Prot warriors cast vigilance when in a group (#825)

* Add Vigilance

* Vigilance

* Update WarriorTriggers.h

* Update TankWarriorStrategy.cpp

* Update WarriorAiObjectContext.cpp

* Update WarriorTriggers.cpp

* Update WarriorTriggers.h

* Update WarriorTriggers.cpp

Check for existence of Vigilance in raid already

* Update WarriorActions.cpp

Check for existence of Vigilance in raid already
Apply to tanks, then highest gearscore DPS.

* Update WarriorActions.cpp

* Update WarriorActions.cpp

* Update WarriorActions.cpp

* Update WarriorActions.cpp

* Added logout

Bots keep assigning it to me and not maintank? Added logging to clarify

* Update WarriorActions.cpp

* Update WarriorActions.cpp

* Update WarriorActions.cpp

* Update WarriorActions.cpp

* Update WarriorTriggers.cpp

* Update WarriorTriggers.cpp

* Update WarriorTriggers.cpp

* Update WarriorActions.cpp

* Update WarriorActions.cpp

* Update WarriorTriggers.cpp

* Update WarriorActions.cpp

* Update WarriorActions.cpp

* Removed Logs

* Removed logs

* Added check for spell in trigger

* Update WarriorTriggers.cpp

* !member->IsAlive()

* !member->IsAlive()
This commit is contained in:
avirar
2024-12-30 07:47:22 +11:00
committed by GitHub
parent a6d1697267
commit 5c8283d40a
6 changed files with 196 additions and 0 deletions

View File

@@ -22,6 +22,7 @@ public:
creators["heroic throw taunt"] = &heroic_throw_taunt;
creators["taunt"] = &taunt;
creators["taunt spell"] = &taunt;
creators["vigilance"] = &vigilance;
}
private:
@@ -41,6 +42,14 @@ private:
/*A*/ NextAction::array(0, new NextAction("heroic throw taunt"), nullptr),
/*C*/ nullptr);
}
static ActionNode* vigilance(PlayerbotAI* botAI)
{
return new ActionNode("vigilance",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
};
TankWarriorStrategy::TankWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
@@ -59,6 +68,9 @@ void TankWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericWarriorStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode(
"vigilance",
NextAction::array(0, new NextAction("vigilance", ACTION_HIGH + 7), nullptr)));
triggers.push_back(
new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("heroic throw", ACTION_MOVE + 11),
new NextAction("charge", ACTION_MOVE + 10), nullptr)));