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

202 lines
5.1 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 "TankPaladinStrategy.h"
#include "Playerbots.h"
class TankPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
TankPaladinStrategyActionNodeFactory()
{
creators["seal of corruption"] = &seal_of_corruption;
creators["seal of vengeance"] = &seal_of_vengeance;
creators["seal of command"] = &seal_of_command;
creators["hand of reckoning"] = &hand_of_reckoning;
creators["taunt spell"] = &hand_of_reckoning;
}
private:
static ActionNode* seal_of_command([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"seal of command",
/*P*/ {},
/*A*/ { NextAction("seal of corruption") },
/*C*/ {}
);
}
static ActionNode* seal_of_corruption([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"seal of corruption",
/*P*/ {},
/*A*/ { NextAction("seal of vengeance") },
/*C*/ {}
);
}
static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"seal of vengeance",
/*P*/ {},
/*A*/ { NextAction("seal of righteousness") },
/*C*/ {}
);
}
static ActionNode* hand_of_reckoning([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode(
"hand of reckoning",
/*P*/ {},
/*A*/ { NextAction("righteous defense") },
/*C*/ {}
);
}
};
TankPaladinStrategy::TankPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI)
{
actionNodeFactories.Add(new TankPaladinStrategyActionNodeFactory());
}
std::vector<NextAction> TankPaladinStrategy::getDefaultActions()
{
return {
NextAction("shield of righteousness", ACTION_DEFAULT + 0.6f),
NextAction("hammer of the righteous", ACTION_DEFAULT + 0.5f),
NextAction("judgement of wisdom", ACTION_DEFAULT + 0.4f),
NextAction("melee", ACTION_DEFAULT)
};
}
void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericPaladinStrategy::InitTriggers(triggers);
triggers.push_back(
new TriggerNode(
"seal",
{
NextAction("seal of corruption", ACTION_HIGH)
}
)
);
triggers.push_back(
new TriggerNode(
"low mana",
{
NextAction("seal of wisdom", ACTION_HIGH + 9)
}
)
);
triggers.push_back(new TriggerNode(
"light aoe",
{
NextAction("avenger's shield", ACTION_HIGH + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"medium aoe",
{
NextAction("consecration", ACTION_HIGH + 7),
NextAction("avenger's shield", ACTION_HIGH + 6)
}
)
);
triggers.push_back(
new TriggerNode(
"lose aggro",
{
NextAction("hand of reckoning", ACTION_HIGH + 7)
}
)
);
triggers.push_back(
new TriggerNode(
"medium health",
{ NextAction("holy shield", ACTION_HIGH + 4)
}
)
);
triggers.push_back(
new TriggerNode(
"low health",
{
NextAction("holy shield", ACTION_HIGH + 4)
}
)
);
triggers.push_back(
new TriggerNode(
"critical health",
{
NextAction("holy shield", ACTION_HIGH + 4)
}
)
);
triggers.push_back(
new TriggerNode(
"avenging wrath",
{
NextAction("avenging wrath", ACTION_HIGH + 2)
}
)
);
triggers.push_back(
new TriggerNode(
"target critical health",
{
NextAction("hammer of wrath", ACTION_CRITICAL_HEAL)
}
)
);
triggers.push_back(
new TriggerNode(
"righteous fury",
{
NextAction("righteous fury", ACTION_HIGH + 8)
}
)
);
triggers.push_back(
new TriggerNode(
"medium group heal setting",
{
NextAction("divine sacrifice", ACTION_HIGH + 5)
}
)
);
triggers.push_back(
new TriggerNode(
"enough mana",
{
NextAction("consecration", ACTION_HIGH + 4)
}
)
);
triggers.push_back(
new TriggerNode(
"not facing target",
{
NextAction("set facing", ACTION_NORMAL + 7)
}
)
);
triggers.push_back(
new TriggerNode(
"enemy out of melee",
{
NextAction("reach melee", ACTION_HIGH + 1)
}
)
);
}