mirror of
https://github.com/liyunfan1223/mod-playerbots.git
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Warning: Dont change this PR as draft to make it testable DONT REVIEW UNTIL Codestyle C++ workflow dont pass
76 lines
3.8 KiB
C++
76 lines
3.8 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 "ElementalShamanStrategy.h"
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#include "Playerbots.h"
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// ===== Action Node Factory =====
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class ElementalShamanStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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ElementalShamanStrategyActionNodeFactory()
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{
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creators["flame shock"] = &flame_shock;
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creators["earth shock"] = &earth_shock;
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creators["lava burst"] = &lava_burst;
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creators["lightning bolt"] = &lightning_bolt;
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creators["call of the elements"] = &call_of_the_elements;
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creators["elemental mastery"] = &elemental_mastery;
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creators["stoneclaw totem"] = &stoneclaw_totem;
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creators["water shield"] = &water_shield;
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creators["thunderstorm"] = &thunderstorm;
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}
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private:
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static ActionNode* flame_shock(PlayerbotAI*) { return new ActionNode("flame shock", nullptr, nullptr, nullptr); }
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static ActionNode* earth_shock(PlayerbotAI*) { return new ActionNode("earth shock", nullptr, nullptr, nullptr); }
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static ActionNode* lava_burst(PlayerbotAI*) { return new ActionNode("lava burst", nullptr, nullptr, nullptr); }
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static ActionNode* lightning_bolt(PlayerbotAI*) { return new ActionNode("lightning bolt", nullptr, nullptr, nullptr); }
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static ActionNode* call_of_the_elements(PlayerbotAI*) { return new ActionNode("call of the elements", nullptr, nullptr, nullptr); }
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static ActionNode* elemental_mastery(PlayerbotAI*) { return new ActionNode("elemental mastery", nullptr, nullptr, nullptr); }
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static ActionNode* stoneclaw_totem(PlayerbotAI*) { return new ActionNode("stoneclaw totem", nullptr, nullptr, nullptr); }
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static ActionNode* water_shield(PlayerbotAI*) { return new ActionNode("water shield", nullptr, nullptr, nullptr); }
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static ActionNode* thunderstorm(PlayerbotAI*) { return new ActionNode("thunderstorm", nullptr, nullptr, nullptr); }
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};
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// ===== Single Target Strategy =====
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ElementalShamanStrategy::ElementalShamanStrategy(PlayerbotAI* botAI) : GenericShamanStrategy(botAI)
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{
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actionNodeFactories.Add(new ElementalShamanStrategyActionNodeFactory());
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}
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// ===== Default Actions =====
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NextAction** ElementalShamanStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("lava burst", 5.2f),
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new NextAction("lightning bolt", 5.0f),
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nullptr);
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}
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// ===== Trigger Initialization ===
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void ElementalShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericShamanStrategy::InitTriggers(triggers);
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// Totem Triggers
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triggers.push_back(new TriggerNode("call of the elements", NextAction::array(0, new NextAction("call of the elements", 60.0f), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("stoneclaw totem", 40.0f), nullptr)));
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// Cooldown Trigger
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triggers.push_back(new TriggerNode("elemental mastery", NextAction::array(0, new NextAction("elemental mastery", 29.0f), nullptr)));
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// Damage Triggers
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triggers.push_back(new TriggerNode("earth shock execute", NextAction::array(0, new NextAction("earth shock", 5.5f), nullptr)));
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triggers.push_back(new TriggerNode("flame shock", NextAction::array(0, new NextAction("flame shock", 5.3f), nullptr)));
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// Mana Triggers
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triggers.push_back(new TriggerNode("water shield", NextAction::array(0, new NextAction("water shield", 19.5f), nullptr)));
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triggers.push_back(new TriggerNode("high mana", NextAction::array(0, new NextAction("thunderstorm", 19.0f), nullptr)));
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// Range Triggers
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("thunderstorm", 19.0f), nullptr)));
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}
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