/* * 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 "GenericWarlockNonCombatStrategy.h" #include "AiFactory.h" #include "Playerbots.h" class GenericWarlockNonCombatStrategyActionNodeFactory : public NamedObjectFactory { public: GenericWarlockNonCombatStrategyActionNodeFactory() { creators["fel armor"] = &fel_armor; creators["demon armor"] = &demon_armor; creators["summon voidwalker"] = &summon_voidwalker; creators["summon felguard"] = &summon_felguard; creators["summon succubus"] = &summon_succubus; creators["summon felhunter"] = &summon_felhunter; } // Pet skills are setup in pass-through fashion, so if one fails, it attempts to cast the next one // The order goes Felguard -> Felhunter -> Succubus -> Voidwalker -> Imp // Pets are summoned based on the non-combat strategy you have active, the warlock's level, and if they have a soul shard available private: static ActionNode* fel_armor([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("fel armor", /*P*/ {}, /*A*/ { NextAction("demon armor") }, /*C*/ {}); } static ActionNode* demon_armor([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("demon armor", /*P*/ {}, /*A*/ { NextAction("demon skin") }, /*C*/ {}); } static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("summon voidwalker", /*P*/ {}, /*A*/ { NextAction("summon imp") }, /*C*/ {}); } static ActionNode* summon_succubus([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("summon succubus", /*P*/ {}, /*A*/ { NextAction("summon voidwalker") }, /*C*/ {}); } static ActionNode* summon_felhunter([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("summon felhunter", /*P*/ {}, /*A*/ { NextAction("summon succubus") }, /*C*/ {}); } static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("summon felguard", /*P*/ {}, /*A*/ { NextAction("summon felhunter") }, /*C*/ {}); } }; GenericWarlockNonCombatStrategy::GenericWarlockNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI) { actionNodeFactories.Add(new GenericWarlockNonCombatStrategyActionNodeFactory()); } void GenericWarlockNonCombatStrategy::InitTriggers(std::vector& triggers) { NonCombatStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("has pet", { NextAction("toggle pet spell", 60.0f) })); triggers.push_back(new TriggerNode("new pet", { NextAction("set pet stance", 60.0f) })); triggers.push_back(new TriggerNode("no pet", { NextAction("fel domination", 30.0f) })); triggers.push_back(new TriggerNode("no soul shard", { NextAction("create soul shard", 60.0f) })); triggers.push_back(new TriggerNode("too many soul shards", { NextAction("destroy soul shard", 60.0f) })); triggers.push_back(new TriggerNode("soul link", { NextAction("soul link", 28.0f) })); triggers.push_back(new TriggerNode("demon armor", { NextAction("fel armor", 27.0f) })); triggers.push_back(new TriggerNode("unending breath", { NextAction("unending breath", 12.0f) })); triggers.push_back(new TriggerNode("unending breath on party", { NextAction("unending breath on party", 11.0f) })); triggers.push_back(new TriggerNode("no healthstone", { NextAction("create healthstone", 26.0f) })); triggers.push_back(new TriggerNode("no soulstone", { NextAction("create soulstone", 25.0f) })); triggers.push_back(new TriggerNode("life tap", { NextAction("life tap", 23.0f) })); } // Non-combat strategy for summoning a Imp // Enabled by default for the Destruction spec // To enable, type "nc +imp" // To disable, type "nc -imp" SummonImpStrategy::SummonImpStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {} void SummonImpStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("no pet", { NextAction("summon imp", 29.0f) })); triggers.push_back(new TriggerNode("wrong pet", { NextAction("summon imp", 29.0f) })); } // Non-combat strategy for summoning a Voidwalker // Disabled by default // To enable, type "nc +voidwalker" // To disable, type "nc -voidwalker" SummonVoidwalkerStrategy::SummonVoidwalkerStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {} void SummonVoidwalkerStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("no pet", { NextAction("summon voidwalker", 29.0f) })); triggers.push_back(new TriggerNode("wrong pet", { NextAction("summon voidwalker", 29.0f) })); } // Non-combat strategy for summoning a Succubus // Disabled by default // To enable, type "nc +succubus" // To disable, type "nc -succubus" SummonSuccubusStrategy::SummonSuccubusStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {} void SummonSuccubusStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("no pet", { NextAction("summon succubus", 29.0f) })); triggers.push_back(new TriggerNode("wrong pet", { NextAction("summon succubus", 29.0f) })); } // Non-combat strategy for summoning a Felhunter // Enabled by default for the Affliction spec // To enable, type "nc +felhunter" // To disable, type "nc -felhunter" SummonFelhunterStrategy::SummonFelhunterStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {} void SummonFelhunterStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("no pet", { NextAction("summon felhunter", 29.0f) })); triggers.push_back(new TriggerNode("wrong pet", { NextAction("summon felhunter", 29.0f) })); } // Non-combat strategy for summoning a Felguard // Enabled by default for the Demonology spec // To enable, type "nc +felguard" // To disable, type "nc -felguard" SummonFelguardStrategy::SummonFelguardStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {} void SummonFelguardStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("no pet", { NextAction("summon felguard", 29.0f) })); triggers.push_back(new TriggerNode("wrong pet", { NextAction("summon felguard", 29.0f) })); } // Non-combat strategy for selecting themselves to receive soulstone // Disabled by default // To enable, type "nc +ss self" // To disable, type "nc -ss self" SoulstoneSelfStrategy::SoulstoneSelfStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {} void SoulstoneSelfStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("soulstone", { NextAction("soulstone self", 24.0f) })); } // Non-combat strategy for selecting the master to receive soulstone // Disabled by default // To enable, type "nc +ss master" // To disable, type "nc -ss master" SoulstoneMasterStrategy::SoulstoneMasterStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {} void SoulstoneMasterStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("soulstone", { NextAction("soulstone master", 24.0f) })); } // Non-combat strategy for selecting tanks to receive soulstone // Disabled by default // To enable, type "nc +ss tank" // To disable, type "nc -ss tank" SoulstoneTankStrategy::SoulstoneTankStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {} void SoulstoneTankStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("soulstone", { NextAction("soulstone tank", 24.0f) })); } // Non-combat strategy for selecting healers to receive soulstone // Disabled by default // To enable, type "nc +ss healer" // To disable, type "nc -ss healer" SoulstoneHealerStrategy::SoulstoneHealerStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {} void SoulstoneHealerStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("soulstone", { NextAction("soulstone healer", 24.0f) })); } // Non-combat strategy for using Spellstone // Enabled by default for Affliction and Demonology specs // To enable, type "nc +spellstone" // To disable, type "nc -spellstone" UseSpellstoneStrategy::UseSpellstoneStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {} void UseSpellstoneStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("no spellstone", { NextAction("create spellstone", 24.0f) })); triggers.push_back(new TriggerNode("spellstone", { NextAction("spellstone", 24.0f) })); } // Non-combat strategy for using Firestone // Enabled by default for the Destruction spec // To enable, type "nc +firestone" // To disable, type "nc -firestone" UseFirestoneStrategy::UseFirestoneStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {} void UseFirestoneStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("no firestone", { NextAction("create firestone", 24.0f) })); triggers.push_back(new TriggerNode("firestone", { NextAction("firestone", 24.0f) })); }