/* * Copyright (C) 2016+ AzerothCore , released under GNU AGPL v3 license, you may redistribute it * and/or modify it under version 3 of the License, or (at your option), any later version. */ #include "GenericPaladinNonCombatStrategy.h" #include "GenericPaladinStrategyActionNodeFactory.h" #include "Playerbots.h" #include "AiFactory.h" GenericPaladinNonCombatStrategy::GenericPaladinNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI) { actionNodeFactories.Add(new GenericPaladinStrategyActionNodeFactory()); } void GenericPaladinNonCombatStrategy::InitTriggers(std::vector& triggers) { NonCombatStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("party member dead", { NextAction("redemption", ACTION_CRITICAL_HEAL + 10) })); triggers.push_back(new TriggerNode("party member almost full health", { NextAction("flash of light on party", ACTION_MEDIUM_HEAL + 5.0f) })); triggers.push_back(new TriggerNode("party member medium health", { NextAction("flash of light on party", ACTION_MEDIUM_HEAL + 6.0f) })); triggers.push_back(new TriggerNode("party member low health", { NextAction("holy light on party", ACTION_MEDIUM_HEAL + 7.0f) })); triggers.push_back(new TriggerNode("party member critical health", { NextAction("holy light on party", ACTION_MEDIUM_HEAL + 8.0f) })); triggers.push_back(new TriggerNode("not sensing undead", { NextAction("sense undead", ACTION_IDLE + 1.0f) })); int specTab = AiFactory::GetPlayerSpecTab(botAI->GetBot()); if (specTab == PALADIN_TAB_HOLY) triggers.push_back(new TriggerNode("often", { NextAction("apply oil", ACTION_IDLE + 1.0f) })); if (specTab == PALADIN_TAB_PROTECTION || specTab == PALADIN_TAB_RETRIBUTION) triggers.push_back(new TriggerNode("often", { NextAction("apply stone", ACTION_IDLE + 1.0f) })); }