315 lines
8.9 KiB
C++
315 lines
8.9 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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#ifndef _PLAYERBOT_WARLOCKACTIONS_H
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#define _PLAYERBOT_WARLOCKACTIONS_H
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#include "GenericSpellActions.h"
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#include "UseItemAction.h"
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class PlayerbotAI;
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class Unit;
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class CastDemonSkinAction : public CastBuffSpellAction
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{
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public:
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CastDemonSkinAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "demon skin") {}
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};
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class CastDemonArmorAction : public CastBuffSpellAction
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{
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public:
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CastDemonArmorAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "demon armor") {}
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};
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class CastFelArmorAction : public CastBuffSpellAction
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{
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public:
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CastFelArmorAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "fel armor") {}
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};
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BEGIN_RANGED_SPELL_ACTION(CastShadowBoltAction, "shadow bolt")
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END_SPELL_ACTION()
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class CastDrainSoulAction : public CastSpellAction
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{
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public:
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CastDrainSoulAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "drain soul") {}
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bool isUseful() override;
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};
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class CastDrainManaAction : public CastSpellAction
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{
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public:
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CastDrainManaAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "drain mana") {}
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};
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class CastDrainLifeAction : public CastSpellAction
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{
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public:
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CastDrainLifeAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "drain life") {}
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};
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class CastCurseOfAgonyAction : public CastDebuffSpellAction
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{
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public:
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CastCurseOfAgonyAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "curse of agony", true) {}
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};
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class CastCurseOfWeaknessAction : public CastDebuffSpellAction
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{
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public:
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CastCurseOfWeaknessAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "curse of weakness") {}
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};
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class CastCorruptionAction : public CastDebuffSpellAction
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{
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public:
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CastCorruptionAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "corruption", true) {}
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bool isUseful() override
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{
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return CastDebuffSpellAction::isUseful() && !botAI->HasAura("seed of corruption", GetTarget(), false, true);
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}
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};
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class CastCorruptionOnAttackerAction : public CastDebuffSpellOnAttackerAction
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{
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public:
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CastCorruptionOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "corruption", true) {}
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bool isUseful() override
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{
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return CastDebuffSpellOnAttackerAction::isUseful() &&
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!botAI->HasAura("seed of corruption", GetTarget(), false, true);
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}
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};
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class CastCurseOfAgonyOnAttackerAction : public CastDebuffSpellOnAttackerAction
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{
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public:
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CastCurseOfAgonyOnAttackerAction(PlayerbotAI* botAI)
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: CastDebuffSpellOnAttackerAction(botAI, "curse of agony", true)
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{
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}
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};
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class CastSummonVoidwalkerAction : public CastBuffSpellAction
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{
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public:
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CastSummonVoidwalkerAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "summon voidwalker") {}
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};
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class CastSummonFelguardAction : public CastBuffSpellAction
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{
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public:
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CastSummonFelguardAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "summon felguard") {}
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};
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class CastSummonFelhunterAction : public CastBuffSpellAction
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{
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public:
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CastSummonFelhunterAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "summon felhunter") {}
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};
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class CastSummonImpAction : public CastBuffSpellAction
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{
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public:
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CastSummonImpAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "summon imp") {}
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};
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class CastSummonSuccubusAction : public CastBuffSpellAction
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{
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public:
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CastSummonSuccubusAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "summon succubus") {}
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};
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class CastCreateHealthstoneAction : public CastBuffSpellAction
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{
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public:
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CastCreateHealthstoneAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "create healthstone") {}
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};
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class CastCreateFirestoneAction : public CastBuffSpellAction
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{
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public:
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CastCreateFirestoneAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "create firestone") {}
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};
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class CastCreateSpellstoneAction : public CastBuffSpellAction
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{
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public:
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CastCreateSpellstoneAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "create spellstone") {}
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};
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class CastBanishAction : public CastBuffSpellAction
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{
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public:
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CastBanishAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "banish on cc") {}
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Value<Unit*>* GetTargetValue() override;
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bool Execute(Event event) override;
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};
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class CastSeedOfCorruptionAction : public CastDebuffSpellAction
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{
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public:
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CastSeedOfCorruptionAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "seed of corruption", true, 0) {}
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bool isUseful() override
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{
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return CastDebuffSpellAction::isUseful() && !botAI->HasAura("corruption", GetTarget(), false, true);
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}
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ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
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};
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class CastSeedOfCorruptionOnAttackerAction : public CastDebuffSpellOnAttackerAction
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{
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public:
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CastSeedOfCorruptionOnAttackerAction(PlayerbotAI* botAI)
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: CastDebuffSpellOnAttackerAction(botAI, "seed of corruption", true, 0)
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{
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}
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bool isUseful() override
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{
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return CastDebuffSpellOnAttackerAction::isUseful() && !botAI->HasAura("corruption", GetTarget(), false, true);
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}
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ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
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};
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class CastRainOfFireAction : public CastSpellAction
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{
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public:
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CastRainOfFireAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "rain of fire") {}
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ActionThreatType getThreatType() override { return ActionThreatType::Aoe; }
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};
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class CastShadowfuryAction : public CastSpellAction
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{
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public:
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CastShadowfuryAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "shadowfury") {}
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};
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class CastImmolateAction : public CastDebuffSpellAction
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{
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public:
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CastImmolateAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "immolate", true) {}
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};
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class CastImmolateOnAttackerAction : public CastDebuffSpellOnAttackerAction
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{
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public:
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CastImmolateOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "immolate", true) {}
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};
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class CastConflagrateAction : public CastSpellAction
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{
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public:
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CastConflagrateAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "conflagrate") {}
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};
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class CastIncinirateAction : public CastSpellAction
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{
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public:
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CastIncinirateAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "incinirate") {}
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};
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class CastFearAction : public CastDebuffSpellAction
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{
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public:
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CastFearAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "fear") {}
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};
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class CastFearOnCcAction : public CastBuffSpellAction
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{
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public:
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CastFearOnCcAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "fear on cc") {}
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Value<Unit*>* GetTargetValue() override;
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bool Execute(Event event) override;
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bool isPossible() override;
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bool isUseful() override;
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};
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class CastLifeTapAction : public CastSpellAction
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{
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public:
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CastLifeTapAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "life tap") {}
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std::string const GetTargetName() override { return "self target"; }
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bool isUseful() override;
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};
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class CastAmplifyCurseAction : public CastBuffSpellAction
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{
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public:
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CastAmplifyCurseAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "amplify curse") {}
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};
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class CastSiphonLifeAction : public CastDebuffSpellAction
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{
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public:
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CastSiphonLifeAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "siphon life", true) {}
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};
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class CastSiphonLifeOnAttackerAction : public CastDebuffSpellOnAttackerAction
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{
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public:
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CastSiphonLifeOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "siphon life") {}
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};
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class CastUnstableAfflictionAction : public CastDebuffSpellAction
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{
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public:
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CastUnstableAfflictionAction(PlayerbotAI* ai) : CastDebuffSpellAction(ai, "unstable affliction", true) {}
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};
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class CastHauntAction : public CastSpellAction
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{
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public:
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CastHauntAction(PlayerbotAI* ai) : CastSpellAction(ai, "haunt") {}
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};
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class CastDemonicEmpowermentAction : public CastBuffSpellAction
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{
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public:
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CastDemonicEmpowermentAction(PlayerbotAI* ai) : CastBuffSpellAction(ai, "demonic empowerment") {}
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std::string const GetTargetName() override { return "pet target"; }
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};
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class CastMetamorphosisAction : public CastBuffSpellAction
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{
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public:
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CastMetamorphosisAction(PlayerbotAI* ai) : CastBuffSpellAction(ai, "metamorphosis") {}
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};
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class CastUnstableAfflictionOnAttackerAction : public CastDebuffSpellOnAttackerAction
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{
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public:
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CastUnstableAfflictionOnAttackerAction(PlayerbotAI* ai)
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: CastDebuffSpellOnAttackerAction(ai, "unstable affliction", true)
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{
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}
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};
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class CastSoulFireAction : public CastSpellAction
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{
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public:
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CastSoulFireAction(PlayerbotAI* ai) : CastSpellAction(ai, "soul fire") {}
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};
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class CastIncinerateAction : public CastSpellAction
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{
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public:
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CastIncinerateAction(PlayerbotAI* ai) : CastSpellAction(ai, "incinerate") {}
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};
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class UseSoulstoneAction : public UseSpellItemAction
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{
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public:
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UseSoulstoneAction(PlayerbotAI* ai) : UseSpellItemAction(ai, "soulstone") {}
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Unit* GetTarget() override;
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};
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#endif
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