using Buddy.BehaviorTree;
using DefaultCombat.Core;
using DefaultCombat.Helpers;
namespace DefaultCombat.Routines
{
internal class Engineering : RotationBase
{
public override string Name
{
get { return "Sniper Engineering"; }
}
public override Composite Buffs
{
get
{
return new PrioritySelector(
Spell.Buff("Coordination")
);
}
}
public override Composite Cooldowns
{
get
{
return new LockSelector(
Spell.Buff("Escape"),
Spell.Buff("Shield Probe", ret => Me.HealthPercent <= 50),
Spell.Buff("Evasion", ret => Me.HealthPercent <= 30),
Spell.Buff("Adrenaline Probe", ret => Me.EnergyPercent <= 50),
Spell.Buff("Laze Target"),
Spell.Cast("Target Acquired")
);
}
}
public override Composite SingleTarget
{
get
{
return new LockSelector(
//Movement
CombatMovement.CloseDistance(Distance.Melee),
//Low Energy
new Decorator(ret => Me.EnergyPercent < 60,
new LockSelector(
Spell.Buff("Laze Target"),
Spell.Cast("Series of Shots")
)),
//Rotation
Spell.Cast("Distraction", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
Spell.Buff("Crouch", ret => !Me.IsInCover() && !Me.IsMoving),
Spell.Buff("Target Aquired"),
Spell.Cast("Series of Shots", ret => Me.IsInCover()),
Spell.Cast("Takedown", ret => Me.CurrentTarget.HealthPercent <= 30),
Spell.Cast("Fragmentation Grenade", ret => !Me.CurrentTarget.HasDebuff("Energy Overides")),
Spell.CastOnGround("Plasma Probe", ret => !Me.CurrentTarget.HasDebuff("Slowed")),
Spell.Cast("Explosive Probe"),
Spell.Cast("EMP Discharge"),
Spell.DoT("Interrogation Probe", "", 15000),
Spell.Cast("Orbital Strike"),
Spell.DoT("Corrosive Dart", "", 12000),
Spell.Cast("Fragmentation Grenade")
);
}
}
public override Composite AreaOfEffect
{
get
{
return new Decorator(ret => Targeting.ShouldAoe,
new LockSelector(
Spell.CastOnGround("Orbital Strike"),
Spell.CastOnGround("Plasma Probe"),
Spell.Cast("Fragmentation Grenade")
));
}
}
}
}