mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-04 03:13:48 +00:00
Trigger fixes and Warrior AI tweaks
This commit is contained in:
@@ -310,9 +310,9 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
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if (tab == 2)
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if (tab == 2)
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engine->addStrategies("tank", "tank assist", "aoe", "close", "mark rti", nullptr);
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engine->addStrategies("tank", "tank assist", "aoe", "close", "mark rti", nullptr);
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else if (player->getLevel() < 30 || tab == 0)
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else if (player->getLevel() < 30 || tab == 0)
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engine->addStrategies("arms", "aoe", "dps assist", "threat", "close", nullptr);
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engine->addStrategies("arms", "aoe", "dps assist", "threat", "close", "behind", nullptr);
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else
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else
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engine->addStrategies("fury", "aoe", "dps assist", "threat", "close", nullptr);
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engine->addStrategies("fury", "aoe", "dps assist", "threat", "close", "behind", nullptr);
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break;
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break;
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case CLASS_SHAMAN:
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case CLASS_SHAMAN:
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if (tab == 0)
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if (tab == 0)
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@@ -143,6 +143,13 @@ class clazz : public SpellCanBeCastTrigger \
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bool IsActive() override; \
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bool IsActive() override; \
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}
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}
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#define CD_TRIGGER(clazz, spell) \
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class clazz : public SpellNoCooldownTrigger \
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{ \
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public: \
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clazz(PlayerbotAI* botAI) : SpellNoCooldownTrigger(botAI, spell) {} \
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}
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#define INTERRUPT_TRIGGER(clazz, spell) \
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#define INTERRUPT_TRIGGER(clazz, spell) \
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class clazz : public InterruptSpellTrigger \
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class clazz : public InterruptSpellTrigger \
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{ \
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{ \
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@@ -491,7 +498,7 @@ static ActionNode* name(PlayerbotAI* botAI) \
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return new ActionNode(spell, \
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return new ActionNode(spell, \
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/*P*/ nullptr, \
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/*P*/ nullptr, \
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/*A*/ nullptr, \
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/*A*/ nullptr, \
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/*C*/ NextAction::array(0, new NextAction(con), nullptr); \
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/*C*/ NextAction::array(0, new NextAction(con), nullptr)); \
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}
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}
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#endif
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#endif
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@@ -184,6 +184,15 @@ bool SpellCanBeCastTrigger::IsActive()
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return target && botAI->CanCastSpell(spell, target);
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return target && botAI->CanCastSpell(spell, target);
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}
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}
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bool SpellNoCooldownTrigger::IsActive()
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{
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uint32 spellId = AI_VALUE2(uint32, "spell id", name);
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if (!spellId)
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return false;
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return !bot->HasSpellCooldown(spellId);
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}
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RandomTrigger::RandomTrigger(PlayerbotAI* botAI, std::string const name, int32 probability) : Trigger(botAI, name), probability(probability), lastCheck(time(nullptr))
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RandomTrigger::RandomTrigger(PlayerbotAI* botAI, std::string const name, int32 probability) : Trigger(botAI, name), probability(probability), lastCheck(time(nullptr))
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{
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{
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}
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}
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@@ -202,7 +211,7 @@ bool RandomTrigger::IsActive()
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bool AndTrigger::IsActive()
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bool AndTrigger::IsActive()
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{
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{
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return ls->IsActive() && rs->IsActive();
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return ls && rs && ls->IsActive() && rs->IsActive();
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}
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}
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std::string const AndTrigger::getName()
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std::string const AndTrigger::getName()
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@@ -213,6 +222,27 @@ std::string const AndTrigger::getName()
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return name;
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return name;
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}
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}
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bool TwoTriggers::IsActive()
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{
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if (name1.empty() || name2.empty())
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return false;
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Trigger* trigger1 = botAI->GetAiObjectContext()->GetTrigger(name1);
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Trigger* trigger2 = botAI->GetAiObjectContext()->GetTrigger(name2);
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if (!trigger1 || !trigger2)
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return false;
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return trigger1->IsActive() && trigger2->IsActive();
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}
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std::string const TwoTriggers::getName()
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{
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std::string name;
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name = name1 + " and " + name2;
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return name;
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}
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bool BoostTrigger::IsActive()
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bool BoostTrigger::IsActive()
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{
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{
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return BuffTrigger::IsActive() && AI_VALUE(uint8, "balance") <= balance;
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return BuffTrigger::IsActive() && AI_VALUE(uint8, "balance") <= balance;
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@@ -5,6 +5,8 @@
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#ifndef _PLAYERBOT_GENERICTRIGGERS_H
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#ifndef _PLAYERBOT_GENERICTRIGGERS_H
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#define _PLAYERBOT_GENERICTRIGGERS_H
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#define _PLAYERBOT_GENERICTRIGGERS_H
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#include <utility>
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#include "RangeTriggers.h"
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#include "RangeTriggers.h"
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#include "HealthTriggers.h"
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#include "HealthTriggers.h"
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@@ -133,6 +135,14 @@ class SpellCanBeCastTrigger : public SpellTrigger
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bool IsActive() override;
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bool IsActive() override;
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};
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};
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class SpellNoCooldownTrigger : public SpellTrigger
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{
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public:
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SpellNoCooldownTrigger(PlayerbotAI* botAI, std::string const spell) : SpellTrigger(botAI, spell) {}
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bool IsActive() override;
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};
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// TODO: check other targets
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// TODO: check other targets
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class InterruptSpellTrigger : public SpellTrigger
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class InterruptSpellTrigger : public SpellTrigger
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{
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{
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@@ -349,6 +359,21 @@ class AndTrigger : public Trigger
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Trigger* rs;
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Trigger* rs;
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};
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};
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class TwoTriggers : public Trigger
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{
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public:
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explicit TwoTriggers(PlayerbotAI* botAI, std::string name1 = "", std::string name2 = "") : Trigger(botAI)
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{
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this->name1 = std::move(name1);
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this->name2 = std::move(name2);
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}
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bool IsActive() override;
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std::string const getName() override;
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protected:
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std::string name1;
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std::string name2;
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};
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class SnareTargetTrigger : public DebuffTrigger
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class SnareTargetTrigger : public DebuffTrigger
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{
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{
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public:
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public:
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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["death wish"] = &death_wish;
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creators["piercing howl"] = &piercing_howl;
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creators["piercing howl"] = &piercing_howl;
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creators["mocking blow"] = &mocking_blow;
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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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}
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private:
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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(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(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(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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};
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ArmsWarriorStrategy::ArmsWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStrategy(botAI)
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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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NextAction** ArmsWarriorStrategy::getDefaultActions()
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{
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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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}
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void ArmsWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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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("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("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("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("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("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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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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}
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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("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("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("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("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("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("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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void WarrirorAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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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 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("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 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("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("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("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("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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}
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@@ -22,6 +22,7 @@ class TankWarriorStrategyActionNodeFactory : public NamedObjectFactory<ActionNod
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}
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}
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private:
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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(charge, "charge", "reach melee");
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ACTION_NODE_A(sunder_armor, "sunder armor", "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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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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{
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GenericWarriorStrategy::InitTriggers(triggers);
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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("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("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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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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#define _PLAYERBOT_TANKWARRIORSTRATEGY_H
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#include "GenericWarriorStrategy.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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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"] = &WarriorTriggerFactoryInternal::shockwave;
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creators["shockwave on snare target"] = &WarriorTriggerFactoryInternal::shockwave_on_snare_target;
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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["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;
|
||||||
|
creators["intercept and far enemy"] = &WarriorTriggerFactoryInternal::intercept_and_far_enemy;
|
||||||
|
creators["intercept and rage"] = &WarriorTriggerFactoryInternal::intercept_and_rage;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
@@ -108,6 +113,12 @@ class WarriorTriggerFactoryInternal : public NamedObjectContext<Trigger>
|
|||||||
static Trigger* concussion_blow(PlayerbotAI* botAI) { return new ConcussionBlowTrigger(botAI); }
|
static Trigger* concussion_blow(PlayerbotAI* botAI) { return new ConcussionBlowTrigger(botAI); }
|
||||||
static Trigger* SwordAndBoard(PlayerbotAI* botAI) { return new SwordAndBoardTrigger(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* 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* intercept_on_snare_target(PlayerbotAI* botAI) { return new InterceptSnareTrigger(botAI); }
|
||||||
static Trigger* spell_reflection(PlayerbotAI* botAI) { return new SpellReflectionTrigger(botAI); }
|
static Trigger* spell_reflection(PlayerbotAI* botAI) { return new SpellReflectionTrigger(botAI); }
|
||||||
static Trigger* taste_for_blood(PlayerbotAI* botAI) { return new TasteForBloodTrigger(botAI); }
|
static Trigger* taste_for_blood(PlayerbotAI* botAI) { return new TasteForBloodTrigger(botAI); }
|
||||||
|
|||||||
@@ -32,6 +32,7 @@ SNARE_TRIGGER(ThunderClapSnareTrigger, "thunder clap");
|
|||||||
DEBUFF_TRIGGER(ThunderClapTrigger, "thunder clap");
|
DEBUFF_TRIGGER(ThunderClapTrigger, "thunder clap");
|
||||||
SNARE_TRIGGER(TauntSnareTrigger, "taunt");
|
SNARE_TRIGGER(TauntSnareTrigger, "taunt");
|
||||||
SNARE_TRIGGER(InterceptSnareTrigger, "intercept");
|
SNARE_TRIGGER(InterceptSnareTrigger, "intercept");
|
||||||
|
CD_TRIGGER(InterceptCanCastTrigger, "intercept");
|
||||||
SNARE_TRIGGER(ShockwaveSnareTrigger, "shockwave");
|
SNARE_TRIGGER(ShockwaveSnareTrigger, "shockwave");
|
||||||
DEBUFF_TRIGGER(ShockwaveTrigger, "shockwave");
|
DEBUFF_TRIGGER(ShockwaveTrigger, "shockwave");
|
||||||
BOOST_TRIGGER(DeathWishTrigger, "death wish");
|
BOOST_TRIGGER(DeathWishTrigger, "death wish");
|
||||||
|
|||||||
Reference in New Issue
Block a user