// Copyright (C) 2011-2015 Bossland GmbH// See the file LICENSE for the source code's detailed license
using Buddy.BehaviorTree;
using DefaultCombat.Core;
using DefaultCombat.Helpers;
namespace DefaultCombat.Routines
{
internal class Virulence : RotationBase
{
public override string Name
{
get { return "Sniper Virulence"; }
}
public override Composite Buffs
{
get
{
return new PrioritySelector(
Spell.Buff("Coordination")
);
}
}
public override Composite Cooldowns
{
get
{
return new PrioritySelector(
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", ret => Me.CurrentTarget.StrongOrGreater()),
Spell.Cast("Target Acquired", ret => Me.CurrentTarget.StrongOrGreater())
);
}
}
public override Composite SingleTarget
{
get
{
return new PrioritySelector(
//Movement
CombatMovement.CloseDistance(Distance.Ranged),
//Low Energy
Spell.Cast("Rifle Shot", ret => Me.EnergyPercent < 60),
//Rotation
Spell.Cast("Distraction", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
Spell.DoT("Corrosive Dart", "Corrosive Dart"),
Spell.DoT("Corrosive Grenade", "Corrosive Grenade"),
Spell.Cast("Weakening Blast", ret => Me.CurrentTarget.HasDebuff("Corrosive Dart") && Me.CurrentTarget.HasDebuff("Corrosive Grenade")),
Spell.Cast("Cull", ret => Me.CurrentTarget.DebuffTimeLeft("Corrosive Dart") > 3 && Me.CurrentTarget.DebuffTimeLeft("Corrosive Grenade") > 3),
Spell.Cast("Takedown", ret => Me.CurrentTarget.HealthPercent <= 30 || Me.HasBuff("Lethal Takedown")),
Spell.Cast("Series of Shots"),
Spell.Cast("Lethal Shot", ret => Me.Level >= 57),
Spell.Cast("Snipe", ret => Me.Level < 57),
Spell.Cast("Rifle Shot")
);
}
}
public override Composite AreaOfEffect
{
get
{
return new Decorator(ret => Targeting.ShouldAoe,
new PrioritySelector(
Spell.CastOnGround("Orbital Strike"),
Spell.Cast("Fragmentation Grenade"),
Spell.DoT("Corrosive Dart", "Corrosive Dart"),
Spell.Cast("Corrosive Grenade", ret => Me.CurrentTarget.HasDebuff("Corrosive Dart") && !Me.CurrentTarget.HasDebuff("Corrosive Grenade")),
Spell.CastOnGround("Suppressive Fire")
));
}
}
}
}