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https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-16 02:10:28 +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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