/* * 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 "FrostMageStrategy.h" #include "Playerbots.h" class FrostMageStrategyActionNodeFactory : public NamedObjectFactory { public: FrostMageStrategyActionNodeFactory() { creators["deep freeze"] = &deep_freeze; creators["frostbolt and deep freeze"] = &frostbolt_and_deep_freeze; } private: static ActionNode* cold_snap([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("cold snap", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* ice_barrier([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("ice_barrier", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* summon_water_elemental([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("summon water elemental", /*P*/ nullptr, /*A*/ nullptr, /*C*/ nullptr); } static ActionNode* deep_freeze([[maybe_unused]] PlayerbotAI* botAI) { return new ActionNode ("deep freeze", /*P*/ nullptr, /*A*/ NextAction::array(0, new NextAction("ice lance"), nullptr), /*C*/ nullptr); } static ActionNode* frostbolt_and_deep_freeze([[maybe_unused]] PlayerbotAI* botAI) // Combo cast the last charge of fingers of frost for double crits. // Should only do this on the final charge of FoF. { return new ActionNode ("frostbolt", /*P*/ nullptr, /*A*/ nullptr, /*C*/ NextAction::array(0, new NextAction("deep freeze"), NULL)); } }; FrostMageStrategy::FrostMageStrategy(PlayerbotAI* botAI) : GenericMageStrategy(botAI) { actionNodeFactories.Add(new FrostMageStrategyActionNodeFactory()); } NextAction** FrostMageStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("frostbolt", ACTION_DEFAULT + 0.1f), new NextAction("shoot", ACTION_DEFAULT), nullptr); } void FrostMageStrategy::InitTriggers(std::vector& triggers) { GenericMageStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("icy veins", NextAction::array(0, new NextAction("icy veins", 50.0f), nullptr))); // No logic currently for cold snap usage.. possibly use right after icy veins drops off? // triggers.push_back(new TriggerNode("cold snap", NextAction::array(0, new NextAction("cold snap", 50.0f), nullptr))); triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon water elemental", 70.0f), nullptr))); triggers.push_back(new TriggerNode("ice barrier", NextAction::array(0, new NextAction("ice barrier", 30.0f), nullptr))); triggers.push_back(new TriggerNode("brain freeze", NextAction::array(0, new NextAction("frostfire bolt", 60.0f), nullptr))); triggers.push_back(new TriggerNode("fingers of frost single", NextAction::array(0, new NextAction("frostbolt and deep freeze", 20.0f), nullptr))); // May not need this, frostbolt is the default action so probably don't need to specify. // Maybe uncomment if you find the mage is prioritising auxillary spells while this buff is up, and wasting the proc. // triggers.push_back(new TriggerNode("fingers of frost double", NextAction::array(0, new NextAction("frostbolt", 10.0f), nullptr))); } void FrostMageAoeStrategy::InitTriggers(std::vector& triggers) { triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("blizzard", 40.0f), nullptr))); triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("cone of cold", 45.0f), nullptr))); }