mirror of
https://github.com/mod-playerbots/mod-playerbots.git
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125 lines
3.2 KiB
C++
125 lines
3.2 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "HealPaladinStrategy.h"
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#include "Playerbots.h"
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#include "Strategy.h"
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class HealPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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};
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HealPaladinStrategy::HealPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI)
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{
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actionNodeFactories.Add(new HealPaladinStrategyActionNodeFactory());
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}
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std::vector<NextAction> HealPaladinStrategy::getDefaultActions()
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{
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return { NextAction("judgement of light", ACTION_DEFAULT) };
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}
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void HealPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericPaladinStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode(
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"seal",
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{
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NextAction("seal of wisdom", ACTION_HIGH)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"medium mana",
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{
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NextAction("divine illumination", ACTION_HIGH + 2)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"low mana",
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{
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NextAction("divine favor", ACTION_HIGH + 1)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"party member to heal out of spell range",
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{
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NextAction("reach party member to heal", ACTION_EMERGENCY + 3)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"medium group heal setting",
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{
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NextAction("divine sacrifice", ACTION_CRITICAL_HEAL + 5),
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NextAction("avenging wrath", ACTION_HIGH + 4),
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"party member critical health",
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{
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NextAction("holy shock on party", ACTION_CRITICAL_HEAL + 6),
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NextAction("divine sacrifice", ACTION_CRITICAL_HEAL + 5),
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NextAction("holy light on party", ACTION_CRITICAL_HEAL + 4)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"party member low health",
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{
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NextAction("holy light on party", ACTION_MEDIUM_HEAL + 5)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"party member medium health",
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{
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NextAction("holy light on party", ACTION_LIGHT_HEAL + 9),
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NextAction("flash of light on party", ACTION_LIGHT_HEAL + 8)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"party member almost full health",
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{
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NextAction("flash of light on party", ACTION_LIGHT_HEAL + 3)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"beacon of light on main tank",
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{
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NextAction("beacon of light on main tank", ACTION_CRITICAL_HEAL + 7)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"sacred shield on main tank",
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{
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NextAction("sacred shield on main tank", ACTION_CRITICAL_HEAL + 6)
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}
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)
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);
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}
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