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https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +00:00
miscs(raid strategy, distance triggers, etc)
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@@ -80,6 +80,8 @@ class HunterTriggerFactoryInternal : public NamedObjectContext<Trigger>
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creators["has ammo"] = &HunterTriggerFactoryInternal::has_ammo;
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creators["switch to melee"] = &HunterTriggerFactoryInternal::switch_to_melee;
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creators["switch to ranged"] = &HunterTriggerFactoryInternal::switch_to_ranged;
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creators["misdirection on main tank"] = &HunterTriggerFactoryInternal::misdirection_on_main_tank;
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creators["tranquilizing shot"] = &HunterTriggerFactoryInternal::remove_enrage;
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}
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private:
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@@ -105,6 +107,8 @@ class HunterTriggerFactoryInternal : public NamedObjectContext<Trigger>
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static Trigger* has_ammo(PlayerbotAI* botAI) { return new HunterHasAmmoTrigger(botAI); }
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static Trigger* switch_to_melee(PlayerbotAI* botAI) { return new SwitchToMeleeTrigger(botAI); }
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static Trigger* switch_to_ranged(PlayerbotAI* botAI) { return new SwitchToRangedTrigger(botAI); }
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static Trigger* misdirection_on_main_tank(PlayerbotAI* ai) { return new MisdirectionOnMainTankTrigger(ai); }
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static Trigger* remove_enrage(PlayerbotAI* ai) { return new TargetRemoveEnrageTrigger(ai); }
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};
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class HunterAiObjectContextInternal : public NamedObjectContext<Action>
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@@ -152,6 +156,7 @@ class HunterAiObjectContextInternal : public NamedObjectContext<Action>
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creators["tranquilizing shot"] = &HunterAiObjectContextInternal::tranquilizing_shot;
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creators["steady shot"] = &HunterAiObjectContextInternal::steady_shot;
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creators["kill shot"] = &HunterAiObjectContextInternal::kill_shot;
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creators["misdirection on main tank"] = &HunterAiObjectContextInternal::misdirection_on_main_tank;
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}
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private:
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@@ -191,9 +196,10 @@ class HunterAiObjectContextInternal : public NamedObjectContext<Action>
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static Action* wing_clip(PlayerbotAI* botAI) { return new CastWingClipAction(botAI); }
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static Action* raptor_strike(PlayerbotAI* botAI) { return new CastRaptorStrikeAction(botAI); }
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static Action* aspect_of_the_dragonhawk(PlayerbotAI* ai) { return new CastAspectOfTheDragonhawkAction(ai); }
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static Action* tranquilizing_shot(PlayerbotAI* ai) { return new CastTranquilizingShortAction(ai); }
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static Action* tranquilizing_shot(PlayerbotAI* ai) { return new CastTranquilizingShotAction(ai); }
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static Action* steady_shot(PlayerbotAI* ai) { return new CastSteadyShotAction(ai); }
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static Action* kill_shot(PlayerbotAI* ai) { return new CastKillShotAction(ai); }
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static Action* misdirection_on_main_tank(PlayerbotAI* ai) { return new CastMisdirectionOnMainTankAction(ai); }
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};
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HunterAiObjectContext::HunterAiObjectContext(PlayerbotAI* botAI) : AiObjectContext(botAI)
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