mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-14 09:29:09 +00:00
Revise bot logic for initializing and using consumables (#1483)
Bots will now add level- and spec-appropriate oils and stones when maintaining and, with respect to randombots, leveling. All bots (other than those with class-specific temporary weapon enchants) will apply oils and stones to their weapons. General clean-ups to associated code were made.
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@@ -44,15 +44,14 @@ void GenericHunterNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& tri
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode("trueshot aura", NextAction::array(0, new NextAction("trueshot aura", 2.0f), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("low ammo", NextAction::array(0, new NextAction("say::low ammo", ACTION_NORMAL), nullptr)));
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triggers.push_back(
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new TriggerNode("no track", NextAction::array(0, new NextAction("track humanoids", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode("no ammo",
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NextAction::array(0, new NextAction("equip upgrades", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("trueshot aura", NextAction::array(0, new NextAction("trueshot aura", 2.0f), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0,
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new NextAction("apply stone", 1.0f),
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new NextAction("apply oil", 1.0f),
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nullptr)));
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triggers.push_back(new TriggerNode("low ammo", NextAction::array(0, new NextAction("say::low ammo", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode("no track", NextAction::array(0, new NextAction("track humanoids", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("equip upgrades", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("switch to melee",
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// ACTION_NORMAL + 1), new NextAction("say::no ammo", ACTION_NORMAL), nullptr))); triggers.push_back(new
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// TriggerNode("has ammo", NextAction::array(0, new NextAction("switch to ranged", ACTION_NORMAL), nullptr)));
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@@ -61,12 +60,8 @@ void GenericHunterNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& tri
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void HunterPetStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("call pet", 60.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("pet not happy", NextAction::array(0, new NextAction("feed pet", 60.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("hunters pet medium health", NextAction::array(0, new NextAction("mend pet", 60.0f), nullptr)));
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triggers.push_back(
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new TriggerNode("hunters pet dead", NextAction::array(0, new NextAction("revive pet", 60.0f), nullptr)));
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triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
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triggers.push_back(new TriggerNode("pet not happy", NextAction::array(0, new NextAction("feed pet", 60.0f), nullptr)));
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triggers.push_back(new TriggerNode("hunters pet medium health", NextAction::array(0, new NextAction("mend pet", 60.0f), nullptr)));
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triggers.push_back(new TriggerNode("hunters pet dead", NextAction::array(0, new NextAction("revive pet", 60.0f), nullptr)));
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}
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