Trigger fixes and Warrior AI tweaks

This commit is contained in:
郑佩茹
2023-03-21 12:25:25 -06:00
parent f27ab459b1
commit aeeb37da78
11 changed files with 94 additions and 10 deletions

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@@ -14,6 +14,7 @@ class ArmsWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
creators["death wish"] = &death_wish;
creators["piercing howl"] = &piercing_howl;
creators["mocking blow"] = &mocking_blow;
creators["heroic strike"] = &heroic_strike;
}
private:
@@ -21,6 +22,7 @@ class ArmsWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
ACTION_NODE_A(death_wish, "death wish", "bloodrage");
ACTION_NODE_A(piercing_howl, "piercing howl", "mocking blow");
ACTION_NODE_A(mocking_blow, "mocking blow", "hamstring");
ACTION_NODE_A(heroic_strike, "heroic strike", "melee");
};
ArmsWarriorStrategy::ArmsWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
@@ -30,7 +32,7 @@ ArmsWarriorStrategy::ArmsWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStr
NextAction** ArmsWarriorStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("melee", ACTION_NORMAL), nullptr);
return NextAction::array(0, new NextAction("heroic strike", ACTION_NORMAL), nullptr);
}
void ArmsWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
@@ -47,9 +49,10 @@ void ArmsWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("overpower", NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode("taste for blood", NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode("victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("medium rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH + 10), nullptr)));
/*triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("slam", ACTION_HIGH + 1), nullptr)));*/
triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("rend", NextAction::array(0, new NextAction("rend", ACTION_NORMAL + 1), nullptr)));
triggers.push_back(new TriggerNode("rend", NextAction::array(0, new NextAction("rend", ACTION_HIGH + 5), nullptr)));
triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("intimidating shout", ACTION_EMERGENCY), nullptr)));
}

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@@ -53,7 +53,7 @@ void FuryWarriorStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
triggers.push_back(new TriggerNode("intercept on snare target", NextAction::array(0, new NextAction("intercept on snare target", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("bloodthirst", NextAction::array(0, new NextAction("bloodthirst", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("instant slam", NextAction::array(0, new NextAction("slam", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("medium rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("medium rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH + 10), nullptr)));
triggers.push_back(new TriggerNode("berserker rage", NextAction::array(0, new NextAction("berserker rage", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH + 2), nullptr)));

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@@ -40,11 +40,12 @@ WarrirorAoeStrategy::WarrirorAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(bo
void WarrirorAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("thunder clap on snare target", NextAction::array(0, new NextAction("thunder clap on snare target", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode("thunder clap", NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("thunder clap", NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 10), nullptr)));
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("demoralizing shout", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("shockwave on snare target", NextAction::array(0, new NextAction("shockwave on snare target", ACTION_HIGH + 5), nullptr)));
triggers.push_back(new TriggerNode("shockwave", NextAction::array(0, new NextAction("shockwave", ACTION_HIGH + 4), nullptr)));
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("sweeping strikes", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("bladestorm", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("whirlwind", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("whirlwind", ACTION_HIGH + 10), nullptr)));
}

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@@ -22,6 +22,7 @@ class TankWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
}
private:
//ACTION_NODE_A(charge, "charge", "intercept with stance");
ACTION_NODE_A(charge, "charge", "reach melee");
ACTION_NODE_A(sunder_armor, "sunder armor", "melee");
ACTION_NODE_A(commanding_shout, "commanding shout", "battle shout");
@@ -47,7 +48,11 @@ void TankWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericWarriorStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("heroic throw", ACTION_MOVE + 10), new NextAction("charge", ACTION_MOVE + 9), nullptr)));
triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("heroic throw", ACTION_MOVE + 11), new NextAction("charge", ACTION_MOVE + 10), nullptr)));
triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("berserker stance", ACTION_MOVE + 14), nullptr)));
triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("intercept", ACTION_MOVE + 13), nullptr)));
triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("battle stance", ACTION_MOVE + 12), nullptr)));
triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("thunder clap", ACTION_MOVE + 11), nullptr)));
triggers.push_back(new TriggerNode("defensive stance", NextAction::array(0, new NextAction("defensive stance", ACTION_HIGH + 9), nullptr)));
triggers.push_back(new TriggerNode("commanding shout", NextAction::array(0, new NextAction("commanding shout", ACTION_HIGH + 8), nullptr)));
triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));

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@@ -6,6 +6,7 @@
#define _PLAYERBOT_TANKWARRIORSTRATEGY_H
#include "GenericWarriorStrategy.h"
#include "WarriorTriggers.h"
class PlayerbotAI;

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@@ -89,6 +89,11 @@ class WarriorTriggerFactoryInternal : public NamedObjectContext<Trigger>
creators["shockwave"] = &WarriorTriggerFactoryInternal::shockwave;
creators["shockwave on snare target"] = &WarriorTriggerFactoryInternal::shockwave_on_snare_target;
creators["taste for blood"] = &WarriorTriggerFactoryInternal::taste_for_blood;
creators["thunder clap and rage"] = &WarriorTriggerFactoryInternal::thunderclap_and_rage;
creators["intercept can cast"] = &WarriorTriggerFactoryInternal::intercept_can_cast;
creators["intercept and far enemy"] = &WarriorTriggerFactoryInternal::intercept_and_far_enemy;
creators["intercept and rage"] = &WarriorTriggerFactoryInternal::intercept_and_rage;
}
private:
@@ -108,6 +113,12 @@ class WarriorTriggerFactoryInternal : public NamedObjectContext<Trigger>
static Trigger* concussion_blow(PlayerbotAI* botAI) { return new ConcussionBlowTrigger(botAI); }
static Trigger* SwordAndBoard(PlayerbotAI* botAI) { return new SwordAndBoardTrigger(botAI); }
static Trigger* shield_bash_on_enemy_healer(PlayerbotAI* botAI) { return new ShieldBashInterruptEnemyHealerSpellTrigger(botAI); }
static Trigger* thunderclap_and_rage(PlayerbotAI* botAI) { return new TwoTriggers(botAI, "thunderclap", "light rage available"); }
static Trigger* intercept_can_cast(PlayerbotAI* botAI) { return new InterceptCanCastTrigger(botAI); }
static Trigger* intercept_and_far_enemy(PlayerbotAI* botAI) { return new TwoTriggers(botAI, "enemy is out of melee", "intercept can cast"); }
static Trigger* intercept_and_rage(PlayerbotAI* botAI) { return new TwoTriggers(botAI, "intercept and far enemy", "light rage available"); }
static Trigger* intercept_on_snare_target(PlayerbotAI* botAI) { return new InterceptSnareTrigger(botAI); }
static Trigger* spell_reflection(PlayerbotAI* botAI) { return new SpellReflectionTrigger(botAI); }
static Trigger* taste_for_blood(PlayerbotAI* botAI) { return new TasteForBloodTrigger(botAI); }

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@@ -32,6 +32,7 @@ SNARE_TRIGGER(ThunderClapSnareTrigger, "thunder clap");
DEBUFF_TRIGGER(ThunderClapTrigger, "thunder clap");
SNARE_TRIGGER(TauntSnareTrigger, "taunt");
SNARE_TRIGGER(InterceptSnareTrigger, "intercept");
CD_TRIGGER(InterceptCanCastTrigger, "intercept");
SNARE_TRIGGER(ShockwaveSnareTrigger, "shockwave");
DEBUFF_TRIGGER(ShockwaveTrigger, "shockwave");
BOOST_TRIGGER(DeathWishTrigger, "death wish");