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https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-14 09:29:09 +00:00
Eureka!
I re-implemented the pet strategies into the "general" strategy area of the WarlockAiObjectContext, and it worked!!! Finally! The issue before was they were under the "Buff" area of the aiobjectcontext, which can only have 1 active at any given time - this is why the soulstone strategy and the pet strategy were cancelling out each other. Now, pets are summoned via a non-combat strategy that is assigned with aifactory by spec!
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@@ -101,19 +101,61 @@ void GenericWarlockNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& tr
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triggers.push_back(new TriggerNode("spellstone", NextAction::array(0, new NextAction("spellstone", 24.0f), nullptr)));
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}
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// Pet-summoning triggers based on spec
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if (tab == 0) // Affliction
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felhunter", 29.0f), nullptr)));
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}
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else if (tab == 1) // Demonology
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 29.0f), nullptr)));
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}
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else if (tab == 2) // Destruction
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon imp", 29.0f), nullptr)));
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}
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}
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// Non-combat strategy for summoning a Imp
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// Enabled by default for the Destruction spec
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// To enable, type "nc +imp"
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// To disable, type "nc -imp"
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SummonImpStrategy::SummonImpStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
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void SummonImpStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon imp", 29.0f), NULL)));
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}
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// Non-combat strategy for summoning a Voidwalker
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// Disabled by default
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// To enable, type "nc +voidwalker"
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// To disable, type "nc -voidwalker"
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SummonVoidwalkerStrategy::SummonVoidwalkerStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
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void SummonVoidwalkerStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon voidwalker", 29.0f), NULL)));
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}
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// Non-combat strategy for summoning a Succubus
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// Disabled by default
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// To enable, type "nc +succubus"
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// To disable, type "nc -succubus"
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SummonSuccubusStrategy::SummonSuccubusStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
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void SummonSuccubusStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon succubus", 29.0f), NULL)));
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}
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// Non-combat strategy for summoning a Felhunter
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// Enabled by default for the Affliction spec
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// To enable, type "nc +felhunter"
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// To disable, type "nc -felhunter"
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SummonFelhunterStrategy::SummonFelhunterStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
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void SummonFelhunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felhunter", 29.0f), NULL)));
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}
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// Non-combat strategy for summoning a Felguard
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// Enabled by default for the Demonology spec
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// To enable, type "nc +felguard"
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// To disable, type "nc -felguard"
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SummonFelguardStrategy::SummonFelguardStrategy(PlayerbotAI* ai) : NonCombatStrategy(ai) {}
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void SummonFelguardStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon felguard", 29.0f), NULL)));
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}
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// Non-combat strategy for selecting themselves to receive soulstone
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