mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-16 02:10:28 +00:00
Improve class spell and use trinket
This commit is contained in:
@@ -10,7 +10,11 @@
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class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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DpsHunterStrategyActionNodeFactory() { creators["aimed shot"] = &aimed_shot; }
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DpsHunterStrategyActionNodeFactory()
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{
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creators["aimed shot"] = &aimed_shot;
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creators["steady shot"] = &steady_shot;
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}
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private:
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static ActionNode* aimed_shot([[maybe_unused]] PlayerbotAI* botAI)
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@@ -20,6 +24,13 @@ private:
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/*A*/ NextAction::array(0, new NextAction("multi-shot"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* steady_shot([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("steady shot",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("arcane shot"), nullptr),
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/*C*/ nullptr);
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}
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};
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DpsHunterStrategy::DpsHunterStrategy(PlayerbotAI* botAI) : GenericHunterStrategy(botAI)
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@@ -32,7 +43,7 @@ NextAction** DpsHunterStrategy::getDefaultActions()
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return NextAction::array(
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0, new NextAction("kill shot", ACTION_DEFAULT + 0.6f), new NextAction("chimera shot", ACTION_DEFAULT + 0.5f),
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new NextAction("explosive shot", ACTION_DEFAULT + 0.4f), new NextAction("aimed shot", ACTION_DEFAULT + 0.3f),
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new NextAction("arcane shot", ACTION_DEFAULT + 0.2f), new NextAction("steady shot", ACTION_DEFAULT + 0.1f),
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/*new NextAction("arcane shot", ACTION_DEFAULT + 0.2f),*/ new NextAction("steady shot", ACTION_DEFAULT + 0.1f),
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new NextAction("auto shot", ACTION_DEFAULT), nullptr);
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// return NextAction::array(0, new NextAction("explosive shot", 11.0f), new NextAction("auto shot", 10.0f), new
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// NextAction("auto attack", 9.0f), nullptr);
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@@ -97,6 +97,9 @@ void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(
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new TriggerNode("misdirection on main tank",
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NextAction::array(0, new NextAction("misdirection on main tank", ACTION_HIGH + 7), NULL)));
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triggers.push_back(
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new TriggerNode("low health", NextAction::array(0, new NextAction("deterrence", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("tranquilizing shot enrage",
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NextAction::array(0, new NextAction("tranquilizing shot", 61.0f), NULL)));
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triggers.push_back(new TriggerNode("tranquilizing shot magic",
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@@ -32,8 +32,11 @@ public:
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BEGIN_RANGED_SPELL_ACTION(CastArcaneShotAction, "arcane shot")
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END_SPELL_ACTION()
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BEGIN_RANGED_SPELL_ACTION(CastExplosiveShotAction, "explosive shot")
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END_SPELL_ACTION()
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class CastExplosiveShotAction : public CastDebuffSpellAction
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{
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public:
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CastExplosiveShotAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "explosive shot", true, 0.0f) {}
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};
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BEGIN_RANGED_SPELL_ACTION(CastAimedShotAction, "aimed shot")
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END_SPELL_ACTION()
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@@ -160,6 +163,12 @@ public:
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CastRapidFireAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "rapid fire") {}
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};
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class CastDeterrenceAction : public CastBuffSpellAction
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{
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public:
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CastDeterrenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "deterrence") {}
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};
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class CastReadinessAction : public CastBuffSpellAction
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{
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public:
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@@ -149,6 +149,7 @@ public:
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creators["freezing trap"] = &HunterAiObjectContextInternal::freezing_trap;
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creators["rapid fire"] = &HunterAiObjectContextInternal::rapid_fire;
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creators["boost"] = &HunterAiObjectContextInternal::rapid_fire;
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creators["deterrence"] = &HunterAiObjectContextInternal::deterrence;
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creators["readiness"] = &HunterAiObjectContextInternal::readiness;
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creators["aspect of the hawk"] = &HunterAiObjectContextInternal::aspect_of_the_hawk;
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creators["aspect of the monkey"] = &HunterAiObjectContextInternal::aspect_of_the_monkey;
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@@ -200,6 +201,7 @@ private:
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static Action* black_arrow(PlayerbotAI* botAI) { return new CastBlackArrow(botAI); }
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static Action* freezing_trap(PlayerbotAI* botAI) { return new CastFreezingTrap(botAI); }
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static Action* rapid_fire(PlayerbotAI* botAI) { return new CastRapidFireAction(botAI); }
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static Action* deterrence(PlayerbotAI* botAI) { return new CastDeterrenceAction(botAI); }
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static Action* readiness(PlayerbotAI* botAI) { return new CastReadinessAction(botAI); }
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static Action* aspect_of_the_hawk(PlayerbotAI* botAI) { return new CastAspectOfTheHawkAction(botAI); }
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static Action* aspect_of_the_monkey(PlayerbotAI* botAI) { return new CastAspectOfTheMonkeyAction(botAI); }
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