mod-playerbots/src/strategy/shaman/ShamanTriggers.h

496 lines
14 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_SHAMANTRIGGERS_H
#define _PLAYERBOT_SHAMANTRIGGERS_H
#include "CureTriggers.h"
#include "GenericTriggers.h"
#include "SharedDefines.h"
#include "Trigger.h"
#include <set>
#include "TotemsShamanStrategy.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include <ctime>
class PlayerbotAI;
// Buff and Out of Combat Triggers
const uint32 SPELL_EARTHBIND_TOTEM_RANK_1 = 2484;
const uint32 SPELL_SEARING_TOTEM_RANK_1 = 3599;
const uint32 SPELL_WRATH_OF_AIR_TOTEM_RANK_1 = 3738;
const uint32 SPELL_HEALING_STREAM_TOTEM_RANK_1 = 5394;
const uint32 SPELL_MANA_SPRING_TOTEM_RANK_1 = 5675;
const uint32 SPELL_STONESKIN_TOTEM_RANK_1 = 8071;
const uint32 SPELL_STRENGTH_OF_EARTH_TOTEM_RANK_1 = 8075;
const uint32 SPELL_TREMOR_TOTEM_RANK_1 = 8143;
const uint32 SPELL_CLEANSING_TOTEM_RANK_1 = 8170;
const uint32 SPELL_GROUNDING_TOTEM_RANK_1 = 8177;
const uint32 SPELL_FROST_RESISTANCE_TOTEM_RANK_1 = 8181;
const uint32 SPELL_FIRE_RESISTANCE_TOTEM_RANK_1 = 8184;
const uint32 SPELL_MAGMA_TOTEM_RANK_1 = 8190;
const uint32 SPELL_FLAMETONGUE_TOTEM_RANK_1 = 8227;
const uint32 SPELL_WINDFURY_TOTEM_RANK_1 = 8512;
const uint32 SPELL_NATURE_RESISTANCE_TOTEM_RANK_1 = 10595;
const uint32 SPELL_TOTEM_OF_WRATH_RANK_1 = 30706;
const uint32 SPELL_TOTEMIC_RECALL = 36936;
const uint32 SPELL_CALL_OF_THE_ELEMENTS = 66842;
class MainHandWeaponNoImbueTrigger : public BuffTrigger
{
public:
MainHandWeaponNoImbueTrigger(PlayerbotAI* ai) : BuffTrigger(ai, "main hand", 1) {}
virtual bool IsActive();
};
class OffHandWeaponNoImbueTrigger : public BuffTrigger
{
public:
OffHandWeaponNoImbueTrigger(PlayerbotAI* ai) : BuffTrigger(ai, "off hand", 1) {}
virtual bool IsActive();
};
class WaterShieldTrigger : public BuffTrigger
{
public:
WaterShieldTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "water shield") {}
};
class LightningShieldTrigger : public BuffTrigger
{
public:
LightningShieldTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "lightning shield") {}
};
class WaterWalkingTrigger : public BuffTrigger
{
public:
WaterWalkingTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "water walking", 7) {}
bool IsActive() override;
};
class WaterBreathingTrigger : public BuffTrigger
{
public:
WaterBreathingTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "water breathing", 5 * 2000) {}
bool IsActive() override;
};
class WaterWalkingOnPartyTrigger : public BuffOnPartyTrigger
{
public:
WaterWalkingOnPartyTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "water walking on party", 2 * 2000) {}
bool IsActive() override;
};
class WaterBreathingOnPartyTrigger : public BuffOnPartyTrigger
{
public:
WaterBreathingOnPartyTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "water breathing on party", 2 * 2000) {}
bool IsActive() override;
};
// Boost Triggers
class HeroismTrigger : public BoostTrigger
{
public:
HeroismTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "heroism") {}
};
class BloodlustTrigger : public BoostTrigger
{
public:
BloodlustTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "bloodlust") {}
};
class ElementalMasteryTrigger : public BuffTrigger
{
public:
ElementalMasteryTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "elemental mastery") {}
bool IsActive() override;
};
class SpiritWalkTrigger : public Trigger
{
public:
SpiritWalkTrigger(PlayerbotAI* ai) : Trigger(ai, "spirit walk ready") {}
bool IsActive() override;
private:
time_t lastSpiritWalkTime = 0;
};
class FireElementalTotemTrigger : public BoostTrigger
{
public:
FireElementalTotemTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "fire elemental totem") {}
};
// CC, Interrupt, and Dispel Triggers
class WindShearInterruptSpellTrigger : public InterruptSpellTrigger
{
public:
WindShearInterruptSpellTrigger(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, "wind shear") {}
};
class WindShearInterruptEnemyHealerSpellTrigger : public InterruptEnemyHealerTrigger
{
public:
WindShearInterruptEnemyHealerSpellTrigger(PlayerbotAI* botAI) : InterruptEnemyHealerTrigger(botAI, "wind shear") {}
};
class PurgeTrigger : public TargetAuraDispelTrigger
{
public:
PurgeTrigger(PlayerbotAI* botAI) : TargetAuraDispelTrigger(botAI, "purge", DISPEL_MAGIC) {}
};
class CleanseSpiritPoisonTrigger : public NeedCureTrigger
{
public:
CleanseSpiritPoisonTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cleanse spirit", DISPEL_POISON) {}
};
class PartyMemberCleanseSpiritPoisonTrigger : public PartyMemberNeedCureTrigger
{
public:
PartyMemberCleanseSpiritPoisonTrigger(PlayerbotAI* botAI)
: PartyMemberNeedCureTrigger(botAI, "cleanse spirit", DISPEL_POISON)
{
}
};
class CleanseSpiritCurseTrigger : public NeedCureTrigger
{
public:
CleanseSpiritCurseTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cleanse spirit", DISPEL_CURSE) {}
};
class PartyMemberCleanseSpiritCurseTrigger : public PartyMemberNeedCureTrigger
{
public:
PartyMemberCleanseSpiritCurseTrigger(PlayerbotAI* botAI)
: PartyMemberNeedCureTrigger(botAI, "cleanse spirit", DISPEL_CURSE)
{
}
};
class CleanseSpiritDiseaseTrigger : public NeedCureTrigger
{
public:
CleanseSpiritDiseaseTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cleanse spirit", DISPEL_DISEASE) {}
};
class PartyMemberCleanseSpiritDiseaseTrigger : public PartyMemberNeedCureTrigger
{
public:
PartyMemberCleanseSpiritDiseaseTrigger(PlayerbotAI* botAI)
: PartyMemberNeedCureTrigger(botAI, "cleanse spirit", DISPEL_DISEASE)
{
}
};
class CurePoisonTrigger : public NeedCureTrigger
{
public:
CurePoisonTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cure poison", DISPEL_POISON) {}
};
class PartyMemberCurePoisonTrigger : public PartyMemberNeedCureTrigger
{
public:
PartyMemberCurePoisonTrigger(PlayerbotAI* botAI) : PartyMemberNeedCureTrigger(botAI, "cure poison", DISPEL_POISON) {}
};
class CureDiseaseTrigger : public NeedCureTrigger
{
public:
CureDiseaseTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cure disease", DISPEL_DISEASE) {}
};
class PartyMemberCureDiseaseTrigger : public PartyMemberNeedCureTrigger
{
public:
PartyMemberCureDiseaseTrigger(PlayerbotAI* botAI)
: PartyMemberNeedCureTrigger(botAI, "cure disease", DISPEL_DISEASE) {}
};
// Damage and Debuff Triggers
class ShockTrigger : public DebuffTrigger
{
public:
ShockTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "earth shock", 1, true) {}
bool IsActive() override;
};
class FrostShockSnareTrigger : public SnareTargetTrigger
{
public:
FrostShockSnareTrigger(PlayerbotAI* botAI) : SnareTargetTrigger(botAI, "frost shock") {}
};
class MaelstromWeaponTrigger : public HasAuraStackTrigger
{
public:
MaelstromWeaponTrigger(PlayerbotAI* botAI, int stack = 5) : HasAuraStackTrigger(botAI, "maelstrom weapon", stack) {}
};
class FlameShockTrigger : public DebuffTrigger
{
public:
FlameShockTrigger(PlayerbotAI* ai) : DebuffTrigger(ai, "flame shock", 1, true, 6.0f) {}
bool IsActive() override { return BuffTrigger::IsActive(); }
};
class EarthShockExecuteTrigger : public Trigger
{
public:
EarthShockExecuteTrigger(PlayerbotAI* botAI) : Trigger(botAI, "earth shock execute") {}
bool IsActive() override;
};
class MaelstromWeapon5AndMediumAoeTrigger : public TwoTriggers
{
public:
MaelstromWeapon5AndMediumAoeTrigger(PlayerbotAI* ai) : TwoTriggers(ai, "maelstrom weapon 5", "medium aoe") {}
};
class MaelstromWeapon4AndMediumAoeTrigger : public TwoTriggers
{
public:
MaelstromWeapon4AndMediumAoeTrigger(PlayerbotAI* ai) : TwoTriggers(ai, "maelstrom weapon 4", "medium aoe") {}
};
class ChainLightningNoCdTrigger : public SpellNoCooldownTrigger
{
public:
ChainLightningNoCdTrigger(PlayerbotAI* ai) : SpellNoCooldownTrigger(ai, "chain lightning") {}
};
// Healing Triggers
class EarthShieldOnMainTankTrigger : public BuffOnMainTankTrigger
{
public:
EarthShieldOnMainTankTrigger(PlayerbotAI* botAI) : BuffOnMainTankTrigger(botAI, "earth shield", false) {}
};
// Totem Triggers
class TotemTrigger : public Trigger
{
public:
TotemTrigger(PlayerbotAI* botAI, std::string const spell, uint32 attackerCount = 0)
: Trigger(botAI, spell), attackerCount(attackerCount)
{
}
bool IsActive() override;
protected:
uint32 attackerCount;
};
class CallOfTheElementsTrigger : public Trigger
{
public:
CallOfTheElementsTrigger(PlayerbotAI* ai) : Trigger(ai, "call of the elements") {}
bool IsActive() override;
};
class TotemicRecallTrigger : public Trigger
{
public:
TotemicRecallTrigger(PlayerbotAI* ai) : Trigger(ai, "totemic recall") {}
bool IsActive() override;
};
class NoEarthTotemTrigger : public Trigger
{
public:
NoEarthTotemTrigger(PlayerbotAI* ai) : Trigger(ai, "no earth totem") {}
bool IsActive() override;
};
class NoFireTotemTrigger : public Trigger
{
public:
NoFireTotemTrigger(PlayerbotAI* ai) : Trigger(ai, "no fire totem") {}
bool IsActive() override;
};
class NoWaterTotemTrigger : public Trigger
{
public:
NoWaterTotemTrigger(PlayerbotAI* ai) : Trigger(ai, "no water totem") {}
bool IsActive() override;
};
class NoAirTotemTrigger : public Trigger
{
public:
NoAirTotemTrigger(PlayerbotAI* ai) : Trigger(ai, "no air totem") {}
bool IsActive() override;
};
class CallOfTheElementsAndEnemyWithinMeleeTrigger : public TwoTriggers
{
public:
CallOfTheElementsAndEnemyWithinMeleeTrigger(PlayerbotAI* ai) : TwoTriggers(ai, "call of the elements", "enemy within melee") {}
};
// Set Strategy Assigned Totems
class SetTotemTrigger : public Trigger
{
public:
SetTotemTrigger(PlayerbotAI* ai, std::string const spellName, const uint32 requiredSpellId,
const uint32 totemSpellIds[], int actionButtonId)
: Trigger(ai, "set " + spellName),
requiredSpellId(requiredSpellId),
totemSpellIds(totemSpellIds),
actionButtonId(actionButtonId) {}
bool IsActive() override;
private:
uint32 requiredSpellId;
uint32 const* totemSpellIds;
int actionButtonId;
};
class SetStrengthOfEarthTotemTrigger : public SetTotemTrigger
{
public:
SetStrengthOfEarthTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "strength of earth totem", SPELL_STRENGTH_OF_EARTH_TOTEM_RANK_1, STRENGTH_OF_EARTH_TOTEM, TOTEM_BAR_SLOT_EARTH) {}
};
class SetStoneskinTotemTrigger : public SetTotemTrigger
{
public:
SetStoneskinTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "stoneskin totem", SPELL_STONESKIN_TOTEM_RANK_1, STONESKIN_TOTEM, TOTEM_BAR_SLOT_EARTH) {}
};
class SetTremorTotemTrigger : public SetTotemTrigger
{
public:
SetTremorTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "tremor totem", SPELL_TREMOR_TOTEM_RANK_1, TREMOR_TOTEM, TOTEM_BAR_SLOT_EARTH) {}
};
class SetEarthbindTotemTrigger : public SetTotemTrigger
{
public:
SetEarthbindTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "earthbind totem", SPELL_EARTHBIND_TOTEM_RANK_1, EARTHBIND_TOTEM, TOTEM_BAR_SLOT_EARTH) {}
};
class SetSearingTotemTrigger : public SetTotemTrigger
{
public:
SetSearingTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "searing totem", SPELL_SEARING_TOTEM_RANK_1, SEARING_TOTEM, TOTEM_BAR_SLOT_FIRE) {}
};
class SetMagmaTotemTrigger : public SetTotemTrigger
{
public:
SetMagmaTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "magma totem", SPELL_MAGMA_TOTEM_RANK_1, MAGMA_TOTEM, TOTEM_BAR_SLOT_FIRE) {}
};
class SetFlametongueTotemTrigger : public SetTotemTrigger
{
public:
SetFlametongueTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "flametongue totem", SPELL_FLAMETONGUE_TOTEM_RANK_1, FLAMETONGUE_TOTEM, TOTEM_BAR_SLOT_FIRE) {}
};
class SetTotemOfWrathTrigger : public SetTotemTrigger
{
public:
SetTotemOfWrathTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "totem of wrath", SPELL_TOTEM_OF_WRATH_RANK_1, TOTEM_OF_WRATH, TOTEM_BAR_SLOT_FIRE) {}
};
class SetFrostResistanceTotemTrigger : public SetTotemTrigger
{
public:
SetFrostResistanceTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "frost resistance totem", SPELL_FROST_RESISTANCE_TOTEM_RANK_1, FROST_RESISTANCE_TOTEM, TOTEM_BAR_SLOT_FIRE) {}
};
class SetHealingStreamTotemTrigger : public SetTotemTrigger
{
public:
SetHealingStreamTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "healing stream totem", SPELL_HEALING_STREAM_TOTEM_RANK_1, HEALING_STREAM_TOTEM, TOTEM_BAR_SLOT_WATER) {}
};
class SetManaSpringTotemTrigger : public SetTotemTrigger
{
public:
SetManaSpringTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "mana spring totem", SPELL_MANA_SPRING_TOTEM_RANK_1, MANA_SPRING_TOTEM, TOTEM_BAR_SLOT_WATER) {}
};
class SetCleansingTotemTrigger : public SetTotemTrigger
{
public:
SetCleansingTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "cleansing totem", SPELL_CLEANSING_TOTEM_RANK_1, CLEANSING_TOTEM, TOTEM_BAR_SLOT_WATER) {}
};
class SetFireResistanceTotemTrigger : public SetTotemTrigger
{
public:
SetFireResistanceTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "fire resistance totem", SPELL_FIRE_RESISTANCE_TOTEM_RANK_1, FIRE_RESISTANCE_TOTEM, TOTEM_BAR_SLOT_WATER) {}
};
class SetWrathOfAirTotemTrigger : public SetTotemTrigger
{
public:
SetWrathOfAirTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "wrath of air totem", SPELL_WRATH_OF_AIR_TOTEM_RANK_1, WRATH_OF_AIR_TOTEM, TOTEM_BAR_SLOT_AIR) {}
};
class SetWindfuryTotemTrigger : public SetTotemTrigger
{
public:
SetWindfuryTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "windfury totem", SPELL_WINDFURY_TOTEM_RANK_1, WINDFURY_TOTEM, TOTEM_BAR_SLOT_AIR) {}
};
class SetNatureResistanceTotemTrigger : public SetTotemTrigger
{
public:
SetNatureResistanceTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "nature resistance totem", SPELL_NATURE_RESISTANCE_TOTEM_RANK_1, NATURE_RESISTANCE_TOTEM, TOTEM_BAR_SLOT_AIR) {}
};
class SetGroundingTotemTrigger : public SetTotemTrigger
{
public:
SetGroundingTotemTrigger(PlayerbotAI* ai)
: SetTotemTrigger(ai, "grounding totem", SPELL_GROUNDING_TOTEM_RANK_1, GROUNDING_TOTEM, TOTEM_BAR_SLOT_AIR) {}
};
#endif