mod-playerbots/src/strategy/paladin/OffhealRetPaladinStrategy.cpp
NotCronky 36adb62f2a
druid cat and ret pally offheal strat (#1298)
co +offheal to either cat druid or ret pally with disable dps mode and enable offheal where the bots will now focus damage but heal when necessary.
2025-05-17 22:33:55 +08:00

144 lines
6.7 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, 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 "OffhealRetPaladinStrategy.h"
#include "Playerbots.h"
#include "Strategy.h"
class OffhealRetPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
OffhealRetPaladinStrategyActionNodeFactory()
{
creators["retribution aura"] = &retribution_aura;
creators["seal of corruption"] = &seal_of_corruption;
creators["seal of vengeance"] = &seal_of_vengeance;
creators["seal of command"] = &seal_of_command;
creators["blessing of might"] = &blessing_of_might;
creators["crusader strike"] = &crusader_strike;
creators["divine plea"] = &divine_plea;
}
private:
static ActionNode* retribution_aura([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("retribution aura",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("devotion aura"), nullptr),
/*C*/ nullptr);
}
static ActionNode* seal_of_corruption([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("seal of corruption",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("seal of vengeance"), nullptr),
/*C*/ nullptr);
}
static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("seal of vengeance",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("seal of command"), nullptr),
/*C*/ nullptr);
}
static ActionNode* seal_of_command([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("seal of command",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), nullptr),
/*C*/ nullptr);
}
static ActionNode* blessing_of_might([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("blessing of might",
/*P*/ nullptr,
/*A*/ NextAction::array(0, new NextAction("blessing of kings"), nullptr),
/*C*/ nullptr);
}
static ActionNode* crusader_strike([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("crusader strike",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* divine_plea([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("divine plea",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
};
OffhealRetPaladinStrategy::OffhealRetPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI)
{
actionNodeFactories.Add(new OffhealRetPaladinStrategyActionNodeFactory());
}
NextAction** OffhealRetPaladinStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("hammer of wrath", ACTION_DEFAULT + 0.6f),
new NextAction("judgement of wisdom", ACTION_DEFAULT + 0.5f),
new NextAction("crusader strike", ACTION_DEFAULT + 0.4f),
new NextAction("divine storm", ACTION_DEFAULT + 0.3f),
new NextAction("melee", ACTION_DEFAULT), nullptr);
}
void OffhealRetPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericPaladinStrategy::InitTriggers(triggers);
// Damage Triggers
triggers.push_back(
new TriggerNode("seal", NextAction::array(0, new NextAction("seal of corruption", ACTION_HIGH), nullptr)));
triggers.push_back(
new TriggerNode("low mana", NextAction::array(0, new NextAction("seal of wisdom", ACTION_HIGH + 5),
new NextAction("divine plea", ACTION_HIGH + 4), nullptr)));
triggers.push_back(
new TriggerNode("art of war", NextAction::array(0, new NextAction("exorcism", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode(
"avenging wrath", NextAction::array(0, new NextAction("avenging wrath", ACTION_HIGH + 2), nullptr)));
triggers.push_back(
new TriggerNode("medium aoe", NextAction::array(0, new NextAction("divine storm", ACTION_HIGH + 4),
new NextAction("consecration", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode("enemy out of melee",
NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode(
"retribution aura", NextAction::array(0, new NextAction("retribution aura", ACTION_NORMAL), nullptr)));
triggers.push_back(new TriggerNode(
"blessing of might", NextAction::array(0, new NextAction("blessing of might", ACTION_NORMAL + 1), nullptr)));
triggers.push_back(new TriggerNode(
"low health", NextAction::array(0, new NextAction("holy light", ACTION_CRITICAL_HEAL + 2), nullptr)));
// Healing Triggers
triggers.push_back(
new TriggerNode("party member critical health",
NextAction::array(0, new NextAction("holy shock on party", ACTION_CRITICAL_HEAL + 6),
new NextAction("holy light on party", ACTION_CRITICAL_HEAL + 4), nullptr)));
triggers.push_back(
new TriggerNode("party member low health",
NextAction::array(0, new NextAction("holy light on party", ACTION_MEDIUM_HEAL + 5), nullptr)));
triggers.push_back(new TriggerNode(
"party member medium health",
NextAction::array(0, new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 8), nullptr)));
triggers.push_back(new TriggerNode(
"party member almost full health",
NextAction::array(0, new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 3), 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_EMERGENCY + 3), nullptr)));
triggers.push_back(new TriggerNode(
"beacon of light on main tank",
NextAction::array(0, new NextAction("beacon of light on main tank", ACTION_CRITICAL_HEAL + 7), nullptr)));
}