactory());
}
void FeralDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDruidStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr)));
triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of enemy contact", ACTION_NORMAL + 8), nullptr)));
triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("survival instincts", ACTION_EMERGENCY + 1), nullptr)));
triggers.push_back(new TriggerNode("omen of clarity", NextAction::array(0, new NextAction("omen of clarity", ACTION_HIGH + 9), nullptr)));
//triggers.push_back(new TriggerNode("player has no flag", NextAction::array(0, new NextAction("prowl", ACTION_HIGH + 1), nullptr)));
//triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("prowl", ACTION_INTERRUPT + 1), nullptr)));
triggers.push_back(new TriggerNode("player has flag", NextAction::array(0, new NextAction("dash", ACTION_EMERGENCY + 2), nullptr)));
triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("dash", ACTION_EMERGENCY + 2), nullptr)));
}