mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-21 20:46:22 +00:00
Trigger fixes and Warrior AI tweaks
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@@ -14,6 +14,7 @@ class ArmsWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
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creators["death wish"] = &death_wish;
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creators["piercing howl"] = &piercing_howl;
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creators["mocking blow"] = &mocking_blow;
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creators["heroic strike"] = &heroic_strike;
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}
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private:
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@@ -21,6 +22,7 @@ class ArmsWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
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ACTION_NODE_A(death_wish, "death wish", "bloodrage");
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ACTION_NODE_A(piercing_howl, "piercing howl", "mocking blow");
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ACTION_NODE_A(mocking_blow, "mocking blow", "hamstring");
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ACTION_NODE_A(heroic_strike, "heroic strike", "melee");
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};
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ArmsWarriorStrategy::ArmsWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
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@@ -30,7 +32,7 @@ ArmsWarriorStrategy::ArmsWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStr
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NextAction** ArmsWarriorStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("melee", ACTION_NORMAL), nullptr);
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return NextAction::array(0, new NextAction("heroic strike", ACTION_NORMAL), nullptr);
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}
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void ArmsWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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@@ -47,9 +49,10 @@ void ArmsWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("overpower", NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("taste for blood", NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("medium rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH + 10), nullptr)));
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/*triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("slam", ACTION_HIGH + 1), nullptr)));*/
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triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("rend", NextAction::array(0, new NextAction("rend", ACTION_NORMAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("rend", NextAction::array(0, new NextAction("rend", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("intimidating shout", ACTION_EMERGENCY), nullptr)));
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}
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@@ -53,7 +53,7 @@ void FuryWarriorStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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triggers.push_back(new TriggerNode("intercept on snare target", NextAction::array(0, new NextAction("intercept on snare target", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("bloodthirst", NextAction::array(0, new NextAction("bloodthirst", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("instant slam", NextAction::array(0, new NextAction("slam", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("medium rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("medium rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH + 10), nullptr)));
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triggers.push_back(new TriggerNode("berserker rage", NextAction::array(0, new NextAction("berserker rage", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
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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
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void WarrirorAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("thunder clap on snare target", NextAction::array(0, new NextAction("thunder clap on snare target", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("thunder clap", NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("thunder clap", NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 10), nullptr)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("demoralizing shout", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("shockwave on snare target", NextAction::array(0, new NextAction("shockwave on snare target", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("shockwave", NextAction::array(0, new NextAction("shockwave", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("sweeping strikes", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("bladestorm", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("whirlwind", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("whirlwind", ACTION_HIGH + 10), nullptr)));
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}
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@@ -22,6 +22,7 @@ class TankWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
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}
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private:
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//ACTION_NODE_A(charge, "charge", "intercept with stance");
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ACTION_NODE_A(charge, "charge", "reach melee");
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ACTION_NODE_A(sunder_armor, "sunder armor", "melee");
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ACTION_NODE_A(commanding_shout, "commanding shout", "battle shout");
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@@ -47,7 +48,11 @@ void TankWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericWarriorStrategy::InitTriggers(triggers);
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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)));
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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)));
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triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("berserker stance", ACTION_MOVE + 14), nullptr)));
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triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("intercept", ACTION_MOVE + 13), nullptr)));
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triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("battle stance", ACTION_MOVE + 12), nullptr)));
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triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("thunder clap", ACTION_MOVE + 11), nullptr)));
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triggers.push_back(new TriggerNode("defensive stance", NextAction::array(0, new NextAction("defensive stance", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode("commanding shout", NextAction::array(0, new NextAction("commanding shout", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
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@@ -6,6 +6,7 @@
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#define _PLAYERBOT_TANKWARRIORSTRATEGY_H
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#include "GenericWarriorStrategy.h"
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#include "WarriorTriggers.h"
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class PlayerbotAI;
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@@ -89,6 +89,11 @@ class WarriorTriggerFactoryInternal : public NamedObjectContext<Trigger>
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creators["shockwave"] = &WarriorTriggerFactoryInternal::shockwave;
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creators["shockwave on snare target"] = &WarriorTriggerFactoryInternal::shockwave_on_snare_target;
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creators["taste for blood"] = &WarriorTriggerFactoryInternal::taste_for_blood;
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creators["thunder clap and rage"] = &WarriorTriggerFactoryInternal::thunderclap_and_rage;
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creators["intercept can cast"] = &WarriorTriggerFactoryInternal::intercept_can_cast;
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creators["intercept and far enemy"] = &WarriorTriggerFactoryInternal::intercept_and_far_enemy;
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creators["intercept and rage"] = &WarriorTriggerFactoryInternal::intercept_and_rage;
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}
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private:
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@@ -108,6 +113,12 @@ class WarriorTriggerFactoryInternal : public NamedObjectContext<Trigger>
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static Trigger* concussion_blow(PlayerbotAI* botAI) { return new ConcussionBlowTrigger(botAI); }
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static Trigger* SwordAndBoard(PlayerbotAI* botAI) { return new SwordAndBoardTrigger(botAI); }
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static Trigger* shield_bash_on_enemy_healer(PlayerbotAI* botAI) { return new ShieldBashInterruptEnemyHealerSpellTrigger(botAI); }
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static Trigger* thunderclap_and_rage(PlayerbotAI* botAI) { return new TwoTriggers(botAI, "thunderclap", "light rage available"); }
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static Trigger* intercept_can_cast(PlayerbotAI* botAI) { return new InterceptCanCastTrigger(botAI); }
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static Trigger* intercept_and_far_enemy(PlayerbotAI* botAI) { return new TwoTriggers(botAI, "enemy is out of melee", "intercept can cast"); }
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static Trigger* intercept_and_rage(PlayerbotAI* botAI) { return new TwoTriggers(botAI, "intercept and far enemy", "light rage available"); }
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static Trigger* intercept_on_snare_target(PlayerbotAI* botAI) { return new InterceptSnareTrigger(botAI); }
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static Trigger* spell_reflection(PlayerbotAI* botAI) { return new SpellReflectionTrigger(botAI); }
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static Trigger* taste_for_blood(PlayerbotAI* botAI) { return new TasteForBloodTrigger(botAI); }
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@@ -32,6 +32,7 @@ SNARE_TRIGGER(ThunderClapSnareTrigger, "thunder clap");
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DEBUFF_TRIGGER(ThunderClapTrigger, "thunder clap");
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SNARE_TRIGGER(TauntSnareTrigger, "taunt");
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SNARE_TRIGGER(InterceptSnareTrigger, "intercept");
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CD_TRIGGER(InterceptCanCastTrigger, "intercept");
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SNARE_TRIGGER(ShockwaveSnareTrigger, "shockwave");
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DEBUFF_TRIGGER(ShockwaveTrigger, "shockwave");
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BOOST_TRIGGER(DeathWishTrigger, "death wish");
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