/* * 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 "EnhancementShamanStrategy.h" #include "Playerbots.h" // ===== Action Node Factory ===== class EnhancementShamanStrategyActionNodeFactory : public NamedObjectFactory { public: EnhancementShamanStrategyActionNodeFactory() { creators["stormstrike"] = &stormstrike; creators["lava lash"] = &lava_lash; creators["feral spirit"] = &feral_spirit; creators["lightning bolt"] = &lightning_bolt; creators["earth shock"] = &earth_shock; creators["flame shock"] = &flame_shock; creators["shamanistic rage"] = &shamanistic_rage; creators["call of the elements"] = &call_of_the_elements; creators["lightning shield"] = &lightning_shield; } private: static ActionNode* stormstrike(PlayerbotAI*) { return new ActionNode("stormstrike", nullptr, nullptr, nullptr); } static ActionNode* lava_lash([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("lava lash", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("melee"), nullptr), /*C*/ nullptr); } static ActionNode* feral_spirit(PlayerbotAI*) { return new ActionNode("feral spirit", nullptr, nullptr, nullptr); } static ActionNode* lightning_bolt(PlayerbotAI*) { return new ActionNode("lightning bolt", nullptr, nullptr, nullptr); } static ActionNode* earth_shock(PlayerbotAI*) { return new ActionNode("earth shock", nullptr, nullptr, nullptr); } static ActionNode* flame_shock(PlayerbotAI*) { return new ActionNode("flame shock", nullptr, nullptr, nullptr); } static ActionNode* shamanistic_rage(PlayerbotAI*) { return new ActionNode("shamanistic rage", nullptr, nullptr, nullptr); } static ActionNode* call_of_the_elements(PlayerbotAI*) { return new ActionNode("call of the elements", nullptr, nullptr, nullptr); } static ActionNode* lightning_shield(PlayerbotAI*) { return new ActionNode("lightning shield", nullptr, nullptr, nullptr); } }; // ===== Single Target Strategy ===== EnhancementShamanStrategy::EnhancementShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI) { actionNodeFactories.Add(new EnhancementShamanStrategyActionNodeFactory()); } // ===== Default Actions ===== NextAction** EnhancementShamanStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("stormstrike", 5.5f), new NextAction("feral spirit", 5.4f), new NextAction("earth shock", 5.3f), new NextAction("lava lash", 5.2f), new NextAction("melee", 5.0f), NULL); } // ===== Trigger Initialization === void EnhancementShamanStrategy::InitTriggers(std::vector& triggers) { GenericShamanStrategy::InitTriggers(triggers); // Totem Trigger triggers.push_back(new TriggerNode("call of the elements and enemy within melee", NextAction::array(0, new NextAction("call of the elements", 60.0f), nullptr))); // Spirit Walk Trigger triggers.push_back(new TriggerNode("spirit walk ready", NextAction::array(0, new NextAction("spirit walk", 50.0f), nullptr))); // Damage Triggers triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("reach melee", 40.0f), nullptr))); triggers.push_back(new TriggerNode("maelstrom weapon 5", NextAction::array(0, new NextAction("lightning bolt", 20.0f), nullptr))); triggers.push_back(new TriggerNode("maelstrom weapon 4", NextAction::array(0, new NextAction("lightning bolt", 19.5f), nullptr))); triggers.push_back(new TriggerNode("flame shock", NextAction::array(0, new NextAction("flame shock", 19.0f), nullptr))); triggers.push_back(new TriggerNode("lightning shield", NextAction::array(0, new NextAction("lightning shield", 18.5f), nullptr))); // Health/Mana Triggers triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("shamanistic rage", 23.0f), nullptr))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("shamanistic rage", 23.0f), nullptr))); }