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Warlock Curse/Spellstone and Firestone Strategies, Soul Shard Replenish
This PR aims to achieve 4 main things: 1. Manual Curse Strategies - Each curse has it's own toggleable combat strategy, with curse of agony being the default for affliction and demonology, and curse of the elements being default for destro. The other curses that are available are curse of exhaustion (if specced for it), curse of doom, curse of weakness, and curse of tongues (6 total). You can add these by typing "co +curse of weakness", or similar. Note: Curses are part of the WarlockCurseStrategyFactoryInternal(), so there can only be one active. 2. Firestone/Spellstone Non-Combat Strategies - Players requested to me that they can decide if they want to use a spellstone or firestone for their weapon enchant, so I added them as non-combat strategies. Spellstone is the default for affliction and demonology, firestone is the default for destro. To add these, type "nc +firestone" or similar. 3. Soul Shard Replenishment - I noticed after hours of running a server (15+ hours) that altbots and rndbots would only cast imp and not use their soul shards. This is because they were actually running out of soul shards, without the ability to maintain themselves accordingly. I added a trigger (no soul shard) and action (create soul shard) that triggers if they are out of soul shards, creating only 1 soul shard (to not clog up the inventory). This way, you should never have a warlock using the wrong pet, or failing to cast shadowburn, failing to create soulstone/spellstone/firestone/healthstone, or failing to cast soul shatter. 4. Tidying up the code - I removed the built-in curse code from the DPS strategies, and migrated it to the manual curse strategies. I clumped the curse triggers and actions together in the associated files. I added logic for Curse of Weakness to check for conflicting debuffs. I moved the summoning strategies and curse strategies to their own strategy factories - WarlockPetStrategyFactoryInternal, and WarlockCurseStrategyFactoryInternal. This way they can only have one curse and one pet strategy active at once. I also renamed the "NonCombatBuffStrategyFactoryInternal" to "WarlockSoulstoneStrategyFactoryInternal", which was more accurate. I changed a single talent point in the Affliction Warlock PVE spec, taking one from destructive reach and adding it into nightfall for those sweet, sweet free shadowbolts. I added "ss self" as the default non-combat soulstone strategy, as before, they didn't have one assigned. The player can still of course remove that NC strategy and apply another, such as "ss master", "ss tank", or "ss healer".
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@@ -14,8 +14,6 @@ public:
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{
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creators["metamorphosis"] = &metamorphosis;
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creators["demonic empowerment"] = &demonic_empowerment;
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creators["curse of agony"] = &curse_of_agony;
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creators["curse of agony on attacker"] = &curse_of_agony_on_attacker;
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creators["corruption"] = &corruption;
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creators["corruption on attacker"] = &corruption_on_attacker;
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creators["immolate"] = &immolate;
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@@ -35,8 +33,6 @@ public:
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private:
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static ActionNode* metamorphosis(PlayerbotAI*) { return new ActionNode("metamorphosis", nullptr, nullptr, nullptr); }
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static ActionNode* demonic_empowerment(PlayerbotAI*) { return new ActionNode("demonic empowerment", nullptr, nullptr, nullptr); }
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static ActionNode* curse_of_agony(PlayerbotAI*) { return new ActionNode("curse of agony", nullptr, nullptr, nullptr); }
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static ActionNode* curse_of_agony_on_attacker(PlayerbotAI*) { return new ActionNode("curse of agony on attacker", nullptr, nullptr, nullptr); }
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static ActionNode* corruption(PlayerbotAI*) { return new ActionNode("corruption", nullptr, nullptr, nullptr); }
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static ActionNode* corruption_on_attacker(PlayerbotAI*) { return new ActionNode("corruption on attacker", nullptr, nullptr, nullptr); }
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static ActionNode* immolate(PlayerbotAI*) { return new ActionNode("immolate", nullptr, nullptr, nullptr); }
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@@ -63,8 +59,7 @@ DemonologyWarlockStrategy::DemonologyWarlockStrategy(PlayerbotAI* botAI) : Gener
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NextAction** DemonologyWarlockStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("corruption", 5.6f),
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new NextAction("curse of agony", 5.5f),
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new NextAction("corruption", 5.5f),
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new NextAction("immolate", 5.4f),
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new NextAction("shadow bolt", 5.3f),
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new NextAction("incinerate", 5.2f),
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@@ -81,11 +76,9 @@ void DemonologyWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers
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triggers.push_back(new TriggerNode("demonic empowerment", NextAction::array(0, new NextAction("demonic empowerment", 28.0f), nullptr)));
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// Main DoT triggers for high uptime
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triggers.push_back(new TriggerNode("corruption on attacker", NextAction::array(0, new NextAction("corruption on attacker", 20.0f), nullptr)));
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triggers.push_back(new TriggerNode("curse of agony on attacker", NextAction::array(0, new NextAction("curse of agony on attacker", 19.5f), nullptr)));
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triggers.push_back(new TriggerNode("corruption on attacker", NextAction::array(0, new NextAction("corruption on attacker", 19.5f), nullptr)));
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triggers.push_back(new TriggerNode("immolate on attacker", NextAction::array(0, new NextAction("immolate on attacker", 19.0f), nullptr)));
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triggers.push_back(new TriggerNode("corruption", NextAction::array(0, new NextAction("corruption", 18.5f), nullptr)));
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triggers.push_back(new TriggerNode("curse of agony", NextAction::array(0, new NextAction("curse of agony", 18.0f), nullptr)));
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triggers.push_back(new TriggerNode("corruption", NextAction::array(0, new NextAction("corruption", 18.0f), nullptr)));
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triggers.push_back(new TriggerNode("immolate", NextAction::array(0, new NextAction("immolate", 17.5f), nullptr)));
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// Procs
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@@ -93,7 +86,7 @@ void DemonologyWarlockStrategy::InitTriggers(std::vector<TriggerNode*>& triggers
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triggers.push_back(new TriggerNode("molten core", NextAction::array(0, new NextAction("incinerate", 16.5f), nullptr)));
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// Life Tap glyph buff, and Life Tap as filler
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triggers.push_back(new TriggerNode("life tap glyph buff", NextAction::array(0, new NextAction("life tap", 29.0f), nullptr)));
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triggers.push_back(new TriggerNode("life tap glyph buff", NextAction::array(0, new NextAction("life tap", 29.5f), nullptr)));
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triggers.push_back(new TriggerNode("life tap", NextAction::array(0, new NextAction("life tap", 5.1f), nullptr)));
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triggers.push_back(new TriggerNode("meta melee flee check", NextAction::array(0, new NextAction("flee", 39.0f), nullptr)));
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