mirror of
https://git.vectorsigma.ru/public/mod-playerbots.git
synced 2026-08-05 10:09:09 +00:00
Added range checks for running away if too close - The warlocks were happily standing in cleave range and dieing. Now, they will backpedal if too close to an enemy. I also added custom logic to check if in demonology form before backpedaling. I also removed shadow cleave, as the dps increase with negligible (0.1%) and it was causing errors in the actions, resulting in the warlock standing idle in combat.
127 lines
7.5 KiB
C++
127 lines
7.5 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "DemonologyWarlockStrategy.h"
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#include "Playerbots.h"
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// ===== Action Node Factory =====
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class DemonologyWarlockStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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DemonologyWarlockStrategyActionNodeFactory()
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{
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creators["metamorphosis"] = &metamorphosis;
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creators["demonic empowerment"] = &demonic_empowerment;
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creators["curse of agony"] = &curse_of_agony;
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creators["curse of agony on attacker"] = &curse_of_agony_on_attacker;
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creators["corruption"] = &corruption;
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creators["corruption on attacker"] = &corruption_on_attacker;
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creators["immolate"] = &immolate;
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creators["immolate on attacker"] = &immolate_on_attacker;
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creators["incinerate"] = &incinerate;
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creators["soul fire"] = &soul_fire;
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creators["shadow bolt"] = &shadow_bolt;
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creators["life tap"] = &life_tap;
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creators["immolation aura"] = &immolation_aura;
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creators["shadowflame"] = &shadowflame;
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creators["seed of corruption on attacker"] = &seed_of_corruption_on_attacker;
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creators["seed of corruption"] = &seed_of_corruption;
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creators["rain of fire"] = &rain_of_fire;
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creators["demon charge"] = &demon_charge;
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}
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private:
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static ActionNode* metamorphosis(PlayerbotAI*) { return new ActionNode("metamorphosis", nullptr, nullptr, nullptr); }
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static ActionNode* demonic_empowerment(PlayerbotAI*) { return new ActionNode("demonic empowerment", nullptr, nullptr, nullptr); }
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static ActionNode* curse_of_agony(PlayerbotAI*) { return new ActionNode("curse of agony", nullptr, nullptr, nullptr); }
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static ActionNode* curse_of_agony_on_attacker(PlayerbotAI*) { return new ActionNode("curse of agony on attacker", nullptr, nullptr, nullptr); }
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static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", nullptr, nullptr, nullptr); }
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static ActionNode* corruption_on_attacker(PlayerbotAI*) { return new ActionNode("corruption on attacker", nullptr, nullptr, nullptr); }
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static ActionNode* immolate(PlayerbotAI*) { return new ActionNode("immolate", nullptr, nullptr, nullptr); }
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static ActionNode* immolate_on_attacker(PlayerbotAI*) { return new ActionNode("immolate on attacker", nullptr, nullptr, nullptr); }
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static ActionNode* incinerate(PlayerbotAI*) { return new ActionNode("incinerate", nullptr, nullptr, nullptr); }
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static ActionNode* soul_fire(PlayerbotAI*) { return new ActionNode("soul fire", nullptr, nullptr, nullptr); }
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static ActionNode* shadow_bolt(PlayerbotAI*) { return new ActionNode("shadow bolt", nullptr, nullptr, nullptr); }
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static ActionNode* life_tap(PlayerbotAI*) { return new ActionNode("life tap", nullptr, nullptr, nullptr); }
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static ActionNode* immolation_aura(PlayerbotAI*) { return new ActionNode("immolation aura", nullptr, nullptr, nullptr); }
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static ActionNode* shadowflame(PlayerbotAI*) { return new ActionNode("shadowflame", nullptr, nullptr, nullptr); }
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static ActionNode* seed_of_corruption_on_attacker(PlayerbotAI*) { return new ActionNode("seed of corruption on attacker", nullptr, nullptr, nullptr); }
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static ActionNode* seed_of_corruption(PlayerbotAI*) { return new ActionNode("seed of corruption", nullptr, nullptr, nullptr); }
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static ActionNode* rain_of_fire(PlayerbotAI*) { return new ActionNode("rain of fire", nullptr, nullptr, nullptr); }
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static ActionNode* demon_charge(PlayerbotAI*) { return new ActionNode("demon charge", nullptr, nullptr, nullptr); }
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};
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// ===== Single Target Strategy =====
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DemonologyWarlockStrategy::DemonologyWarlockStrategy(PlayerbotAI* botAI) : GenericWarlockStrategy(botAI)
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{
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actionNodeFactories.Add(new DemonologyWarlockStrategyActionNodeFactory());
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}
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// ===== Default Actions =====
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NextAction** DemonologyWarlockStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("corruption", 5.6f),
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new NextAction("curse of agony", 5.5f),
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new NextAction("immolate", 5.4f),
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new NextAction("shadow bolt", 5.3f),
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new NextAction("incinerate", 5.2f),
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new NextAction("shoot", 5.0f), nullptr);
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}
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// ===== Trigger Initialization ===
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void DemonologyWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericWarlockStrategy::InitTriggers(triggers);
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// High priority cooldowns
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triggers.push_back(new TriggerNode("metamorphosis", NextAction::array(0, new NextAction("metamorphosis", 28.5f), nullptr)));
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triggers.push_back(new TriggerNode("demonic empowerment", NextAction::array(0, new NextAction("demonic empowerment", 28.0f), nullptr)));
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// Main DoT triggers for high uptime
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triggers.push_back(new TriggerNode("corruption on attacker", NextAction::array(0, new NextAction("corruption on attacker", 20.0f), nullptr)));
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triggers.push_back(new TriggerNode("curse of agony on attacker", NextAction::array(0, new NextAction("curse of agony on attacker", 19.5f), nullptr)));
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triggers.push_back(new TriggerNode("immolate on attacker", NextAction::array(0, new NextAction("immolate on attacker", 19.0f), nullptr)));
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triggers.push_back(new TriggerNode("corruption", NextAction::array(0, new NextAction("corruption", 18.5f), nullptr)));
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triggers.push_back(new TriggerNode("curse of agony", NextAction::array(0, new NextAction("curse of agony", 18.0f), nullptr)));
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triggers.push_back(new TriggerNode("immolate", NextAction::array(0, new NextAction("immolate", 17.5f), nullptr)));
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// Procs
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triggers.push_back(new TriggerNode("decimation", NextAction::array(0, new NextAction("soul fire", 17.0f), nullptr)));
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triggers.push_back(new TriggerNode("molten core", NextAction::array(0, new NextAction("incinerate", 16.5f), nullptr)));
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// Life Tap glyph buff, and Life Tap as filler
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triggers.push_back(new TriggerNode("life tap glyph buff", NextAction::array(0, new NextAction("life tap", 29.0f), nullptr)));
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triggers.push_back(new TriggerNode("life tap", NextAction::array(0, new NextAction("life tap", 5.1f), nullptr)));
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triggers.push_back(new TriggerNode("meta melee flee check", NextAction::array(0, new NextAction("flee", 39.0f), nullptr)));
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}
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// ===== AoE Strategy, 3+ enemies =====
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DemonologyWarlockAoeStrategy::DemonologyWarlockAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
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void DemonologyWarlockAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0,
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new NextAction("immolation aura", 26.0f),
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new NextAction("shadowflame", 22.5f),
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new NextAction("seed of corruption on attacker", 22.0f),
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new NextAction("seed of corruption", 21.5f),
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new NextAction("rain of fire", 21.0f), nullptr)));
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}
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// Combat strategy to run to melee for Immolation Aura
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// Enabled by default for the Demonology spec
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// To enable, type "co +meta melee"
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// To disable, type "co -meta melee"
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MetaMeleeAoeStrategy::MetaMeleeAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(botAI) {}
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void MetaMeleeAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("immolation aura active", NextAction::array(0,
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new NextAction("reach melee", 25.5f),
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new NextAction("demon charge", 25.0f), nullptr)));
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}
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