mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-06-21 07:59:25 +02:00
154 lines
5.3 KiB
C++
154 lines
5.3 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "DestructionWarlockStrategy.h"
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#include "Playerbots.h"
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// ===== Action Node Factory =====
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class DestructionWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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DestructionWarlockStrategyActionNodeFactory()
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{
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creators["immolate"] = &immolate;
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creators["conflagrate"] = &conflagrate;
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creators["chaos bolt"] = &chaos_bolt;
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creators["incinerate"] = &incinerate;
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creators["corruption"] = &corruption;
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creators["corruption on attacker"] = &corruption_on_attacker;
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creators["shadow bolt"] = &shadow_bolt;
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creators["shadowburn"] = &shadowburn;
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creators["life tap"] = &life_tap;
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creators["shadowfury"] = &shadowfury;
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creators["shadowflame"] = &shadowflame;
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creators["seed of corruption"] = &seed_of_corruption;
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creators["seed of corruption on attacker"] = &seed_of_corruption;
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creators["rain of fire"] = &rain_of_fire;
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}
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private:
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static ActionNode* immolate(PlayerbotAI*) { return new ActionNode("immolate", {}, {}, {}); }
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static ActionNode* conflagrate(PlayerbotAI*) { return new ActionNode("conflagrate", {}, {}, {}); }
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static ActionNode* chaos_bolt(PlayerbotAI*) { return new ActionNode("chaos bolt", {}, {}, {}); }
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static ActionNode* incinerate(PlayerbotAI*) { return new ActionNode("incinerate", {}, {}, {}); }
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static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", {}, {}, {}); }
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static ActionNode* corruption_on_attacker(PlayerbotAI*) { return new ActionNode("corruption on attacker", {}, {}, {}); }
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static ActionNode* shadow_bolt(PlayerbotAI*) { return new ActionNode("shadow bolt", {}, {}, {}); }
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static ActionNode* shadowburn(PlayerbotAI*) { return new ActionNode("shadowburn", {}, {}, {}); }
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static ActionNode* life_tap(PlayerbotAI*) { return new ActionNode("life tap", {}, {}, {}); }
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static ActionNode* shadowfury(PlayerbotAI*) { return new ActionNode("shadowfury", {}, {}, {}); }
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static ActionNode* shadowflame(PlayerbotAI*) { return new ActionNode("shadowflame", {}, {}, {}); }
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static ActionNode* seed_of_corruption(PlayerbotAI*) { return new ActionNode("seed of corruption", {}, {}, {}); }
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static ActionNode* seed_of_corruption_on_attacker(PlayerbotAI*) { return new ActionNode("seed of corruption on attacker", {}, {}, {}); }
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static ActionNode* rain_of_fire(PlayerbotAI*) { return new ActionNode("rain of fire", {}, {}, {}); }
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};
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// ===== Single Target Strategy =====
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DestructionWarlockStrategy::DestructionWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI)
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{
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actionNodeFactories.Add(new DestructionWarlockStrategyActionNodeFactory());
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}
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// ===== Default Actions =====
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std::vector<NextAction> DestructionWarlockStrategy::getDefaultActions()
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{
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return {
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NextAction("immolate", 5.9f),
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NextAction("conflagrate", 5.8f),
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NextAction("chaos bolt", 5.7f),
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NextAction("incinerate", 5.6f),
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NextAction("corruption", 5.3f), // Note: Corruption and Shadow Bolt won't be used after the character learns Incinerate at level 64
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NextAction("shadow bolt", 5.2f),
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NextAction("shoot", 5.0f)
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};
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}
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// ===== Trigger Initialization ===
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void DestructionWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericWarlockStrategy::InitTriggers(triggers);
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// Main DoT triggers for high uptime + high priority cooldowns
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triggers.push_back(
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new TriggerNode(
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"immolate",
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{
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NextAction("immolate", 20.0f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"conflagrate",
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{
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NextAction("conflagrate", 19.5f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"chaos bolt",
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{
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NextAction("chaos bolt", 19.0f)
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}
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)
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);
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// Note: Corruption won't be used after the character learns Incinerate at level 64
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triggers.push_back(
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new TriggerNode(
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"corruption on attacker",
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{
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NextAction("corruption on attacker", 5.5f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"corruption",
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{
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NextAction("corruption", 5.4f)
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}
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)
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);
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// Shadowburn as execute if target is low HP
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triggers.push_back(
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new TriggerNode(
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"target critical health",
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{
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NextAction("shadowburn", 18.0f)
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}
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)
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);
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// Life Tap glyph buff, and Life Tap as filler
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triggers.push_back(
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new TriggerNode(
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"life tap glyph buff",
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{
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NextAction("life tap", 29.5f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"life tap",
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{
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NextAction("life tap", 5.1f)
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}
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)
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);
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triggers.push_back(
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new TriggerNode(
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"enemy too close for spell",
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{
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NextAction("flee", 39.0f)
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}
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)
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);
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}
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