/* * 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 "HealDruidStrategy.h" #include "Playerbots.h" class HealDruidStrategyActionNodeFactory : public NamedObjectFactory { public: HealDruidStrategyActionNodeFactory() { creators["nourish on party"] = &nourtish_on_party; // creators["wild growth on party"] = &wild_growth_on_party; // creators["rejuvenation on party"] = &rejuvenation_on_party; // creators["regrowth on party"] = ®rowth_on_party; } private: static ActionNode* nourtish_on_party([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode("nourish on party", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("healing touch on party"), nullptr), /*C*/ nullptr); } // static ActionNode* wild_growth_on_party([[maybe_unused]] PlayerbotAI* botAI) // { // return new ActionNode("wild growth on party", // /*P*/ NextAction::array(0, new NextAction("tree form"), nullptr), // /*A*/ nullptr, // /*C*/ nullptr); // } // static ActionNode* rejuvenation_on_party([[maybe_unused]] PlayerbotAI* botAI) // { // return new ActionNode("rejuvenation on party", // /*P*/ NextAction::array(0, new NextAction("tree form"), nullptr), // /*A*/ nullptr, // /*C*/ nullptr); // } // static ActionNode* regrowth_on_party([[maybe_unused]] PlayerbotAI* botAI) // { // return new ActionNode("regrowth on party", // /*P*/ NextAction::array(0, new NextAction("tree form"), nullptr), // /*A*/ nullptr, // /*C*/ nullptr); // } }; HealDruidStrategy::HealDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrategy(botAI) { actionNodeFactories.Add(new HealDruidStrategyActionNodeFactory()); } void HealDruidStrategy::InitTriggers(std::vector& triggers) { GenericDruidStrategy::InitTriggers(triggers); // triggers.push_back( // new TriggerNode("tree form", NextAction::array(0, new NextAction("tree form", ACTION_HIGH + 1), 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 + 9), nullptr))); // CRITICAL triggers.push_back( new TriggerNode("party member critical health", NextAction::array(0, new NextAction("tree form", ACTION_CRITICAL_HEAL + 4.1f), new NextAction("swiftmend on party", ACTION_CRITICAL_HEAL + 4), new NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 3), new NextAction("wild growth on party", ACTION_CRITICAL_HEAL + 2), new NextAction("nourish on party", ACTION_CRITICAL_HEAL + 1), // new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 0), nullptr))); triggers.push_back( new TriggerNode("party member critical health", NextAction::array(0, new NextAction("nature's swiftness", ACTION_CRITICAL_HEAL + 4), nullptr))); triggers.push_back(new TriggerNode( "group heal setting", NextAction::array(0, new NextAction("tree form", ACTION_MEDIUM_HEAL + 2.3f), new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 2.2f), new NextAction("rejuvenation on not full", ACTION_MEDIUM_HEAL + 2.1f), nullptr))); triggers.push_back( new TriggerNode("medium group heal setting", NextAction::array(0, new NextAction("tree form", ACTION_CRITICAL_HEAL + 0.6f), new NextAction("tranquility", ACTION_CRITICAL_HEAL + 0.5f), nullptr))); // LOW triggers.push_back( new TriggerNode("party member low health", NextAction::array(0, new NextAction("tree form", ACTION_MEDIUM_HEAL + 1.5f), new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 1.4f), new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1.3f), new NextAction("swiftmend on party", ACTION_MEDIUM_HEAL + 1.2), new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 1.1f), nullptr))); // MEDIUM triggers.push_back( new TriggerNode("party member medium health", NextAction::array(0, new NextAction("tree form", ACTION_MEDIUM_HEAL + 0.5f), new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 0.4f), new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 0.3f), new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 0.2f), new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 0.1f), nullptr))); // almost full triggers.push_back( new TriggerNode("party member almost full health", NextAction::array(0, new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 0.3f), new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 0.2f), new NextAction("regrowth on party", ACTION_LIGHT_HEAL + 0.1f), nullptr))); triggers.push_back( new TriggerNode("medium mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 5), nullptr))); triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr))); }