From 912ef6d56f15dfb04ffcad77f08e7c4b1dbe0759 Mon Sep 17 00:00:00 2001 From: Yunfan Li Date: Sat, 14 Dec 2024 01:43:38 +0800 Subject: [PATCH] Increase reach melee relevance --- src/strategy/classes/druid/FeralDruidStrategy.cpp | 2 +- src/strategy/classes/paladin/DpsPaladinStrategy.cpp | 2 +- src/strategy/classes/paladin/TankPaladinStrategy.cpp | 2 +- src/strategy/classes/rogue/AssassinationRogueStrategy.cpp | 4 ++-- src/strategy/classes/rogue/DpsRogueStrategy.cpp | 4 ++-- src/strategy/classes/shaman/MeleeShamanStrategy.cpp | 2 +- src/strategy/classes/warrior/GenericWarriorStrategy.cpp | 2 +- src/strategy/generic/MeleeCombatStrategy.cpp | 2 +- 8 files changed, 10 insertions(+), 10 deletions(-) diff --git a/src/strategy/classes/druid/FeralDruidStrategy.cpp b/src/strategy/classes/druid/FeralDruidStrategy.cpp index 91e315b2..5fe2f63b 100644 --- a/src/strategy/classes/druid/FeralDruidStrategy.cpp +++ b/src/strategy/classes/druid/FeralDruidStrategy.cpp @@ -101,7 +101,7 @@ void FeralDruidStrategy::InitTriggers(std::vector& 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))); + "enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), 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( diff --git a/src/strategy/classes/paladin/DpsPaladinStrategy.cpp b/src/strategy/classes/paladin/DpsPaladinStrategy.cpp index efd55a6a..4b6bf78c 100644 --- a/src/strategy/classes/paladin/DpsPaladinStrategy.cpp +++ b/src/strategy/classes/paladin/DpsPaladinStrategy.cpp @@ -131,5 +131,5 @@ void DpsPaladinStrategy::InitTriggers(std::vector& triggers) // NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), NULL))); triggers.push_back(new TriggerNode("enemy out of melee", - NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), NULL))); + NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), NULL))); } diff --git a/src/strategy/classes/paladin/TankPaladinStrategy.cpp b/src/strategy/classes/paladin/TankPaladinStrategy.cpp index 25e761b7..aa017d0d 100644 --- a/src/strategy/classes/paladin/TankPaladinStrategy.cpp +++ b/src/strategy/classes/paladin/TankPaladinStrategy.cpp @@ -113,5 +113,5 @@ void TankPaladinStrategy::InitTriggers(std::vector& 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))); + "enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr))); } diff --git a/src/strategy/classes/rogue/AssassinationRogueStrategy.cpp b/src/strategy/classes/rogue/AssassinationRogueStrategy.cpp index 5f3d2211..6069b383 100644 --- a/src/strategy/classes/rogue/AssassinationRogueStrategy.cpp +++ b/src/strategy/classes/rogue/AssassinationRogueStrategy.cpp @@ -88,6 +88,6 @@ void AssassinationRogueStrategy::InitTriggers(std::vector& trigger triggers.push_back(new TriggerNode( "enemy out of melee", - NextAction::array(0, new NextAction("stealth", ACTION_NORMAL + 9), new NextAction("sprint", ACTION_NORMAL + 8), - new NextAction("reach melee", ACTION_NORMAL + 7), NULL))); + NextAction::array(0, new NextAction("stealth", ACTION_HIGH + 3), new NextAction("sprint", ACTION_HIGH + 2), + new NextAction("reach melee", ACTION_HIGH + 1), NULL))); } diff --git a/src/strategy/classes/rogue/DpsRogueStrategy.cpp b/src/strategy/classes/rogue/DpsRogueStrategy.cpp index 0fd0d003..de4815df 100644 --- a/src/strategy/classes/rogue/DpsRogueStrategy.cpp +++ b/src/strategy/classes/rogue/DpsRogueStrategy.cpp @@ -134,8 +134,8 @@ void DpsRogueStrategy::InitTriggers(std::vector& triggers) triggers.push_back(new TriggerNode( "enemy out of melee", - NextAction::array(0, new NextAction("stealth", ACTION_NORMAL + 9), new NextAction("sprint", ACTION_NORMAL + 8), - new NextAction("reach melee", ACTION_NORMAL + 7), nullptr))); + NextAction::array(0, new NextAction("stealth", ACTION_HIGH + 3), new NextAction("sprint", ACTION_HIGH + 2), + new NextAction("reach melee", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("expose armor", NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), nullptr))); diff --git a/src/strategy/classes/shaman/MeleeShamanStrategy.cpp b/src/strategy/classes/shaman/MeleeShamanStrategy.cpp index d38c163a..96cea7b7 100644 --- a/src/strategy/classes/shaman/MeleeShamanStrategy.cpp +++ b/src/strategy/classes/shaman/MeleeShamanStrategy.cpp @@ -77,7 +77,7 @@ void MeleeShamanStrategy::InitTriggers(std::vector& triggers) triggers.push_back(new TriggerNode( "medium aoe", NextAction::array(0, new NextAction("strength of earth totem", ACTION_LIGHT_HEAL), nullptr))); triggers.push_back(new TriggerNode( - "enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr))); + "enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode( "no fire totem", diff --git a/src/strategy/classes/warrior/GenericWarriorStrategy.cpp b/src/strategy/classes/warrior/GenericWarriorStrategy.cpp index 99b107fc..3b5588ea 100644 --- a/src/strategy/classes/warrior/GenericWarriorStrategy.cpp +++ b/src/strategy/classes/warrior/GenericWarriorStrategy.cpp @@ -16,7 +16,7 @@ void GenericWarriorStrategy::InitTriggers(std::vector& triggers) { CombatStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode( - "enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr))); + "enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr))); /*triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 1), nullptr))); triggers.push_back(new TriggerNode("shield bash", NextAction::array(0, new NextAction("shield bash", ACTION_INTERRUPT + 4), nullptr))); triggers.push_back(new TriggerNode("shield bash on enemy healer", diff --git a/src/strategy/generic/MeleeCombatStrategy.cpp b/src/strategy/generic/MeleeCombatStrategy.cpp index 178bd418..67a5f1db 100644 --- a/src/strategy/generic/MeleeCombatStrategy.cpp +++ b/src/strategy/generic/MeleeCombatStrategy.cpp @@ -14,7 +14,7 @@ void MeleeCombatStrategy::InitTriggers(std::vector& triggers) // triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing", // ACTION_MOVE + 7), nullptr))); triggers.push_back(new TriggerNode( - "enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr))); + "enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), 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))); }