/* * 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 "ElementalShamanStrategy.h" #include "Playerbots.h" // ===== Action Node Factory ===== class ElementalShamanStrategyActionNodeFactory : public NamedObjectFactory { public: ElementalShamanStrategyActionNodeFactory() { creators["flame shock"] = &flame_shock; creators["earth shock"] = &earth_shock; creators["lava burst"] = &lava_burst; creators["lightning bolt"] = &lightning_bolt; creators["call of the elements"] = &call_of_the_elements; creators["elemental mastery"] = &elemental_mastery; creators["stoneclaw totem"] = &stoneclaw_totem; creators["water shield"] = &water_shield; creators["thunderstorm"] = &thunderstorm; } private: static ActionNode* flame_shock(PlayerbotAI*) { return new ActionNode("flame shock", nullptr, nullptr, nullptr); } static ActionNode* earth_shock(PlayerbotAI*) { return new ActionNode("earth shock", nullptr, nullptr, nullptr); } static ActionNode* lava_burst(PlayerbotAI*) { return new ActionNode("lava burst", nullptr, nullptr, nullptr); } static ActionNode* lightning_bolt(PlayerbotAI*) { return new ActionNode("lightning bolt", nullptr, nullptr, nullptr); } static ActionNode* call_of_the_elements(PlayerbotAI*) { return new ActionNode("call of the elements", nullptr, nullptr, nullptr); } static ActionNode* elemental_mastery(PlayerbotAI*) { return new ActionNode("elemental mastery", nullptr, nullptr, nullptr); } static ActionNode* stoneclaw_totem(PlayerbotAI*) { return new ActionNode("stoneclaw totem", nullptr, nullptr, nullptr); } static ActionNode* water_shield(PlayerbotAI*) { return new ActionNode("water shield", nullptr, nullptr, nullptr); } static ActionNode* thunderstorm(PlayerbotAI*) { return new ActionNode("thunderstorm", nullptr, nullptr, nullptr); } }; // ===== Single Target Strategy ===== ElementalShamanStrategy::ElementalShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI) { actionNodeFactories.Add(new ElementalShamanStrategyActionNodeFactory()); } // ===== Default Actions ===== NextAction** ElementalShamanStrategy::getDefaultActions() { return NextAction::array(0, new NextAction("lava burst", 5.2f), new NextAction("lightning bolt", 5.0f), nullptr); } // ===== Trigger Initialization === void ElementalShamanStrategy::InitTriggers(std::vector& triggers) { GenericShamanStrategy::InitTriggers(triggers); // Totem Triggers triggers.push_back(new TriggerNode("call of the elements", NextAction::array(0, new NextAction("call of the elements", 60.0f), nullptr))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("stoneclaw totem", 40.0f), nullptr))); // Cooldown Trigger triggers.push_back(new TriggerNode("elemental mastery", NextAction::array(0, new NextAction("elemental mastery", 29.0f), nullptr))); // Damage Triggers triggers.push_back(new TriggerNode("earth shock execute", NextAction::array(0, new NextAction("earth shock", 5.5f), nullptr))); triggers.push_back(new TriggerNode("flame shock", NextAction::array(0, new NextAction("flame shock", 5.3f), nullptr))); // Mana Triggers triggers.push_back(new TriggerNode("water shield", NextAction::array(0, new NextAction("water shield", 19.5f), nullptr))); triggers.push_back(new TriggerNode("high mana", NextAction::array(0, new NextAction("thunderstorm", 19.0f), nullptr))); // Range Triggers triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("thunderstorm", 19.0f), nullptr))); }