mod-playerbots/src/strategy/warlock/AfflictionWarlockStrategy.cpp
ThePenguinMan96 00cc2468f1
Warlock overhaul (#1397)
This is a complete overhaul of the warlock class, making 3 new strategies (affliction, demonology, and destruction), as well as finishing the warlock tank strategy (shadow ward and searing pain). It also includes a soulstone fix, where the bots can change who they soulstone based on the non-combat strategies you set for them. It also includes a self-resurrect action and trigger that allows the bots to resurrect using a soulstone or reincarnation. Many other skills were added to finish out the warlock skillset.
2025-06-27 20:00:38 +02:00

100 lines
6.0 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 "AfflictionWarlockStrategy.h"
#include "Playerbots.h"
// ===== Action Node Factory =====
class AfflictionWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
AfflictionWarlockStrategyActionNodeFactory()
{
creators["corruption"] = &corruption;
creators["corruption on attacker"] = &corruption;
creators["unstable affliction"] = &unstable_affliction;
creators["unstable affliction on attacker"] = &unstable_affliction;
creators["curse of agony"] = &curse_of_agony;
creators["curse of agony on attacker"] = &curse_of_agony;
creators["haunt"] = &haunt;
creators["shadow bolt"] = &shadow_bolt;
creators["drain soul"] = &drain_soul;
creators["life tap"] = &life_tap;
creators["shadowflame"] = &shadowflame;
creators["seed of corruption on attacker"] = &seed_of_corruption;
creators["seed of corruption"] = &seed_of_corruption;
creators["rain of fire"] = &rain_of_fire;
}
private:
static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", nullptr, nullptr, nullptr); }
static ActionNode* corruption_on_attacker(PlayerbotAI*) { return new ActionNode("corruption on attacker", nullptr, nullptr, nullptr); }
static ActionNode* unstable_affliction(PlayerbotAI*) { return new ActionNode("unstable affliction", nullptr, nullptr, nullptr); }
static ActionNode* unstable_affliction_on_attacker(PlayerbotAI*) { return new ActionNode("unstable affliction on attacker", nullptr, nullptr, nullptr); }
static ActionNode* curse_of_agony(PlayerbotAI*) { return new ActionNode("curse of agony", nullptr, nullptr, nullptr); }
static ActionNode* curse_of_agony_on_attacker(PlayerbotAI*) { return new ActionNode("curse of agony on attacker", nullptr, nullptr, nullptr); }
static ActionNode* haunt(PlayerbotAI*) { return new ActionNode("haunt", nullptr, nullptr, nullptr); }
static ActionNode* shadow_bolt(PlayerbotAI*) { return new ActionNode("shadow bolt", nullptr, nullptr, nullptr); }
static ActionNode* drain_soul(PlayerbotAI*) { return new ActionNode("drain soul", nullptr, nullptr, nullptr); }
static ActionNode* life_tap(PlayerbotAI*) { return new ActionNode("life tap", nullptr, nullptr, nullptr); }
static ActionNode* shadowflame(PlayerbotAI*) { return new ActionNode("shadowflame", nullptr, nullptr, nullptr); }
static ActionNode* seed_of_corruption_on_attacker(PlayerbotAI*) { return new ActionNode("seed of corruption on attacker", nullptr, nullptr, nullptr); }
static ActionNode* seed_of_corruption(PlayerbotAI*) { return new ActionNode("seed of corruption", nullptr, nullptr, nullptr); }
static ActionNode* rain_of_fire(PlayerbotAI*) { return new ActionNode("rain of fire", nullptr, nullptr, nullptr); }
};
// ===== Single Target Strategy =====
AfflictionWarlockStrategy::AfflictionWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI)
{
actionNodeFactories.Add(new AfflictionWarlockStrategyActionNodeFactory());
}
// ===== Default Actions =====
NextAction** AfflictionWarlockStrategy::getDefaultActions()
{
return NextAction::array( 0,
new NextAction("corruption", 5.6f),
new NextAction("unstable affliction", 5.5f),
new NextAction("curse of agony", 5.4f),
new NextAction("haunt", 5.3f),
new NextAction("shadow bolt", 5.2f),
new NextAction("shoot", 5.0f), nullptr);
}
// ===== Trigger Initialization ===
void AfflictionWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericWarlockStrategy::InitTriggers(triggers);
// Main DoT triggers for high uptime
triggers.push_back(new TriggerNode("corruption on attacker", NextAction::array(0, new NextAction("corruption on attacker", 19.5f), nullptr)));
triggers.push_back(new TriggerNode("unstable affliction on attacker", NextAction::array(0, new NextAction("unstable affliction on attacker", 19.0f), nullptr)));
triggers.push_back(new TriggerNode("curse of agony on attacker", NextAction::array(0, new NextAction("curse of agony on attacker", 18.5f), nullptr)));
triggers.push_back(new TriggerNode("corruption", NextAction::array(0, new NextAction("corruption", 18.0f), nullptr)));
triggers.push_back(new TriggerNode("unstable affliction", NextAction::array(0, new NextAction("unstable affliction", 17.5f), nullptr)));
triggers.push_back(new TriggerNode("curse of agony", NextAction::array(0, new NextAction("curse of agony", 17.0f), nullptr)));
triggers.push_back(new TriggerNode("haunt", NextAction::array(0, new NextAction("haunt", 16.5f), nullptr)));
// Drain Soul as execute if target is low HP // Shadow Trance for free casts
triggers.push_back(new TriggerNode("shadow trance", NextAction::array(0, new NextAction("shadow bolt", 16.0f), nullptr)));
triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("drain soul", 15.5f), nullptr)));
// Life Tap glyph buff, and Life Tap as filler
triggers.push_back(new TriggerNode("life tap glyph buff", NextAction::array(0, new NextAction("life tap", 29.0f), nullptr)));
triggers.push_back(new TriggerNode("life tap", NextAction::array(0, new NextAction("life tap", 5.1f), nullptr)));
}
// ===== AoE Strategy, 3+ enemies =====
AfflictionWarlockAoeStrategy::AfflictionWarlockAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
void AfflictionWarlockAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0,
new NextAction("shadowflame", 22.5f),
new NextAction("seed of corruption on attacker", 22.0f),
new NextAction("seed of corruption", 21.5f),
new NextAction("rain of fire", 21.0f), nullptr)));
}