/* * 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 "PaladinBuffStrategies.h" #include "Playerbots.h" void PaladinBuffManaStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("blessing of wisdom on party", NextAction::array(0, new NextAction("blessing of wisdom on party", 11.0f), nullptr))); // triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of wisdom", // ACTION_HIGH + 8), nullptr))); } void PaladinBuffHealthStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("blessing of kings on party", NextAction::array(0, new NextAction("blessing of kings on party", 11.0f), nullptr))); // triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of kings", // ACTION_HIGH + 8), nullptr))); } void PaladinBuffDpsStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("blessing of might on party", NextAction::array(0, new NextAction("blessing of might on party", 11.0f), nullptr))); // triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of might", // ACTION_HIGH + 8), nullptr))); } void PaladinShadowResistanceStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("shadow resistance aura", NextAction::array(0, new NextAction("shadow resistance aura", ACTION_NORMAL), nullptr))); } void PaladinFrostResistanceStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("frost resistance aura", NextAction::array(0, new NextAction("frost resistance aura", ACTION_NORMAL), nullptr))); } void PaladinFireResistanceStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode( "fire resistance aura", NextAction::array(0, new NextAction("fire resistance aura", ACTION_NORMAL), nullptr))); } void PaladinBuffArmorStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("devotion aura", NextAction::array(0, new NextAction("devotion aura", ACTION_NORMAL), nullptr))); } void PaladinBuffAoeStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode( "retribution aura", NextAction::array(0, new NextAction("retribution aura", ACTION_NORMAL), nullptr))); } void PaladinBuffCastStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode( "concentration aura", NextAction::array(0, new NextAction("concentration aura", ACTION_NORMAL), nullptr))); } void PaladinBuffThreatStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode( "righteous fury", NextAction::array(0, new NextAction("righteous fury", ACTION_HIGH + 8), nullptr))); } void PaladinBuffStatsStrategy::InitTriggers(std::vector& triggers) { triggers.push_back( new TriggerNode("blessing of kings on party", NextAction::array(0, new NextAction("blessing of kings on party", 11.0f), nullptr))); // triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of kings", // ACTION_HIGH + 8), nullptr))); } void PaladinBuffGreaterBlessingStrategy::InitTriggers(std::vector& triggers) { // The "cast greater blessing" trigger is the one you wrote that checks: // - Are we in a large group/raid? // - Do we have any assigned Greater Blessings that are missing on a raid member? // If so, it returns true (active). // Then the action is "cast greater blessing," which attempts to find a target and cast. triggers.push_back(new TriggerNode( "cast greater blessing", // The name you gave to your custom trigger NextAction::array(0, new NextAction("cast greater blessing", 10.0f), // 10.0f = priority, tweak as you like nullptr))); }