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https://github.com/mod-playerbots/mod-playerbots.git
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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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@@ -33,6 +33,11 @@ public:
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creators["destro aoe"] = &WarlockStrategyFactoryInternal::destruction_aoe;
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creators["meta melee"] = &WarlockStrategyFactoryInternal::meta_melee_aoe;
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creators["curse of elements"] = &WarlockStrategyFactoryInternal::curse_of_elements;
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creators["imp"] = &WarlockStrategyFactoryInternal::imp;
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creators["voidwalker"] = &WarlockStrategyFactoryInternal::voidwalker;
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creators["succubus"] = &WarlockStrategyFactoryInternal::succubus;
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creators["felhunter"] = &WarlockStrategyFactoryInternal::felhunter;
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creators["felguard"] = &WarlockStrategyFactoryInternal::felguard;
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}
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private:
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@@ -46,6 +51,11 @@ private:
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static Strategy* destruction_aoe(PlayerbotAI* botAI) { return new DestructionWarlockAoeStrategy(botAI); }
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static Strategy* meta_melee_aoe(PlayerbotAI* botAI) { return new MetaMeleeAoeStrategy(botAI); }
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static Strategy* curse_of_elements(PlayerbotAI* botAI) { return new WarlockCurseOfTheElementsStrategy(botAI); }
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static Strategy* imp(PlayerbotAI* ai) { return new SummonImpStrategy(ai); }
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static Strategy* voidwalker(PlayerbotAI* ai) { return new SummonVoidwalkerStrategy(ai); }
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static Strategy* succubus(PlayerbotAI* ai) { return new SummonSuccubusStrategy(ai); }
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static Strategy* felhunter(PlayerbotAI* ai) { return new SummonFelhunterStrategy(ai); }
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static Strategy* felguard(PlayerbotAI* ai) { return new SummonFelguardStrategy(ai); }
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};
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class WarlockCombatStrategyFactoryInternal : public NamedObjectContext<Strategy>
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