mod-playerbots/src/strategy/rogue/AssassinationRogueStrategy.cpp
Yunfan Li 24efa7efa2
General improvement on init and strats (#1064)
* Potions strats and potions init

* Druid and shaman spell in low level

* Ammo init improvement

* Rogue low level

* Fix melee attack action (for caster with no mana)

* Disable pet spells that reduce dps

* Talents improvement

* Remove CanFreeMove check

* Reduce penalty for non-dagger weapon for rogue
2025-03-08 12:36:06 +01:00

115 lines
4.9 KiB
C++

#include "AssassinationRogueStrategy.h"
#include "Playerbots.h"
class AssassinationRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
AssassinationRogueStrategyActionNodeFactory()
{
creators["mutilate"] = &mutilate;
creators["envenom"] = &envenom;
creators["backstab"] = &backstab;
creators["rupture"] = &rupture;
}
private:
static ActionNode* mutilate(PlayerbotAI* ai)
{
return new ActionNode("mutilate",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("backstab"), nullptr),
/*C*/ NULL);
}
static ActionNode* envenom(PlayerbotAI* ai)
{
return new ActionNode("envenom",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("rupture"), nullptr),
/*C*/ NULL);
}
static ActionNode* backstab(PlayerbotAI* ai)
{
return new ActionNode("backstab",
/*P*/ NULL,
/*A*/ NextAction::array(0, new NextAction("sinister strike"), nullptr),
/*C*/ NULL);
}
static ActionNode* rupture(PlayerbotAI* botAI)
{
return new ActionNode("rupture",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("eviscerate"), nullptr),
/*C*/ nullptr);
}
};
AssassinationRogueStrategy::AssassinationRogueStrategy(PlayerbotAI* ai) : MeleeCombatStrategy(ai)
{
actionNodeFactories.Add(new AssassinationRogueStrategyActionNodeFactory());
}
NextAction** AssassinationRogueStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("melee", ACTION_DEFAULT), NULL);
}
void AssassinationRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
MeleeCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("high energy available",
NextAction::array(0, new NextAction("garrote", ACTION_HIGH + 7),
new NextAction("ambush", ACTION_HIGH + 6), nullptr)));
triggers.push_back(new TriggerNode("high energy available",
NextAction::array(0, new NextAction("mutilate", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode(
"hunger for blood", NextAction::array(0, new NextAction("hunger for blood", ACTION_HIGH + 6), NULL)));
triggers.push_back(new TriggerNode("slice and dice",
NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 5), NULL)));
triggers.push_back(new TriggerNode("combo points 3 available",
NextAction::array(0, new NextAction("envenom", ACTION_HIGH + 5),
new NextAction("eviscerate", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode("target with combo points almost dead",
NextAction::array(0, new NextAction("envenom", ACTION_HIGH + 4),
new NextAction("eviscerate", ACTION_HIGH + 2), nullptr)));
triggers.push_back(
new TriggerNode("expose armor", NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), NULL)));
triggers.push_back(
new TriggerNode("medium threat", NextAction::array(0, new NextAction("vanish", ACTION_HIGH), NULL)));
triggers.push_back(
new TriggerNode("low health", NextAction::array(0, new NextAction("evasion", ACTION_HIGH + 9),
new NextAction("feint", ACTION_HIGH + 8), nullptr)));
triggers.push_back(new TriggerNode(
"critical health", NextAction::array(0, new NextAction("cloak of shadows", ACTION_HIGH + 7), nullptr)));
triggers.push_back(
new TriggerNode("kick", NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), NULL)));
triggers.push_back(
new TriggerNode("kick on enemy healer",
NextAction::array(0, new NextAction("kick on enemy healer", ACTION_INTERRUPT + 1), NULL)));
triggers.push_back(
new TriggerNode("medium aoe", NextAction::array(0, new NextAction("fan of knives", ACTION_NORMAL + 5), NULL)));
triggers.push_back(new TriggerNode(
"low tank threat",
NextAction::array(0, new NextAction("tricks of the trade on main tank", ACTION_HIGH + 7), NULL)));
triggers.push_back(new TriggerNode(
"enemy out of melee",
NextAction::array(0, new NextAction("stealth", ACTION_HIGH + 3), new NextAction("sprint", ACTION_HIGH + 2),
new NextAction("reach melee", ACTION_HIGH + 1), NULL)));
}