/* * 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 "TankPaladinStrategy.h" #include "Playerbots.h" class TankPaladinStrategyActionNodeFactory : public NamedObjectFactory { public: TankPaladinStrategyActionNodeFactory() { creators["seal of vengeance"] = &seal_of_vengeance; creators["hand of reckoning"] = &hand_of_reckoning; } private: static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("seal of vengeance", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("seal of righteousness"), nullptr), /*C*/ nullptr); } ACTION_NODE_A(hand_of_reckoning, "hand of reckoning", "righteous defense"); }; TankPaladinStrategy::TankPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI) { actionNodeFactories.Add(new TankPaladinStrategyActionNodeFactory()); } NextAction** TankPaladinStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("melee", ACTION_NORMAL), nullptr); } void TankPaladinStrategy::InitTriggers(std::vector& triggers) { GenericPaladinStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of vengeance", 90.0f), nullptr))); triggers.push_back(new TriggerNode("judgement of light", NextAction::array(0, new NextAction("judgement of light", ACTION_NORMAL + 2), nullptr))); triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("judgement of wisdom", ACTION_NORMAL + 3), nullptr))); triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("judgement", ACTION_NORMAL + 3), nullptr))); triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("hammer of the righteous", ACTION_HIGH + 6), new NextAction("avenger's shield", ACTION_HIGH + 6), nullptr))); triggers.push_back(new TriggerNode("avenger's shield", NextAction::array(0, new NextAction("avenger's shield", ACTION_HIGH + 6), nullptr))); triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 6), nullptr))); triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 6), nullptr))); triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("hand of reckoning", ACTION_HIGH + 7), nullptr))); triggers.push_back(new TriggerNode("holy shield", NextAction::array(0, new NextAction("holy shield", ACTION_HIGH + 7), nullptr))); triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary", ACTION_HIGH + 9), nullptr))); }