/* * 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 "RestoShamanStrategy.h" #include "Playerbots.h" // ===== Action Node Factory ===== class RestoShamanStrategyActionNodeFactory : public NamedObjectFactory { public: RestoShamanStrategyActionNodeFactory() { creators["mana tide totem"] = &mana_tide_totem; creators["call of the elements"] = &call_of_the_elements; creators["stoneclaw totem"] = &stoneclaw_totem; creators["riptide on party"] = &riptide_on_party; creators["chain heal on party"] = &chain_heal_on_party; creators["healing wave on party"] = &healing_wave_on_party; creators["lesser healing wave on party"] = &lesser_healing_wave_on_party; creators["earth shield on main tank"] = &earth_shield_on_main_tank; creators["cleanse spirit poison on party"] = &cleanse_spirit_poison_on_party; creators["cleanse spirit disease on party"] = &cleanse_spirit_disease_on_party; creators["cleanse spirit curse on party"] = &cleanse_spirit_curse_on_party; creators["cleansing totem"] = &cleansing_totem; creators["water shield"] = &water_shield; creators["flame shock"] = &flame_shock; creators["lava burst"] = &lava_burst; creators["lightning bolt"] = &lightning_bolt; creators["chain lightning"] = &chain_lightning; } private: static ActionNode* mana_tide_totem([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("mana tide totem", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("mana potion"), nullptr), /*C*/ nullptr); } static ActionNode* call_of_the_elements(PlayerbotAI*) { return new ActionNode("call of the elements", nullptr, nullptr, nullptr); } static ActionNode* stoneclaw_totem(PlayerbotAI*) { return new ActionNode("stoneclaw totem", nullptr, nullptr, nullptr); } static ActionNode* riptide_on_party(PlayerbotAI*) { return new ActionNode("riptide on party", nullptr, nullptr, nullptr); } static ActionNode* chain_heal_on_party(PlayerbotAI*) { return new ActionNode("chain heal on party", nullptr, nullptr, nullptr); } static ActionNode* healing_wave_on_party(PlayerbotAI*) { return new ActionNode("healing wave on party", nullptr, nullptr, nullptr); } static ActionNode* lesser_healing_wave_on_party(PlayerbotAI*) { return new ActionNode("lesser healing wave on party", nullptr, nullptr, nullptr); } static ActionNode* earth_shield_on_main_tank(PlayerbotAI*) { return new ActionNode("earth shield on main tank", nullptr, nullptr, nullptr); } static ActionNode* cleanse_spirit_poison_on_party(PlayerbotAI*) { return new ActionNode("cleanse spirit poison on party", nullptr, nullptr, nullptr); } static ActionNode* cleanse_spirit_disease_on_party(PlayerbotAI*) { return new ActionNode("cleanse spirit disease on party", nullptr, nullptr, nullptr); } static ActionNode* cleanse_spirit_curse_on_party(PlayerbotAI*) { return new ActionNode("cleanse spirit curse on party", nullptr, nullptr, nullptr); } static ActionNode* cleansing_totem(PlayerbotAI*) { return new ActionNode("cleansing totem", nullptr, nullptr, nullptr); } static ActionNode* water_shield(PlayerbotAI*) { return new ActionNode("water shield", nullptr, nullptr, nullptr); } static ActionNode* flame_shock(PlayerbotAI*) { return new ActionNode("flame shock", nullptr, nullptr, nullptr); } static ActionNode* lava_burst(PlayerbotAI*) { return new ActionNode("lava burst", nullptr, nullptr, nullptr); } static ActionNode* lightning_bolt(PlayerbotAI*) { return new ActionNode("lightning bolt", nullptr, nullptr, nullptr); } static ActionNode* chain_lightning(PlayerbotAI*) { return new ActionNode("chain lightning", nullptr, nullptr, nullptr); } }; // ===== Single Target Strategy ===== RestoShamanStrategy::RestoShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI) { actionNodeFactories.Add(new RestoShamanStrategyActionNodeFactory()); } // ===== Trigger Initialization === void RestoShamanStrategy::InitTriggers(std::vector& triggers) { GenericShamanStrategy::InitTriggers(triggers); // Totem Triggers triggers.push_back(new TriggerNode("call of the elements", NextAction::array(0, new NextAction("call of the elements", 60.0f), nullptr))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("stoneclaw totem", 40.0f), nullptr))); triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("mana tide totem", ACTION_HIGH + 5), NULL))); // Healing Triggers triggers.push_back(new TriggerNode("group heal setting", NextAction::array(0, new NextAction("riptide on party", 27.0f), new NextAction("chain heal on party", 26.0f), NULL))); triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("riptide on party", 25.0f), new NextAction("healing wave on party", 24.0f), new NextAction("lesser healing wave on party", 23.0f), nullptr))); triggers.push_back(new TriggerNode("party member low health", NextAction::array(0, new NextAction("riptide on party", 19.0f), new NextAction("healing wave on party", 18.0f), new NextAction("lesser healing wave on party", 17.0f), nullptr))); triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0, new NextAction("riptide on party", 16.0f), new NextAction("healing wave on party", 15.0f), new NextAction("lesser healing wave on party", 14.0f), nullptr))); triggers.push_back(new TriggerNode("party member almost full health", NextAction::array(0, new NextAction("riptide on party", 12.0f), new NextAction("lesser healing wave on party", 11.0f), nullptr))); triggers.push_back(new TriggerNode("earth shield on main tank", NextAction::array(0, new NextAction("earth shield on main tank", ACTION_HIGH + 7), NULL))); // Dispel Triggers triggers.push_back(new TriggerNode("party member cleanse spirit poison", NextAction::array(0, new NextAction("cleanse spirit poison on party", ACTION_DISPEL + 2), nullptr))); triggers.push_back(new TriggerNode("party member cleanse spirit disease", NextAction::array(0, new NextAction("cleanse spirit disease on party", ACTION_DISPEL + 2), nullptr))); triggers.push_back(new TriggerNode("party member cleanse spirit curse",NextAction::array(0, new NextAction("cleanse spirit curse on party", ACTION_DISPEL + 2), NULL))); // Range/Mana Triggers triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), 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 + 1), nullptr))); triggers.push_back(new TriggerNode("water shield", NextAction::array(0, new NextAction("water shield", 19.5f), nullptr))); } void ShamanHealerDpsStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("healer should attack", NextAction::array(0, new NextAction("flame shock", ACTION_DEFAULT + 0.2f), new NextAction("lava burst", ACTION_DEFAULT + 0.1f), new NextAction("lightning bolt", ACTION_DEFAULT), nullptr))); triggers.push_back( new TriggerNode("medium aoe and healer should attack", NextAction::array(0, new NextAction("chain lightning", ACTION_DEFAULT + 0.3f), nullptr))); }