/* * Copyright (C) 2016+ AzerothCore , 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 "BearTankDruidStrategy.h" #include "Playerbots.h" class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory { public: BearTankDruidStrategyActionNodeFactory() { creators["melee"] = &melee; creators["feral charge - bear"] = &feral_charge_bear; creators["swipe (bear)"] = &swipe_bear; creators["faerie fire (feral)"] = &faerie_fire_feral; creators["bear form"] = &bear_form; creators["dire bear form"] = &dire_bear_form; creators["mangle (bear)"] = &mangle_bear; creators["maul"] = &maul; creators["bash"] = &bash; creators["swipe"] = &swipe; creators["lacerate"] = &lacerate; creators["demoralizing roar"] = &demoralizing_roar; creators["taunt spell"] = &growl; } private: static ActionNode* melee([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "melee", /*P*/ { NextAction("feral charge - bear") }, /*A*/ {}, /*C*/ {} ); } static ActionNode* feral_charge_bear([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "feral charge - bear", /*P*/ {}, /*A*/ { NextAction("reach melee") }, /*C*/ {} ); } static ActionNode* swipe_bear([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "swipe (bear)", /*P*/ {}, /*A*/ {}, /*C*/ {} ); } static ActionNode* faerie_fire_feral([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "faerie fire (feral)", /*P*/ { NextAction("feral charge - bear") }, /*A*/ {}, /*C*/ {} ); } static ActionNode* bear_form([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "bear form", /*P*/ {}, /*A*/ {}, /*C*/ {} ); } static ActionNode* dire_bear_form([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "dire bear form", /*P*/ { NextAction("caster form") }, /*A*/ { NextAction("bear form") }, /*C*/ {} ); } static ActionNode* mangle_bear([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "mangle (bear)", /*P*/ {}, /*A*/ {}, /*C*/ {} ); } static ActionNode* maul([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "maul", /*P*/ {}, /*A*/ { NextAction("melee") }, /*C*/ {} ); } static ActionNode* bash([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "bash", /*P*/ {}, /*A*/ { NextAction("melee") }, /*C*/ {} ); } static ActionNode* swipe([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "swipe", /*P*/ {}, /*A*/ { NextAction("melee") }, /*C*/ {} ); } static ActionNode* lacerate([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "lacerate", /*P*/ {}, /*A*/ { NextAction("maul") }, /*C*/ {} ); } static ActionNode* growl([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "growl", /*P*/ {}, /*A*/ {}, /*C*/ {} ); } static ActionNode* demoralizing_roar([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode( "demoralizing roar", /*P*/ {}, /*A*/ {}, /*C*/ {} ); } }; BearTankDruidStrategy::BearTankDruidStrategy(PlayerbotAI* botAI) : FeralDruidStrategy(botAI) { actionNodeFactories.Add(new BearTankDruidStrategyActionNodeFactory()); } std::vector BearTankDruidStrategy::getDefaultActions() { return { NextAction("mangle (bear)", ACTION_DEFAULT + 0.5f), NextAction("faerie fire (feral)", ACTION_DEFAULT + 0.4f), NextAction("lacerate", ACTION_DEFAULT + 0.3f), NextAction("maul", ACTION_DEFAULT + 0.2f), NextAction("enrage", ACTION_DEFAULT + 0.1f), NextAction("melee", ACTION_DEFAULT) }; } void BearTankDruidStrategy::InitTriggers(std::vector& triggers) { FeralDruidStrategy::InitTriggers(triggers); triggers.push_back( new TriggerNode( "enemy out of melee", { NextAction("feral charge - bear", ACTION_NORMAL + 8) } ) ); triggers.push_back( new TriggerNode( "bear form", { NextAction("dire bear form", ACTION_HIGH + 8) } ) ); triggers.push_back( new TriggerNode( "low health", { NextAction("frenzied regeneration", ACTION_HIGH + 7) } ) ); triggers.push_back( new TriggerNode( "faerie fire (feral)", { NextAction("faerie fire (feral)", ACTION_HIGH + 7) } ) ); triggers.push_back( new TriggerNode( "lose aggro", { NextAction("growl", ACTION_HIGH + 8) } ) ); triggers.push_back( new TriggerNode( "medium aoe", { NextAction("demoralizing roar", ACTION_HIGH + 6), NextAction("swipe (bear)", ACTION_HIGH + 6) } ) ); triggers.push_back( new TriggerNode( "light aoe", { NextAction("swipe (bear)", ACTION_HIGH + 5) } ) ); triggers.push_back( new TriggerNode( "bash", { NextAction("bash", ACTION_INTERRUPT + 2) } ) ); triggers.push_back( new TriggerNode( "bash on enemy healer", { NextAction("bash on enemy healer", ACTION_INTERRUPT + 1) } ) ); }