/* * Copyright (C) 2016+ AzerothCore , 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 "DestructionWarlockStrategy.h" #include "Playerbots.h" // ===== Action Node Factory ===== class DestructionWarlockStrategyActionNodeFactory : public NamedObjectFactory { public: DestructionWarlockStrategyActionNodeFactory() { creators["immolate"] = &immolate; creators["conflagrate"] = &conflagrate; creators["chaos bolt"] = &chaos_bolt; creators["incinerate"] = &incinerate; creators["corruption"] = &corruption; creators["corruption on attacker"] = &corruption_on_attacker; creators["shadow bolt"] = &shadow_bolt; creators["shadowburn"] = &shadowburn; creators["life tap"] = &life_tap; creators["shadowfury"] = &shadowfury; creators["shadowflame"] = &shadowflame; creators["seed of corruption"] = &seed_of_corruption; creators["seed of corruption on attacker"] = &seed_of_corruption; creators["rain of fire"] = &rain_of_fire; } private: static ActionNode* immolate(PlayerbotAI*) { return new ActionNode("immolate", {}, {}, {}); } static ActionNode* conflagrate(PlayerbotAI*) { return new ActionNode("conflagrate", {}, {}, {}); } static ActionNode* chaos_bolt(PlayerbotAI*) { return new ActionNode("chaos bolt", {}, {}, {}); } static ActionNode* incinerate(PlayerbotAI*) { return new ActionNode("incinerate", {}, {}, {}); } static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", {}, {}, {}); } static ActionNode* corruption_on_attacker(PlayerbotAI*) { return new ActionNode("corruption on attacker", {}, {}, {}); } static ActionNode* shadow_bolt(PlayerbotAI*) { return new ActionNode("shadow bolt", {}, {}, {}); } static ActionNode* shadowburn(PlayerbotAI*) { return new ActionNode("shadowburn", {}, {}, {}); } static ActionNode* life_tap(PlayerbotAI*) { return new ActionNode("life tap", {}, {}, {}); } static ActionNode* shadowfury(PlayerbotAI*) { return new ActionNode("shadowfury", {}, {}, {}); } static ActionNode* shadowflame(PlayerbotAI*) { return new ActionNode("shadowflame", {}, {}, {}); } static ActionNode* seed_of_corruption(PlayerbotAI*) { return new ActionNode("seed of corruption", {}, {}, {}); } static ActionNode* seed_of_corruption_on_attacker(PlayerbotAI*) { return new ActionNode("seed of corruption on attacker", {}, {}, {}); } static ActionNode* rain_of_fire(PlayerbotAI*) { return new ActionNode("rain of fire", {}, {}, {}); } }; // ===== Single Target Strategy ===== DestructionWarlockStrategy::DestructionWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI) { actionNodeFactories.Add(new DestructionWarlockStrategyActionNodeFactory()); } // ===== Default Actions ===== std::vector DestructionWarlockStrategy::getDefaultActions() { return { NextAction("immolate", 5.9f), NextAction("conflagrate", 5.8f), NextAction("chaos bolt", 5.7f), NextAction("incinerate", 5.6f), NextAction("corruption", 5.3f), // Note: Corruption and Shadow Bolt won't be used after the character learns Incinerate at level 64 NextAction("shadow bolt", 5.2f), NextAction("shoot", 5.0f) }; } // ===== Trigger Initialization === void DestructionWarlockStrategy::InitTriggers(std::vector& triggers) { GenericWarlockStrategy::InitTriggers(triggers); // Main DoT triggers for high uptime + high priority cooldowns triggers.push_back( new TriggerNode( "immolate", { NextAction("immolate", 20.0f) } ) ); triggers.push_back( new TriggerNode( "conflagrate", { NextAction("conflagrate", 19.5f) } ) ); triggers.push_back( new TriggerNode( "chaos bolt", { NextAction("chaos bolt", 19.0f) } ) ); // Note: Corruption won't be used after the character learns Incinerate at level 64 triggers.push_back( new TriggerNode( "corruption on attacker", { NextAction("corruption on attacker", 5.5f) } ) ); triggers.push_back( new TriggerNode( "corruption", { NextAction("corruption", 5.4f) } ) ); // Shadowburn as execute if target is low HP triggers.push_back( new TriggerNode( "target critical health", { NextAction("shadowburn", 18.0f) } ) ); // Life Tap glyph buff, and Life Tap as filler triggers.push_back( new TriggerNode( "life tap glyph buff", { NextAction("life tap", 29.5f) } ) ); triggers.push_back( new TriggerNode( "life tap", { NextAction("life tap", 5.1f) } ) ); triggers.push_back( new TriggerNode( "enemy too close for spell", { NextAction("flee", 39.0f) } ) ); }