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

View File

@@ -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)));
}