/* * 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 "DpsRogueStrategy.h" #include "Playerbots.h" class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory { public: DpsRogueStrategyActionNodeFactory() { creators["riposte"] = &riposte; creators["mutilate"] = &mutilate; creators["sinister strike"] = &sinister_strike; creators["kick"] = &kick; creators["kidney shot"] = &kidney_shot; creators["slice and dice"] = &slice_and_dice; creators["rupture"] = &rupture; creators["backstab"] = &backstab; } private: static ActionNode* riposte([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("riposte", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("mutilate"), nullptr), /*C*/ nullptr); } static ActionNode* mutilate([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("mutilate", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("sinister strike"), nullptr), /*C*/ nullptr); } static ActionNode* sinister_strike([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("sinister strike", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("melee"), nullptr), /*C*/ nullptr); } static ActionNode* kick([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("kick", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("kidney shot"), nullptr), /*C*/ nullptr); } static ActionNode* kidney_shot([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("kidney shot", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* rupture([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("rupture", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("eviscerate"), nullptr), /*C*/ nullptr); } ACTION_NODE_A(slice_and_dice, "slice and dice", "rupture"); static ActionNode* backstab([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("backstab", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } }; DpsRogueStrategy::DpsRogueStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) { actionNodeFactories.Add(new DpsRogueStrategyActionNodeFactory()); } NextAction** DpsRogueStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("riposte", ACTION_NORMAL), nullptr); } void DpsRogueStrategy::InitTriggers(std::vector& triggers) { CombatStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("combo points available", NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 2), nullptr))); triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("feint", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("evasion", ACTION_EMERGENCY), new NextAction("feint", ACTION_EMERGENCY), nullptr))); triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("blind", ACTION_EMERGENCY), new NextAction("vanish", ACTION_EMERGENCY), nullptr))); triggers.push_back(new TriggerNode("kick", NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), nullptr))); triggers.push_back(new TriggerNode("kick on enemy healer", NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), nullptr))); triggers.push_back(new TriggerNode("behind target", NextAction::array(0, new NextAction("backstab", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("player has flag", NextAction::array(0, new NextAction("sprint", ACTION_EMERGENCY + 2), nullptr))); triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("sprint", ACTION_EMERGENCY + 1), nullptr))); triggers.push_back(new TriggerNode("in stealth", NextAction::array(0, new NextAction("check stealth", ACTION_EMERGENCY), nullptr))); triggers.push_back(new TriggerNode("unstealth", NextAction::array(0, new NextAction("unstealth", ACTION_NORMAL), nullptr))); triggers.push_back(new TriggerNode("sprint", NextAction::array(0, new NextAction("sprint", ACTION_INTERRUPT), nullptr))); } class StealthedRogueStrategyActionNodeFactory : public NamedObjectFactory { public: StealthedRogueStrategyActionNodeFactory() { creators["ambush"] = &ambush; creators["cheap shot"] = &cheap_shot; creators["garrote"] = &garrote; creators["sap"] = &sap; creators["sinister strike"] = &sinister_strike; } private: static ActionNode* ambush(PlayerbotAI* botAI) { return new ActionNode("ambush", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("garrote"), nullptr), /*C*/ nullptr); } static ActionNode* cheap_shot(PlayerbotAI* botAI) { return new ActionNode("cheap shot", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* garrote(PlayerbotAI* botAI) { return new ActionNode("garrote", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* sap(PlayerbotAI* botAI) { return new ActionNode("sap", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* sinister_strike(PlayerbotAI* botAI) { return new ActionNode("sinister strike", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("cheap shot"), nullptr), /*C*/ nullptr); } }; StealthedRogueStrategy::StealthedRogueStrategy(PlayerbotAI* botAI) : Strategy(botAI) { actionNodeFactories.Add(new StealthedRogueStrategyActionNodeFactory()); } NextAction** StealthedRogueStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("ambush", ACTION_NORMAL + 4), new NextAction("backstab", ACTION_NORMAL + 3), new NextAction("cheap shot", ACTION_NORMAL + 2), new NextAction("sinister strike", ACTION_NORMAL + 1), new NextAction("melee", ACTION_NORMAL), nullptr); } void StealthedRogueStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("combo points available", NextAction::array(0, new NextAction("eviscerate", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("kick", NextAction::array(0, new NextAction("cheap shot", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("kick on enemy healer", NextAction::array(0, new NextAction("cheap shot", ACTION_INTERRUPT), nullptr))); triggers.push_back(new TriggerNode("behind target", NextAction::array(0, new NextAction("ambush", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("not behind target", NextAction::array(0, new NextAction("cheap shot", ACTION_HIGH), nullptr))); triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("sprint", ACTION_EMERGENCY + 1), nullptr))); triggers.push_back(new TriggerNode("unstealth", NextAction::array(0, new NextAction("unstealth", ACTION_NORMAL), nullptr))); /*triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("food", ACTION_EMERGENCY + 1), nullptr)));*/ triggers.push_back(new TriggerNode("no stealth", NextAction::array(0, new NextAction("check stealth", ACTION_EMERGENCY), nullptr))); triggers.push_back(new TriggerNode("sprint", NextAction::array(0, new NextAction("sprint", ACTION_INTERRUPT), nullptr))); } void StealthStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("stealth", NextAction::array(0, new NextAction("stealth", ACTION_INTERRUPT), nullptr))); } void RogueAoeStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH), nullptr))); } void RogueBoostStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("adrenaline rush", NextAction::array(0, new NextAction("adrenaline rush", ACTION_HIGH + 2), nullptr))); } void RogueCcStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("sap", NextAction::array(0, new NextAction("stealth", ACTION_INTERRUPT), new NextAction("sap", ACTION_INTERRUPT), nullptr))); }