mod-playerbots/src/strategy/triggers/HealthTriggers.h
2023-09-14 23:29:09 +08:00

155 lines
5.4 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.
*/
#ifndef _PLAYERBOT_HEALTHTRIGGERS_H
#define _PLAYERBOT_HEALTHTRIGGERS_H
#include "Trigger.h"
#include "PlayerbotAIConfig.h"
#include <stdexcept>
class PlayerbotAI;
class ValueInRangeTrigger : public Trigger
{
public:
ValueInRangeTrigger(PlayerbotAI* botAI, std::string const name, float maxValue, float minValue) : Trigger(botAI, name), maxValue(maxValue), minValue(minValue) { }
virtual float GetValue() = 0;
bool IsActive() override
{
float value = GetValue();
return value < maxValue && value >= minValue;
}
protected:
float maxValue, minValue;
};
class HealthInRangeTrigger : public ValueInRangeTrigger
{
public:
HealthInRangeTrigger(PlayerbotAI* botAI, std::string const name, float maxValue, float minValue = 0) : ValueInRangeTrigger(botAI, name, maxValue, minValue) { }
bool IsActive() override;
float GetValue() override;
};
class LowHealthTrigger : public HealthInRangeTrigger
{
public:
LowHealthTrigger(PlayerbotAI* botAI, std::string const name = "low health", float value = sPlayerbotAIConfig->lowHealth, float minValue = sPlayerbotAIConfig->criticalHealth) :
HealthInRangeTrigger(botAI, name, value, minValue) { }
std::string const GetTargetName() override { return "self target"; }
};
class CriticalHealthTrigger : public LowHealthTrigger
{
public:
CriticalHealthTrigger(PlayerbotAI* botAI) : LowHealthTrigger(botAI, "critical health", sPlayerbotAIConfig->criticalHealth, 0) { }
};
class MediumHealthTrigger : public LowHealthTrigger
{
public:
MediumHealthTrigger(PlayerbotAI* botAI) : LowHealthTrigger(botAI, "medium health", sPlayerbotAIConfig->mediumHealth, sPlayerbotAIConfig->lowHealth) { }
};
class AlmostFullHealthTrigger : public LowHealthTrigger
{
public:
AlmostFullHealthTrigger(PlayerbotAI* botAI) : LowHealthTrigger(botAI, "almost full health", sPlayerbotAIConfig->almostFullHealth, sPlayerbotAIConfig->mediumHealth) { }
};
class PartyMemberLowHealthTrigger : public HealthInRangeTrigger
{
public:
PartyMemberLowHealthTrigger(PlayerbotAI* botAI, std::string const name = "party member low health", float value = sPlayerbotAIConfig->lowHealth, float minValue = sPlayerbotAIConfig->criticalHealth) :
HealthInRangeTrigger(botAI, name, value, minValue) { }
std::string const GetTargetName() override { return "party member to heal"; }
};
class PartyMemberCriticalHealthTrigger : public PartyMemberLowHealthTrigger
{
public:
PartyMemberCriticalHealthTrigger(PlayerbotAI* botAI) : PartyMemberLowHealthTrigger(botAI, "party member critical health", sPlayerbotAIConfig->criticalHealth, 0) { }
};
class PartyMemberMediumHealthTrigger : public PartyMemberLowHealthTrigger
{
public:
PartyMemberMediumHealthTrigger(PlayerbotAI* botAI) : PartyMemberLowHealthTrigger(botAI, "party member medium health", sPlayerbotAIConfig->mediumHealth,sPlayerbotAIConfig->lowHealth) { }
};
class PartyMemberAlmostFullHealthTrigger : public PartyMemberLowHealthTrigger
{
public:
PartyMemberAlmostFullHealthTrigger(PlayerbotAI* botAI) : PartyMemberLowHealthTrigger(botAI, "party member almost full health", sPlayerbotAIConfig->almostFullHealth,sPlayerbotAIConfig->mediumHealth) { }
};
class TargetLowHealthTrigger : public HealthInRangeTrigger
{
public:
TargetLowHealthTrigger(PlayerbotAI* botAI, float value, float minValue = 0) : HealthInRangeTrigger(botAI, "target low health", value, minValue) { }
std::string const GetTargetName() override { return "current target"; }
};
class TargetCriticalHealthTrigger : public TargetLowHealthTrigger
{
public:
TargetCriticalHealthTrigger(PlayerbotAI* botAI) : TargetLowHealthTrigger(botAI, 20) { }
};
class PartyMemberDeadTrigger : public Trigger
{
public:
PartyMemberDeadTrigger(PlayerbotAI* botAI) : Trigger(botAI, "resurrect", 1 * 1000) { }
std::string const GetTargetName() override { return "party member to resurrect"; }
bool IsActive() override;
};
class CombatPartyMemberDeadTrigger : public Trigger
{
public:
CombatPartyMemberDeadTrigger(PlayerbotAI* ai) : Trigger(ai, "combat party member to resurrect", 1) {}
std::string const GetTargetName() override { return "party member to resurrect"; }
bool IsActive() override;
};
class DeadTrigger : public Trigger
{
public:
DeadTrigger(PlayerbotAI* botAI) : Trigger(botAI, "dead") { }
std::string const GetTargetName() override { return "self target"; }
bool IsActive() override;
};
class AoeHealTrigger : public Trigger
{
public:
AoeHealTrigger(PlayerbotAI* botAI, std::string const name, std::string const type, int32 count) : Trigger(botAI, name), count(count), type(type) { } // reorder args - whipowill
bool IsActive() override;
protected:
int32 count;
std::string const type;
};
class AoeInGroupTrigger : public Trigger {
public:
AoeInGroupTrigger(PlayerbotAI* ai, std::string name, std::string type, float ratio) :
Trigger(ai, name), ratio(ratio), type(type) {}
bool IsActive() override;
protected:
float ratio;
std::string type;
};
#endif