General improvement on init and strats (#1064)

* Potions strats and potions init

* Druid and shaman spell in low level

* Ammo init improvement

* Rogue low level

* Fix melee attack action (for caster with no mana)

* Disable pet spells that reduce dps

* Talents improvement

* Remove CanFreeMove check

* Reduce penalty for non-dagger weapon for rogue
This commit is contained in:
Yunfan Li
2025-03-08 19:36:06 +08:00
committed by GitHub
parent 7dff970e37
commit 24efa7efa2
30 changed files with 207 additions and 104 deletions

View File

@@ -143,7 +143,8 @@ void CasterDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("eclipse (lunar)",
NextAction::array(0, new NextAction("starfire", ACTION_NORMAL + 6), nullptr)));
triggers.push_back(
new TriggerNode("medium mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 9), NULL)));
new TriggerNode("medium mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 9), nullptr)));
triggers.push_back(new TriggerNode("enemy too close for spell",
NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
}

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@@ -113,10 +113,10 @@ public:
SavageRoarTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "savage roar") {}
};
class NaturesGraspTrigger : public BoostTrigger
class NaturesGraspTrigger : public BuffTrigger
{
public:
NaturesGraspTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "nature's grasp") {}
NaturesGraspTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "nature's grasp") {}
};
class EntanglingRootsTrigger : public HasCcTargetTrigger

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@@ -169,4 +169,6 @@ void GenericDruidBuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
NextAction::array(0, new NextAction("mark of the wild on party", 13.0f), nullptr)));
triggers.push_back(new TriggerNode("thorns on main tank",
NextAction::array(0, new NextAction("thorns on main tank", 11.0f), nullptr)));
triggers.push_back(new TriggerNode("thorns",
NextAction::array(0, new NextAction("thorns", 10.0f), nullptr)));
}

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@@ -121,6 +121,8 @@ void GenericDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
// NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY + 5), nullptr)));
triggers.push_back(new TriggerNode("combat party member dead",
NextAction::array(0, new NextAction("rebirth", ACTION_HIGH + 9), NULL)));
triggers.push_back(new TriggerNode("being attacked",
NextAction::array(0, new NextAction("nature's grasp", ACTION_HIGH + 1), nullptr)));
}
void DruidCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)