Files
mod-playerbots/src/Ai/Class/Paladin/Strategy/HealPaladinStrategy.cpp

125 lines
3.2 KiB
C++

/*
* 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 "HealPaladinStrategy.h"
#include "Playerbots.h"
#include "Strategy.h"
class HealPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
};
HealPaladinStrategy::HealPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI)
{
actionNodeFactories.Add(new HealPaladinStrategyActionNodeFactory());
}
std::vector<NextAction> HealPaladinStrategy::getDefaultActions()
{
return { NextAction("judgement of light", ACTION_DEFAULT) };
}
void HealPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericPaladinStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"seal",
{
NextAction("seal of wisdom", ACTION_HIGH)
}
)
);
triggers.push_back(
new TriggerNode(
"medium mana",
{
NextAction("divine illumination", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"low mana",
{
NextAction("divine favor", ACTION_HIGH + 1)
}
)
);
triggers.push_back(
new TriggerNode(
"party member to heal out of spell range",
{
NextAction("reach party member to heal", ACTION_EMERGENCY + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"medium group heal setting",
{
NextAction("divine sacrifice", ACTION_CRITICAL_HEAL + 5),
NextAction("avenging wrath", ACTION_HIGH + 4),
}
)
);
triggers.push_back(
new TriggerNode(
"party member critical health",
{
NextAction("holy shock on party", ACTION_CRITICAL_HEAL + 6),
NextAction("divine sacrifice", ACTION_CRITICAL_HEAL + 5),
NextAction("holy light on party", ACTION_CRITICAL_HEAL + 4)
}
)
);
triggers.push_back(
new TriggerNode(
"party member low health",
{
NextAction("holy light on party", ACTION_MEDIUM_HEAL + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"party member medium health",
{
NextAction("holy light on party", ACTION_LIGHT_HEAL + 9),
NextAction("flash of light on party", ACTION_LIGHT_HEAL + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"party member almost full health",
{
NextAction("flash of light on party", ACTION_LIGHT_HEAL + 3)
}
)
);
triggers.push_back(
new TriggerNode(
"beacon of light on main tank",
{
NextAction("beacon of light on main tank", ACTION_CRITICAL_HEAL + 7)
}
)
);
triggers.push_back(
new TriggerNode(
"sacred shield on main tank",
{
NextAction("sacred shield on main tank", ACTION_CRITICAL_HEAL + 6)
}
)
);
}