Fix melee reach target

This commit is contained in:
Yunfan Li
2024-02-09 20:31:34 +08:00
parent 27569f431f
commit 5e39f3c732
6 changed files with 46 additions and 8 deletions

View File

@@ -98,7 +98,7 @@ void FeralDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
// triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr)));
triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of enemy contact", ACTION_NORMAL + 8), nullptr)));
// triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of enemy contact", ACTION_NORMAL + 8), nullptr)));
triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("survival instincts", ACTION_EMERGENCY + 1), nullptr)));
triggers.push_back(new TriggerNode("omen of clarity", NextAction::array(0, new NextAction("omen of clarity", ACTION_HIGH + 9), nullptr)));
triggers.push_back(new TriggerNode("player has flag", NextAction::array(0, new NextAction("dash", ACTION_EMERGENCY + 2), nullptr)));