Optimize fury warrior

This commit is contained in:
Yunfan Li
2024-02-11 00:17:04 +08:00
parent 87b274564f
commit 036a890aa1
6 changed files with 20 additions and 15 deletions

View File

@@ -12,9 +12,9 @@ class FuryWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
{
creators["charge"] = &charge;
creators["intercept"] = &intercept;
creators["death wish"] = &death_wish;
// creators["death wish"] = &death_wish;
creators["piercing howl"] = &piercing_howl;
creators["bloodthirst"] = &bloodthirst;
// creators["bloodthirst"] = &bloodthirst;
creators["pummel"] = &pummel;
}
@@ -22,8 +22,8 @@ class FuryWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
ACTION_NODE_A(charge, "charge", "intercept");
ACTION_NODE_A(intercept, "intercept", "reach melee");
ACTION_NODE_A(piercing_howl, "piercing howl", "hamstring");
ACTION_NODE_A(death_wish, "death wish", "berserker rage");
ACTION_NODE_A(bloodthirst, "bloodthirst", "melee");
// ACTION_NODE_A(death_wish, "death wish", "berserker rage");
// ACTION_NODE_A(bloodthirst, "bloodthirst", "melee");
ACTION_NODE_A(pummel, "pummel", "intercept");
};
@@ -39,7 +39,7 @@ NextAction** FuryWarriorStrategy::getDefaultActions()
new NextAction("whirlwind", ACTION_DEFAULT + 0.4f),
new NextAction("sunder armor", ACTION_DEFAULT + 0.3f),
new NextAction("execute", ACTION_DEFAULT + 0.2f),
new NextAction("overpower", ACTION_DEFAULT + 0.1f),
// new NextAction("overpower", ACTION_DEFAULT + 0.1f),
new NextAction("melee", ACTION_DEFAULT),
NULL);
}
@@ -53,19 +53,20 @@ void FuryWarriorStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
triggers.push_back(new TriggerNode("battle shout", NextAction::array(0, new NextAction("battle shout", ACTION_HIGH + 8), nullptr)));
// triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("execute", ACTION_HIGH + 4), nullptr)));
// triggers.push_back(new TriggerNode("sudden death", NextAction::array(0, new NextAction("execute", ACTION_HIGH + 4), nullptr)));
triggers.push_back(new TriggerNode("hamstring", NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH + 1), nullptr)));
// triggers.push_back(new TriggerNode("hamstring", NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("pummel on enemy healer", NextAction::array(0, new NextAction("pummel on enemy healer", ACTION_INTERRUPT), nullptr)));
triggers.push_back(new TriggerNode("pummel", NextAction::array(0, new NextAction("pummel", ACTION_INTERRUPT), nullptr)));
triggers.push_back(new TriggerNode("victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
// triggers.push_back(new TriggerNode("intercept on snare target", NextAction::array(0, new NextAction("intercept on snare target", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("bloodthirst", NextAction::array(0, new NextAction("bloodthirst", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("instant slam", NextAction::array(0, new NextAction("slam", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("berserker rage", NextAction::array(0, new NextAction("berserker rage", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("bloodthirst", NextAction::array(0, new NextAction("bloodthirst", ACTION_HIGH + 7), nullptr)));
triggers.push_back(new TriggerNode("instant slam", NextAction::array(0, new NextAction("slam", ACTION_HIGH + 5), nullptr)));
triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH + 2), nullptr)));
// triggers.push_back(new TriggerNode("rampage", NextAction::array(0, new NextAction("rampage", ACTION_INTERRUPT + 1), nullptr)));
triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH + 1), NULL)));
// triggers.push_back(new TriggerNode("berserker rage", NextAction::array(0, new NextAction("berserker rage", ACTION_HIGH + 2), nullptr)));
// triggers.push_back(new TriggerNode("light aoe", NextAction::array(0,
// new NextAction("whirlwind", ACTION_HIGH + 2),
// nullptr)));
triggers.push_back(new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("recklessness", NextAction::array(0, new NextAction("recklessness", ACTION_HIGH), nullptr)));
}