/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license, you may redistribute it * and/or modify it under version 2 of the License, or (at your option), any later version. */ #include "HealDruidStrategy.h" #include "Playerbots.h" class HealDruidStrategyActionNodeFactory : public NamedObjectFactory { public: HealDruidStrategyActionNodeFactory() { creators["nourish on party"] = &nourtish_on_party; } private: static ActionNode* nourtish_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("nourish on party", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("healing touch on party"), nullptr), /*C*/ nullptr); } }; HealDruidStrategy::HealDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI) { actionNodeFactories.Add(new HealDruidStrategyActionNodeFactory()); } void HealDruidStrategy::InitTriggers(std::vector& triggers) { GenericDruidStrategy::InitTriggers(triggers); // triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", // ACTION_NORMAL + 9), nullptr))); triggers.push_back( new TriggerNode("tree form", NextAction::array(0, new NextAction("tree form", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode( "party member to heal out of spell range", NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 9), nullptr))); triggers.push_back( new TriggerNode("party member remove curse", NextAction::array(0, new NextAction("remove curse on party", ACTION_DISPEL + 7), NULL))); // CRITICAL triggers.push_back( new TriggerNode("party member critical health", NextAction::array(0, new NextAction("swiftmend on party", ACTION_CRITICAL_HEAL + 4), new NextAction("wild growth", ACTION_CRITICAL_HEAL + 3), new NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 2), new NextAction("nourish on party", ACTION_CRITICAL_HEAL + 1), // new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 0), NULL))); triggers.push_back( new TriggerNode("party member critical health", NextAction::array(0, new NextAction("nature's swiftness", ACTION_CRITICAL_HEAL + 4), NULL))); triggers.push_back( new TriggerNode("medium group heal occasion", NextAction::array(0, new NextAction("tranquility", ACTION_CRITICAL_HEAL + 5), NULL))); // LOW triggers.push_back( new TriggerNode("party member low health", NextAction::array(0, new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 9), new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 8), new NextAction("swiftmend on party", ACTION_MEDIUM_HEAL + 7), new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 6), // new NextAction("healing touch on party", ACTION_MEDIUM_HEAL + 5), NULL))); // MEDIUM triggers.push_back( new TriggerNode("party member medium health", NextAction::array(0, new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 4), new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3), new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2), new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 1), NULL))); // almost full triggers.push_back( new TriggerNode("party member almost full health", NextAction::array(0, new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3), new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2), new NextAction("regrowth on party", ACTION_LIGHT_HEAL + 1), NULL))); triggers.push_back( new TriggerNode("medium mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 5), NULL))); triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr))); }