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https://github.com/mod-playerbots/mod-playerbots.git
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Big update.
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71
src/strategy/shaman/MeleeShamanStrategy.cpp
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71
src/strategy/shaman/MeleeShamanStrategy.cpp
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/*
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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.
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*/
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#include "MeleeShamanStrategy.h"
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#include "Playerbots.h"
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class MeleeShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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MeleeShamanStrategyActionNodeFactory()
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{
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creators["stormstrike"] = &stormstrike;
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creators["lava lash"] = &lava_lash;
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creators["magma totem"] = &magma_totem;
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}
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private:
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static ActionNode* stormstrike(PlayerbotAI* botAI)
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{
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return new ActionNode ("stormstrike",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("lava lash"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* lava_lash(PlayerbotAI* botAI)
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{
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return new ActionNode ("lava lash",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("melee"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* magma_totem(PlayerbotAI* botAI)
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{
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return new ActionNode ("magma totem",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ NextAction::array(0, new NextAction("fire nova"), nullptr));
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}
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};
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MeleeShamanStrategy::MeleeShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI)
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{
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actionNodeFactories.Add(new MeleeShamanStrategyActionNodeFactory());
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}
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NextAction** MeleeShamanStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("stormstrike", 10.0f), nullptr);
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}
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void MeleeShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericShamanStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("shaman weapon", NextAction::array(0, new NextAction("windfury weapon", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("searing totem", NextAction::array(0, new NextAction("reach melee", 22.0f), new NextAction("searing totem", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("shock", NextAction::array(0, new NextAction("earth shock", 20.0f), nullptr)));
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triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr)));
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triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of enemy contact", ACTION_NORMAL + 8), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("strength of earth totem", ACTION_LIGHT_HEAL), nullptr)));
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}
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void MeleeAoeShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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triggers.push_back(new TriggerNode("magma totem", NextAction::array(0, new NextAction("magma totem", 26.0f), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("fire nova", 25.0f), nullptr)));
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}
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