/* * 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 "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 soulstone available private: static ActionNode* fel_armor([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("fel armor", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("demon armor"), nullptr), /*C*/ nullptr); } static ActionNode* demon_armor([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("demon armor", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("demon skin"), nullptr), /*C*/ nullptr); } static ActionNode* summon_voidwalker([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("summon voidwalker", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("summon imp"), nullptr), /*C*/ nullptr); } static ActionNode* summon_succubus([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("summon succubus", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("summon voidwalker"), nullptr), /*C*/ nullptr); } static ActionNode* summon_felhunter([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("summon felhunter", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("summon succubus"), nullptr), /*C*/ nullptr); } static ActionNode* summon_felguard([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("summon felguard", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("summon felhunter"), nullptr), /*C*/ nullptr); } }; 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::array(0, new NextAction("toggle pet spell", 60.0f), nullptr))); triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("fel domination", 30.0f), nullptr))); triggers.push_back(new TriggerNode("soul link", NextAction::array(0, new NextAction("soul link", 28.0f), nullptr))); triggers.push_back(new TriggerNode("demon armor", NextAction::array(0, new NextAction("fel armor", 27.0f), nullptr))); triggers.push_back(new TriggerNode("no healthstone", NextAction::array(0, new NextAction("create healthstone", 26.0f), nullptr))); triggers.push_back(new TriggerNode("no soulstone", NextAction::array(0, new NextAction("create soulstone", 25.0f), nullptr))); triggers.push_back(new TriggerNode("life tap", NextAction::array(0, new NextAction("life tap", 23.0f), nullptr))); Player* bot = botAI->GetBot(); int tab = AiFactory::GetPlayerSpecTab(bot); // Firestone/Spellstone triggers if (tab == 2) // Destruction uses Firestone { triggers.push_back(new TriggerNode("no firestone", NextAction::array(0, new NextAction("create firestone", 24.0f), nullptr))); triggers.push_back(new TriggerNode("firestone", NextAction::array(0, new NextAction("firestone", 24.0f), nullptr))); } else // Affliction and Demonology use Spellstone { triggers.push_back(new TriggerNode("no spellstone", NextAction::array(0, new NextAction("create spellstone", 24.0f), nullptr))); triggers.push_back(new TriggerNode("spellstone", NextAction::array(0, new NextAction("spellstone", 24.0f), nullptr))); } // Pet-summoning triggers based on spec if (tab == 0) // Affliction { triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felhunter", 29.0f), nullptr))); } else if (tab == 1) // Demonology { triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 29.0f), nullptr))); } else if (tab == 2) // Destruction { triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon imp", 29.0f), nullptr))); } } // 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::array(0, new NextAction("soulstone self", 24.0f), NULL))); } // 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::array(0, new NextAction("soulstone master", 24.0f), NULL))); } // 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::array(0, new NextAction("soulstone tank", 24.0f), NULL))); } // 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::array(0, new NextAction("soulstone healer", 24.0f), NULL))); }