This commit is contained in:
Yunfan Li
2023-09-07 14:18:20 +08:00
parent fdb62c6cc0
commit 762ac0142b
8 changed files with 33 additions and 20 deletions

View File

@@ -157,26 +157,32 @@ void GenericDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
MeleeCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("high aoe", NextAction::array(0, new NextAction("anti magic shell", ACTION_NORMAL + 3), nullptr)));
// triggers.push_back(new TriggerNode("high aoe", NextAction::array(0, new NextAction("anti magic shell", ACTION_NORMAL + 3), nullptr)));
// triggers.push_back(new TriggerNode("death coil", NextAction::array(0, new NextAction("death coil", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode("critical aoe heal", NextAction::array(0, new NextAction("anti magic zone", ACTION_EMERGENCY + 1), nullptr)));
// triggers.push_back(new TriggerNode("critical aoe heal", NextAction::array(0, new NextAction("anti magic zone", ACTION_EMERGENCY + 1), nullptr)));
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("raise dead", ACTION_NORMAL + 5), nullptr)));
triggers.push_back(new TriggerNode("mind freeze", NextAction::array(0, new NextAction("mind freeze", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("mind freeze on enemy healer", NextAction::array(0, new NextAction("mind freeze on enemy healer", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("bone shield", NextAction::array(0, new NextAction("bone shield", ACTION_NORMAL + 1), nullptr)));
triggers.push_back(new TriggerNode("horn of winter", NextAction::array(0, new NextAction("horn of winter", ACTION_NORMAL + 1), nullptr)));
triggers.push_back(new TriggerNode("mind freeze on enemy healer", NextAction::array(0, new NextAction("mind freeze on enemy healer", ACTION_HIGH + 1), 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("low health", NextAction::array(0, new NextAction("icebound fortitude", ACTION_HIGH + 5), new NextAction("rune tap", ACTION_HIGH + 4), nullptr)));
triggers.push_back(new TriggerNode("medium health", NextAction::array(0, new NextAction("rune tap", ACTION_NORMAL + 4), new NextAction("death strike", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode("icy touch", NextAction::array(0, new NextAction("icy touch", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("icy touch", NextAction::array(0, new NextAction("icy touch", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("icy touch on attacker", NextAction::array(0, new NextAction("icy touch on attacker", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("plague strike", NextAction::array(0, new NextAction("plague strike", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("plague strike", NextAction::array(0, new NextAction("plague strike", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("plague strike on attacker", NextAction::array(0, new NextAction("plague strike on attacker", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("high aoe", NextAction::array(0, new NextAction("unholy blight", ACTION_HIGH + 6), new NextAction("death and decay", ACTION_NORMAL + 5),
new NextAction("pestilence", ACTION_NORMAL + 4), new NextAction("blood boil", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("death and decay", ACTION_HIGH + 9),
new NextAction("pestilence", ACTION_NORMAL + 4), new NextAction("blood boil", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("howling blast", ACTION_NORMAL + 5), new NextAction("pestilence", ACTION_NORMAL + 4),
new NextAction("hearth strike", ACTION_NORMAL + 3), new NextAction("blood boil", ACTION_NORMAL + 3), nullptr)));
// triggers.push_back(new TriggerNode("high aoe",
// NextAction::array(0,
// new NextAction("death and decay", ACTION_NORMAL + 5),
// new NextAction("pestilence", ACTION_NORMAL + 4),
// new NextAction("blood boil", ACTION_NORMAL + 3), nullptr)));
triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0,
new NextAction("death and decay", ACTION_HIGH + 9),
new NextAction("pestilence", ACTION_NORMAL + 4),
new NextAction("blood boil", ACTION_NORMAL + 3), nullptr)));
// triggers.push_back(new TriggerNode("light aoe", NextAction::array(0,
// new NextAction("pestilence", ACTION_NORMAL + 4),
// nullptr)));
triggers.push_back(new TriggerNode("pestilence", NextAction::array(0, new NextAction("pestilence", ACTION_HIGH + 9), NULL)));
}