/* * 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 "AfflictionWarlockStrategy.h" #include "Playerbots.h" // ===== Action Node Factory ===== class AfflictionWarlockStrategyActionNodeFactory : public NamedObjectFactory { public: AfflictionWarlockStrategyActionNodeFactory() { creators["corruption"] = &corruption; creators["corruption on attacker"] = &corruption; creators["unstable affliction"] = &unstable_affliction; creators["unstable affliction on attacker"] = &unstable_affliction; creators["curse of agony"] = &curse_of_agony; creators["curse of agony on attacker"] = &curse_of_agony; creators["haunt"] = &haunt; creators["shadow bolt"] = &shadow_bolt; creators["drain soul"] = &drain_soul; creators["life tap"] = &life_tap; creators["shadowflame"] = &shadowflame; creators["seed of corruption on attacker"] = &seed_of_corruption; creators["seed of corruption"] = &seed_of_corruption; creators["rain of fire"] = &rain_of_fire; } private: static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", nullptr, nullptr, nullptr); } static ActionNode* corruption_on_attacker(PlayerbotAI*) { return new ActionNode("corruption on attacker", nullptr, nullptr, nullptr); } static ActionNode* unstable_affliction(PlayerbotAI*) { return new ActionNode("unstable affliction", nullptr, nullptr, nullptr); } static ActionNode* unstable_affliction_on_attacker(PlayerbotAI*) { return new ActionNode("unstable affliction on attacker", nullptr, nullptr, nullptr); } static ActionNode* curse_of_agony(PlayerbotAI*) { return new ActionNode("curse of agony", nullptr, nullptr, nullptr); } static ActionNode* curse_of_agony_on_attacker(PlayerbotAI*) { return new ActionNode("curse of agony on attacker", nullptr, nullptr, nullptr); } static ActionNode* haunt(PlayerbotAI*) { return new ActionNode("haunt", nullptr, nullptr, nullptr); } static ActionNode* shadow_bolt(PlayerbotAI*) { return new ActionNode("shadow bolt", nullptr, nullptr, nullptr); } static ActionNode* drain_soul(PlayerbotAI*) { return new ActionNode("drain soul", nullptr, nullptr, nullptr); } static ActionNode* life_tap(PlayerbotAI*) { return new ActionNode("life tap", nullptr, nullptr, nullptr); } static ActionNode* shadowflame(PlayerbotAI*) { return new ActionNode("shadowflame", nullptr, nullptr, nullptr); } static ActionNode* seed_of_corruption_on_attacker(PlayerbotAI*) { return new ActionNode("seed of corruption on attacker", nullptr, nullptr, nullptr); } static ActionNode* seed_of_corruption(PlayerbotAI*) { return new ActionNode("seed of corruption", nullptr, nullptr, nullptr); } static ActionNode* rain_of_fire(PlayerbotAI*) { return new ActionNode("rain of fire", nullptr, nullptr, nullptr); } }; // ===== Single Target Strategy ===== AfflictionWarlockStrategy::AfflictionWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI) { actionNodeFactories.Add(new AfflictionWarlockStrategyActionNodeFactory()); } // ===== Default Actions ===== NextAction** AfflictionWarlockStrategy::getDefaultActions() { return NextAction::array( 0, new NextAction("corruption", 5.6f), new NextAction("unstable affliction", 5.5f), new NextAction("curse of agony", 5.4f), new NextAction("haunt", 5.3f), new NextAction("shadow bolt", 5.2f), new NextAction("shoot", 5.0f), nullptr); } // ===== Trigger Initialization === void AfflictionWarlockStrategy::InitTriggers(std::vector& triggers) { GenericWarlockStrategy::InitTriggers(triggers); // Main DoT triggers for high uptime triggers.push_back(new TriggerNode("corruption on attacker", NextAction::array(0, new NextAction("corruption on attacker", 19.5f), nullptr))); triggers.push_back(new TriggerNode("unstable affliction on attacker", NextAction::array(0, new NextAction("unstable affliction on attacker", 19.0f), nullptr))); triggers.push_back(new TriggerNode("curse of agony on attacker", NextAction::array(0, new NextAction("curse of agony on attacker", 18.5f), nullptr))); triggers.push_back(new TriggerNode("corruption", NextAction::array(0, new NextAction("corruption", 18.0f), nullptr))); triggers.push_back(new TriggerNode("unstable affliction", NextAction::array(0, new NextAction("unstable affliction", 17.5f), nullptr))); triggers.push_back(new TriggerNode("curse of agony", NextAction::array(0, new NextAction("curse of agony", 17.0f), nullptr))); triggers.push_back(new TriggerNode("haunt", NextAction::array(0, new NextAction("haunt", 16.5f), nullptr))); // Drain Soul as execute if target is low HP // Shadow Trance for free casts triggers.push_back(new TriggerNode("shadow trance", NextAction::array(0, new NextAction("shadow bolt", 16.0f), nullptr))); triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("drain soul", 15.5f), nullptr))); // Life Tap glyph buff, and Life Tap as filler triggers.push_back(new TriggerNode("life tap glyph buff", NextAction::array(0, new NextAction("life tap", 29.0f), nullptr))); triggers.push_back(new TriggerNode("life tap", NextAction::array(0, new NextAction("life tap", 5.1f), nullptr))); } // ===== AoE Strategy, 3+ enemies ===== AfflictionWarlockAoeStrategy::AfflictionWarlockAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {} void AfflictionWarlockAoeStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("shadowflame", 22.5f), new NextAction("seed of corruption on attacker", 22.0f), new NextAction("seed of corruption", 21.5f), new NextAction("rain of fire", 21.0f), nullptr))); }