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https://github.com/mod-playerbots/mod-playerbots.git
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Hunter melee
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@@ -15,6 +15,7 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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creators["aspect of the pack"] = &aspect_of_the_pack;
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creators["feign death"] = &feign_death;
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creators["wing clip"] = &wing_clip;
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creators["mongoose bite"] = &mongoose_bite;
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creators["raptor strike"] = &raptor_strike;
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}
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@@ -46,6 +47,15 @@ class GenericHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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static ActionNode* wing_clip([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("wing clip",
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/*P*/ nullptr,
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// /*A*/ NextAction::array(0, new NextAction("mongoose bite"), nullptr),
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nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* mongoose_bite([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("mongoose bite",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("raptor strike"), nullptr),
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/*C*/ nullptr);
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@@ -70,12 +80,16 @@ void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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CombatStrategy::InitTriggers(triggers);
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// triggers.push_back(new TriggerNode("enemy too close for auto shot", NextAction::array(0, new NextAction("switch to melee", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("wing clip", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close",
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NextAction::array(0,
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new NextAction("wing clip", ACTION_HIGH + 1),
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new NextAction("mongoose bite", ACTION_HIGH),
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nullptr)));
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triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("feign death", 35.0f), nullptr)));
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triggers.push_back(new TriggerNode("hunters pet low health", NextAction::array(0, new NextAction("mend pet", ACTION_HIGH + 2), nullptr)));
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// triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("switch to melee", ACTION_HIGH + 1), new NextAction("say::no ammo", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("aspect of the viper", NextAction::array(0, new NextAction("aspect of the viper", ACTION_HIGH), NULL)));
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triggers.push_back(new TriggerNode("enemy too close for shoot", NextAction::array(0, new NextAction("flee", ACTION_HIGH + 3), NULL)));
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triggers.push_back(new TriggerNode("enemy too close for shoot", NextAction::array(0, new NextAction("flee", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("misdirection on main tank", NextAction::array(0, new NextAction("misdirection on main tank", ACTION_HIGH + 7), NULL)));
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triggers.push_back(new TriggerNode("tranquilizing shot", NextAction::array(0, new NextAction("tranquilizing shot", 61.0f), NULL)));
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