/* * Copyright (C) 2016+ AzerothCore , 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 "HealPaladinStrategy.h" #include "Playerbots.h" #include "Strategy.h" class HealPaladinStrategyActionNodeFactory : public NamedObjectFactory { public: // HealPaladinStrategyActionNodeFactory() // { // creators["concentration aura"] = &concentration_aura; // } private: // ACTION_NODE_A(concentration_aura, "concentration aura", "devotion aura"); }; HealPaladinStrategy::HealPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI) { actionNodeFactories.Add(new HealPaladinStrategyActionNodeFactory()); } NextAction** HealPaladinStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("judgement of light", ACTION_DEFAULT + 2), nullptr); } void HealPaladinStrategy::InitTriggers(std::vector& triggers) { GenericPaladinStrategy::InitTriggers(triggers); // triggers.push_back(new TriggerNode("concentration aura", NextAction::array(0, new NextAction("concentration // aura", ACTION_NORMAL), nullptr))); triggers.push_back( new TriggerNode("seal", NextAction::array(0, new NextAction("seal of wisdom", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode( "medium mana", NextAction::array(0, new NextAction("divine illumination", ACTION_HIGH + 2), nullptr))); triggers.push_back( new TriggerNode("low mana", NextAction::array(0, new NextAction("divine favor", ACTION_HIGH + 1), nullptr))); // triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary", // ACTION_HIGH + 9), nullptr))); triggers.push_back(new TriggerNode( "party member to heal out of spell range", NextAction::array(0, new NextAction("reach party member to heal", ACTION_EMERGENCY + 3), nullptr))); triggers.push_back( new TriggerNode("medium group heal occasion", NextAction::array(0, new NextAction("divine sacrifice", ACTION_CRITICAL_HEAL + 5), new NextAction("avenging wrath", ACTION_HIGH + 4), nullptr))); triggers.push_back( new TriggerNode("party member critical health", NextAction::array(0, new NextAction("holy shock on party", ACTION_CRITICAL_HEAL + 6), new NextAction("divine sacrifice", ACTION_CRITICAL_HEAL + 5), new NextAction("holy light on party", ACTION_CRITICAL_HEAL + 4), nullptr))); triggers.push_back( new TriggerNode("party member low health", NextAction::array(0, new NextAction("holy light on party", ACTION_MEDIUM_HEAL + 5), nullptr))); triggers.push_back( new TriggerNode("party member medium health", NextAction::array(0, new NextAction("holy light on party", ACTION_LIGHT_HEAL + 9), new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 8), nullptr))); triggers.push_back(new TriggerNode( "party member almost full health", NextAction::array(0, new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 3), nullptr))); triggers.push_back(new TriggerNode( "beacon of light on main tank", NextAction::array(0, new NextAction("beacon of light on main tank", ACTION_CRITICAL_HEAL + 7), nullptr))); triggers.push_back(new TriggerNode( "sacred shield on main tank", NextAction::array(0, new NextAction("sacred shield on main tank", ACTION_CRITICAL_HEAL + 6), nullptr))); }