mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-02-20 18:10:02 +01:00
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.
144 lines
6.7 KiB
C++
144 lines
6.7 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "OffhealRetPaladinStrategy.h"
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#include "Playerbots.h"
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#include "Strategy.h"
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class OffhealRetPaladinStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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OffhealRetPaladinStrategyActionNodeFactory()
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{
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creators["retribution aura"] = &retribution_aura;
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creators["seal of corruption"] = &seal_of_corruption;
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creators["seal of vengeance"] = &seal_of_vengeance;
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creators["seal of command"] = &seal_of_command;
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creators["blessing of might"] = &blessing_of_might;
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creators["crusader strike"] = &crusader_strike;
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creators["divine plea"] = &divine_plea;
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}
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private:
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static ActionNode* retribution_aura([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("retribution aura",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("devotion aura"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* seal_of_corruption([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("seal of corruption",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("seal of vengeance"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* seal_of_vengeance([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("seal of vengeance",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("seal of command"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* seal_of_command([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("seal of command",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* blessing_of_might([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("blessing of might",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("blessing of kings"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* crusader_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("crusader strike",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* divine_plea([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("divine plea",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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};
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OffhealRetPaladinStrategy::OffhealRetPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrategy(botAI)
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{
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actionNodeFactories.Add(new OffhealRetPaladinStrategyActionNodeFactory());
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}
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NextAction** OffhealRetPaladinStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("hammer of wrath", ACTION_DEFAULT + 0.6f),
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new NextAction("judgement of wisdom", ACTION_DEFAULT + 0.5f),
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new NextAction("crusader strike", ACTION_DEFAULT + 0.4f),
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new NextAction("divine storm", ACTION_DEFAULT + 0.3f),
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new NextAction("melee", ACTION_DEFAULT), nullptr);
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}
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void OffhealRetPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericPaladinStrategy::InitTriggers(triggers);
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// Damage Triggers
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triggers.push_back(
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new TriggerNode("seal", NextAction::array(0, new NextAction("seal of corruption", ACTION_HIGH), nullptr)));
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triggers.push_back(
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new TriggerNode("low mana", NextAction::array(0, new NextAction("seal of wisdom", ACTION_HIGH + 5),
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new NextAction("divine plea", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(
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new TriggerNode("art of war", NextAction::array(0, new NextAction("exorcism", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"avenging wrath", NextAction::array(0, new NextAction("avenging wrath", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(
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new TriggerNode("medium aoe", NextAction::array(0, new NextAction("divine storm", ACTION_HIGH + 4),
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new NextAction("consecration", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("enemy out of melee",
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NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"retribution aura", NextAction::array(0, new NextAction("retribution aura", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode(
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"blessing of might", NextAction::array(0, new NextAction("blessing of might", ACTION_NORMAL + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"low health", NextAction::array(0, new NextAction("holy light", ACTION_CRITICAL_HEAL + 2), nullptr)));
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// Healing Triggers
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triggers.push_back(
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new TriggerNode("party member critical health",
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NextAction::array(0, new NextAction("holy shock on party", ACTION_CRITICAL_HEAL + 6),
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new NextAction("holy light on party", ACTION_CRITICAL_HEAL + 4), nullptr)));
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triggers.push_back(
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new TriggerNode("party member low health",
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NextAction::array(0, new NextAction("holy light on party", ACTION_MEDIUM_HEAL + 5), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member medium health",
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NextAction::array(0, new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 8), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member almost full health",
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NextAction::array(0, new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member to heal out of spell range",
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NextAction::array(0, new NextAction("reach party member to heal", ACTION_EMERGENCY + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"beacon of light on main tank",
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NextAction::array(0, new NextAction("beacon of light on main tank", ACTION_CRITICAL_HEAL + 7), nullptr)));
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}
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