#include "AssassinationRogueStrategy.h" #include "Playerbots.h" class AssassinationRogueStrategyActionNodeFactory : public NamedObjectFactory { public: AssassinationRogueStrategyActionNodeFactory() { creators["mutilate"] = &mutilate; creators["envenom"] = &envenom; creators["backstab"] = &backstab; creators["rupture"] = &rupture; } private: static ActionNode* mutilate(PlayerbotAI* ai) { return new ActionNode("mutilate", /*P*/ NULL, /*A*/ NextAction::array(0, new NextAction("backstab"), nullptr), /*C*/ NULL); } static ActionNode* envenom(PlayerbotAI* ai) { return new ActionNode("envenom", /*P*/ NULL, /*A*/ NextAction::array(0, new NextAction("rupture"), nullptr), /*C*/ NULL); } static ActionNode* backstab(PlayerbotAI* ai) { return new ActionNode("backstab", /*P*/ NULL, /*A*/ NextAction::array(0, new NextAction("sinister strike"), nullptr), /*C*/ NULL); } static ActionNode* rupture(PlayerbotAI* botAI) { return new ActionNode("rupture", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("eviscerate"), nullptr), /*C*/ nullptr); } }; AssassinationRogueStrategy::AssassinationRogueStrategy(PlayerbotAI* ai) : MeleeCombatStrategy(ai) { actionNodeFactories.Add(new AssassinationRogueStrategyActionNodeFactory()); } NextAction** AssassinationRogueStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("melee", ACTION_DEFAULT), NULL); } void AssassinationRogueStrategy::InitTriggers(std::vector& triggers) { MeleeCombatStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("high energy available", NextAction::array(0, new NextAction("garrote", ACTION_HIGH + 7), new NextAction("ambush", ACTION_HIGH + 6), nullptr))); triggers.push_back(new TriggerNode("high energy available", NextAction::array(0, new NextAction("mutilate", ACTION_NORMAL + 3), nullptr))); triggers.push_back(new TriggerNode( "hunger for blood", NextAction::array(0, new NextAction("hunger for blood", ACTION_HIGH + 6), NULL))); triggers.push_back(new TriggerNode("slice and dice", NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 5), NULL))); triggers.push_back(new TriggerNode("combo points 3 available", NextAction::array(0, new NextAction("envenom", ACTION_HIGH + 5), new NextAction("eviscerate", ACTION_HIGH + 3), nullptr))); triggers.push_back(new TriggerNode("target with combo points almost dead", NextAction::array(0, new NextAction("envenom", ACTION_HIGH + 4), new NextAction("eviscerate", ACTION_HIGH + 2), nullptr))); triggers.push_back( new TriggerNode("expose armor", NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), NULL))); triggers.push_back( new TriggerNode("medium threat", NextAction::array(0, new NextAction("vanish", ACTION_HIGH), NULL))); triggers.push_back( new TriggerNode("low health", NextAction::array(0, new NextAction("evasion", ACTION_HIGH + 9), new NextAction("feint", ACTION_HIGH + 8), nullptr))); triggers.push_back(new TriggerNode( "critical health", NextAction::array(0, new NextAction("cloak of shadows", ACTION_HIGH + 7), nullptr))); triggers.push_back( new TriggerNode("kick", NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), NULL))); triggers.push_back( new TriggerNode("kick on enemy healer", NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), NULL))); triggers.push_back( new TriggerNode("medium aoe", NextAction::array(0, new NextAction("fan of knives", ACTION_NORMAL + 5), NULL))); triggers.push_back(new TriggerNode( "low tank threat", NextAction::array(0, new NextAction("tricks of the trade on main tank", ACTION_HIGH + 7), NULL))); triggers.push_back(new TriggerNode( "enemy out of melee", NextAction::array(0, new NextAction("stealth", ACTION_HIGH + 3), new NextAction("sprint", ACTION_HIGH + 2), new NextAction("reach melee", ACTION_HIGH + 1), NULL))); }