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https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-15 18:00:27 +00:00
weapon type fix
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@@ -82,9 +82,11 @@ DpsPaladinStrategy::DpsPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrat
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NextAction** DpsPaladinStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("crusader strike", ACTION_DEFAULT + 0.4f),
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new NextAction("judgement of wisdom", ACTION_DEFAULT + 0.3f),
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new NextAction("divine storm", ACTION_DEFAULT + 0.2f),
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return NextAction::array(0,
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new NextAction("crusader strike", ACTION_DEFAULT + 0.6f),
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new NextAction("hammer of wrath", ACTION_DEFAULT + 0.5f),
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new NextAction("judgement of wisdom", ACTION_DEFAULT + 0.4f),
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new NextAction("divine storm", ACTION_DEFAULT + 0.3f),
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new NextAction("consecration", ACTION_DEFAULT + 0.1f),
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new NextAction("melee", ACTION_DEFAULT), NULL);
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}
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@@ -93,12 +95,17 @@ void DpsPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericPaladinStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode("art of war", NextAction::array(0, new NextAction("exorcism", ACTION_DEFAULT + 0.2f), nullptr)));
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triggers.push_back(
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new TriggerNode("seal", NextAction::array(0, new NextAction("seal of corruption", ACTION_HIGH), NULL)));
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// triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of command", 90.0f),
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// nullptr)));
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triggers.push_back(
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new TriggerNode("low mana", NextAction::array(0, new NextAction("seal of wisdom", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode(
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"avenging wrath", NextAction::array(0, new NextAction("avenging wrath", ACTION_HIGH + 2), nullptr)));
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// triggers.push_back(new TriggerNode("sanctity aura", NextAction::array(0, new NextAction("sanctity aura", 90.0f),
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// nullptr))); triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("repentance or
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// shield", ACTION_CRITICAL_HEAL + 3), new NextAction("holy light", ACTION_CRITICAL_HEAL + 2), nullptr)));
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@@ -112,11 +119,11 @@ void DpsPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// triggers.push_back(new TriggerNode("repentance", NextAction::array(0, new NextAction("repentance",
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// ACTION_INTERRUPT + 2), nullptr)));
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triggers.push_back(new TriggerNode(
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"medium aoe", NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(
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new TriggerNode("art of war", NextAction::array(0, new NextAction("exorcism", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("target critical health",
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NextAction::array(0, new NextAction("hammer of wrath", ACTION_HIGH), nullptr)));
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"medium aoe", NextAction::array(0,
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new NextAction("divine storm", ACTION_HIGH + 4),
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new NextAction("consecration", ACTION_HIGH + 3), nullptr)));
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// triggers.push_back(new TriggerNode("target critical health",
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// NextAction::array(0, new NextAction("hammer of wrath", ACTION_HIGH), nullptr)));
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// triggers.push_back(new TriggerNode(
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// "not facing target",
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// NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), NULL)));
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@@ -37,7 +37,7 @@ void GenericPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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"protect party member",
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NextAction::array(0, new NextAction("blessing of protection on party", ACTION_EMERGENCY + 2), nullptr)));
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triggers.push_back(
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new TriggerNode("medium mana", NextAction::array(0, new NextAction("divine plea", ACTION_HIGH), NULL)));
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new TriggerNode("high mana", NextAction::array(0, new NextAction("divine plea", ACTION_HIGH), NULL)));
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}
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void PaladinCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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@@ -61,8 +61,7 @@ void PaladinCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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void PaladinBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode(
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"avenging wrath", NextAction::array(0, new NextAction("avenging wrath", ACTION_HIGH + 2), nullptr)));
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// triggers.push_back(new TriggerNode("divine favor", NextAction::array(0, new NextAction("divine favor",
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// ACTION_HIGH + 1), nullptr)));
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}
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@@ -50,7 +50,9 @@ void HealPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(
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new TriggerNode("medium group heal occasion",
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NextAction::array(0, new NextAction("divine sacrifice", ACTION_CRITICAL_HEAL + 5), nullptr)));
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NextAction::array(0, new NextAction("divine sacrifice", ACTION_CRITICAL_HEAL + 5),
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new NextAction("avenging wrath", ACTION_HIGH + 4),
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nullptr)));
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triggers.push_back(
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new TriggerNode("party member critical health",
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@@ -98,6 +98,8 @@ void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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NextAction::array(0, new NextAction("holy shield", ACTION_HIGH + 4), nullptr)));
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// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary",
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// ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode(
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"avenging wrath", NextAction::array(0, new NextAction("avenging wrath", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(
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new TriggerNode("target critical health",
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NextAction::array(0, new NextAction("hammer of wrath", ACTION_CRITICAL_HEAL), nullptr)));
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@@ -51,8 +51,8 @@ void CasterShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell",
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// ACTION_NORMAL + 9), nullptr))); triggers.push_back(new TriggerNode("shaman weapon", NextAction::array(0, new
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// NextAction("flametongue weapon", 23.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"enough mana", NextAction::array(0, new NextAction("chain lightning", ACTION_DEFAULT + 0.1f), nullptr)));
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// triggers.push_back(new TriggerNode(
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// "enough mana", NextAction::array(0, new NextAction("chain lightning", ACTION_DEFAULT + 0.1f), nullptr)));
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triggers.push_back(new TriggerNode("main hand weapon no imbue",
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NextAction::array(0, new NextAction("flametongue weapon", 22.0f), nullptr)));
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@@ -10,6 +10,7 @@
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#include "BattlegroundWS.h"
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#include "CreatureAI.h"
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#include "ObjectGuid.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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#include "SharedDefines.h"
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#include "TemporarySummon.h"
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@@ -64,7 +65,7 @@ bool PetAttackTrigger::IsActive()
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bool HighManaTrigger::IsActive()
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{
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return AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") < 65;
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return AI_VALUE2(bool, "has mana", "self target") && AI_VALUE2(uint8, "mana", "self target") < sPlayerbotAIConfig->highMana;
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}
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bool AlmostFullManaTrigger::IsActive()
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