Arm warrior and dk

This commit is contained in:
Yunfan Li
2024-09-06 20:29:38 +08:00
parent 927d893945
commit 593b30bbb0
14 changed files with 211 additions and 126 deletions

View File

@@ -26,7 +26,7 @@ public:
// creators["icebound fortitude"] = &icebound_fortitude;
// creators["mind freeze"] = &mind_freeze;
// creators["hungering cold"] = &hungering_cold;
// creators["unbreakable armor"] = &unbreakable_armor;
creators["unbreakable armor"] = &unbreakable_armor;
// creators["improved icy talons"] = &improved_icy_talons;
}
@@ -70,6 +70,13 @@ private:
/*A*/ nullptr,
/*C*/ nullptr);
}
static ActionNode* unbreakable_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("unbreakable armor",
/*P*/ NextAction::array(0, new NextAction("blood tap"), nullptr),
/*A*/ nullptr,
/*C*/ nullptr);
}
};
FrostDKStrategy::FrostDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
@@ -80,23 +87,28 @@ FrostDKStrategy::FrostDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI)
NextAction** FrostDKStrategy::getDefaultActions()
{
return NextAction::array(
0, new NextAction("obliterate", ACTION_DEFAULT + 0.5f), new NextAction("frost strike", ACTION_DEFAULT + 0.4f),
// new NextAction("death strike", ACTION_NORMAL + 3),
new NextAction("empower rune weapon", ACTION_DEFAULT + 0.2f),
0, new NextAction("obliterate", ACTION_DEFAULT + 0.7f),
new NextAction("frost strike", ACTION_DEFAULT + 0.4f),
new NextAction("empower rune weapon", ACTION_DEFAULT + 0.3f),
new NextAction("horn of winter", ACTION_DEFAULT + 0.1f), new NextAction("melee", ACTION_DEFAULT), NULL);
}
void FrostDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDKStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode(
"unbreakable armor", NextAction::array(0, new NextAction("unbreakable armor", ACTION_DEFAULT + 0.6f), nullptr)));
triggers.push_back(new TriggerNode(
"freezing fog", NextAction::array(0, new NextAction("howling blast", ACTION_DEFAULT + 0.5f), nullptr)));
triggers.push_back(new TriggerNode(
"high blood rune", NextAction::array(0, new NextAction("blood strike", ACTION_DEFAULT + 0.2f), nullptr)));
triggers.push_back(new TriggerNode(
"army of the dead", NextAction::array(0, new NextAction("army of the dead", ACTION_HIGH + 6), nullptr)));
triggers.push_back(new TriggerNode(
"unbreakable armor", NextAction::array(0, new NextAction("unbreakable armor", ACTION_NORMAL + 4), nullptr)));
triggers.push_back(new TriggerNode(
"high blood rune", NextAction::array(0, new NextAction("blood strike", ACTION_NORMAL + 1), nullptr)));
triggers.push_back(new TriggerNode(
"freezing fog", NextAction::array(0, new NextAction("howling blast", ACTION_HIGH + 1), nullptr)));
// triggers.push_back(new TriggerNode("empower rune weapon", NextAction::array(0, new NextAction("empower rune
// weapon", ACTION_NORMAL + 4), nullptr)));