// 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 Corruption : RotationBase
{
public override string Name
{
get { return "Sorcerer Corruption"; }
}
public override Composite Buffs
{
get
{
return new PrioritySelector(
Spell.Buff("Mark of Power")
);
}
}
public override Composite Cooldowns
{
get
{
return new LockSelector(
Spell.Buff("Recklessness", ret => Targeting.ShouldAoeHeal),
Spell.Buff("Polarity Shift", ret => Targeting.ShouldAoeHeal),
Spell.Buff("Vindicate", ret => NeedForce()),
Spell.Buff("Unnatural Preservation", ret => Me.HealthPercent <= 75)
);
}
}
public override Composite SingleTarget
{
get
{
return new LockSelector(
//Movement
CombatMovement.CloseDistance(Distance.Ranged),
Spell.Cast("Mind Snap", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
Spell.Cast("Force Stun", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
Spell.Cast("Force Storm", ret => Targeting.ShouldAoe),
Spell.Cast("Crushing Darkness"),
Spell.DoT("Affliction", "Affliction"),
Spell.Cast("Shock"),
Spell.Cast("Force Lightning"),
Spell.Cast("Lightning Strike")
);
}
}
public override Composite AreaOfEffect
{
get
{
return new LockSelector(
//Cleanse if needed
Spell.Cleanse("Expunge"),
//Emergency Heal (Insta-cast)
Spell.Heal("Dark Heal", 80, ret => Me.HasBuff("Altruism")),
//Aoe Heal
Spell.HealGround("Revivification", ret => Targeting.ShouldAoe),
//Single Target Healing
Spell.Heal("Innervate", 80),
Spell.Heal("Static Barrier", 90,
ret => HealTarget != null && !HealTarget.HasDebuff("Deionized") && !HealTarget.HasBuff("Static Barrier")),
//Buff Tank
Spell.Heal("Static Barrier", on => Tank, 100,
ret => Tank != null && Tank.InCombat && !Tank.HasDebuff("Deionized") && !Tank.HasBuff("Static Barrier")),
Spell.Heal("Roaming Mend", on => Tank, 100, ret => Tank != null && Tank.InCombat && Me.BuffCount("Roaming Mend Charges") <= 1),
//Use Force Bending
new Decorator(ret => Me.HasBuff("Force Bending"),
new LockSelector(
Spell.Heal("Innervate", 90),
Spell.Heal("Dark Infusion", 50)
)),
//Build Force Bending
Spell.HoT("Resurgence", 80),
Spell.HoT("Resurgence", on => Tank, 100, ret => Tank != null && Tank.InCombat),
//Single Target Healing
Spell.Heal("Dark Heal", 35),
Spell.Heal("Dark Infusion", 80)
);
}
}
private bool NeedForce()
{
if (Me.ForcePercent <= 20)
return true;
if (Me.HasBuff("Revivification") && Me.ForcePercent < 80 && !Me.HasBuff("Reverse Corruptions"))
return true;
return false;
}
}
}