mod-playerbots/src/Ai/Class/Warlock/Strategy/DestructionWarlockStrategy.cpp

154 lines
5.3 KiB
C++

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