mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-22 21:16:24 +00:00
Indentation and misc cleanup
This commit is contained in:
@@ -6,7 +6,7 @@
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float PrinceKelesethMultiplier::GetValue(Action* action)
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float PrinceKelesethMultiplier::GetValue(Action* action)
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{
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "prince keleseth");
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Unit* boss = AI_VALUE2(Unit*, "find target", "prince keleseth");
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if (!boss)
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if (!boss)
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{
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{
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return 1.0f;
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return 1.0f;
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@@ -15,7 +15,7 @@ float PrinceKelesethMultiplier::GetValue(Action* action)
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{
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{
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return 0.0f;
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return 0.0f;
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}
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}
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return 1.0f;
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return 1.0f;
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}
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}
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float SkarvaldAndDalronnMultiplier::GetValue(Action* action)
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float SkarvaldAndDalronnMultiplier::GetValue(Action* action)
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{
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{
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@@ -1,5 +1,5 @@
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#ifndef _PLAYERRBOT_WOTLKDUNGEONUKMULTIPLIERS_H_
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#ifndef _PLAYERRBOT_WOTLKDUNGEONUKMULTIPLIERS_H
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#define _PLAYERRBOT_WOTLKDUNGEONUKMULTIPLIERS_H_
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#define _PLAYERRBOT_WOTLKDUNGEONUKMULTIPLIERS_H
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#include "Multiplier.h"
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#include "Multiplier.h"
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@@ -4,40 +4,40 @@
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void WotlkDungeonUKStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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void WotlkDungeonUKStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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{
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{
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// Prince Keleseth
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// Prince Keleseth
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triggers.push_back(new TriggerNode("keleseth frost tomb",
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triggers.push_back(new TriggerNode("keleseth frost tomb",
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NextAction::array(0, new NextAction("attack frost tomb", ACTION_RAID + 1), nullptr)));
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NextAction::array(0, new NextAction("attack frost tomb", ACTION_RAID + 1), nullptr)));
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// Skarvald the Constructor & Dalronn the Controller
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// Skarvald the Constructor & Dalronn the Controller
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triggers.push_back(new TriggerNode("dalronn priority",
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triggers.push_back(new TriggerNode("dalronn priority",
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NextAction::array(0, new NextAction("attack dalronn", ACTION_RAID + 1), nullptr)));
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NextAction::array(0, new NextAction("attack dalronn", ACTION_RAID + 1), nullptr)));
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// Ingvar the Plunderer
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// Ingvar the Plunderer
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// Doesn't work yet, this action doesn't get processed until the existing cast finishes
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// Doesn't work yet, this action doesn't get processed until the existing cast finishes
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// triggers.push_back(new TriggerNode("ingvar staggering roar",
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// triggers.push_back(new TriggerNode("ingvar staggering roar",
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// NextAction::array(0, new NextAction("ingvar stop casting", ACTION_RAID + 1), nullptr)));
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// NextAction::array(0, new NextAction("ingvar stop casting", ACTION_RAID + 1), nullptr)));
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// No easy way to check LoS here, the pillars do not seem to count as gameobjects.
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// No easy way to check LoS here, the pillars do not seem to count as gameobjects.
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// Not implemented for now, unsure if this is needed as a good group can probably burst through the boss
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// Not implemented for now, unsure if this is needed as a good group can probably burst through the boss
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// and just eat the debuff.
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// and just eat the debuff.
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// triggers.push_back(new TriggerNode("ingvar dreadful roar",
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// triggers.push_back(new TriggerNode("ingvar dreadful roar",
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// NextAction::array(0, new NextAction("ingvar hide los", ACTION_RAID + 1), nullptr)));
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// NextAction::array(0, new NextAction("ingvar hide los", ACTION_RAID + 1), nullptr)));
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triggers.push_back(new TriggerNode("ingvar smash tank",
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triggers.push_back(new TriggerNode("ingvar smash tank",
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NextAction::array(0, new NextAction("ingvar dodge smash", ACTION_MOVE + 5), nullptr)));
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NextAction::array(0, new NextAction("ingvar dodge smash", ACTION_MOVE + 5), nullptr)));
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triggers.push_back(new TriggerNode("ingvar smash tank return",
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triggers.push_back(new TriggerNode("ingvar smash tank return",
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NextAction::array(0, new NextAction("ingvar smash return", ACTION_MOVE + 5), nullptr)));
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NextAction::array(0, new NextAction("ingvar smash return", ACTION_MOVE + 5), nullptr)));
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// Buggy... if not behind target, ai can get stuck running towards and away from target.
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// Buggy... if not behind target, ai can get stuck running towards and away from target.
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// I think for ranged chars, a custom action should be added that doesn't attempt to run into melee.
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// I think for ranged chars, a custom action should be added that doesn't attempt to run into melee.
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// This is a bandaid for now, needs to be improved.
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// This is a bandaid for now, needs to be improved.
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triggers.push_back(new TriggerNode("not behind ingvar",
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triggers.push_back(new TriggerNode("not behind ingvar",
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NextAction::array(0, new NextAction("set behind", ACTION_MOVE + 1), nullptr)));
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NextAction::array(0, new NextAction("set behind", ACTION_MOVE + 1), nullptr)));
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}
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}
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void WotlkDungeonUKStrategy::InitMultipliers(std::vector<Multiplier*> &multipliers)
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void WotlkDungeonUKStrategy::InitMultipliers(std::vector<Multiplier*> &multipliers)
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{
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{
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multipliers.push_back(new PrinceKelesethMultiplier(botAI));
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multipliers.push_back(new PrinceKelesethMultiplier(botAI));
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multipliers.push_back(new SkarvaldAndDalronnMultiplier(botAI));
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multipliers.push_back(new SkarvaldAndDalronnMultiplier(botAI));
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multipliers.push_back(new IngvarThePlundererMultiplier(botAI));
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multipliers.push_back(new IngvarThePlundererMultiplier(botAI));
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}
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}
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@@ -1,5 +1,5 @@
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#ifndef _PLAYERBOT_WOTLKDUNGEONUKSTRATEGY_H
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#ifndef _PLAYERBOT_WOTLKDUNGEONUKSTRATEGY_H_
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#define _PLAYERBOT_WOTLKDUNGEONUKSTRATEGY_H
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#define _PLAYERBOT_WOTLKDUNGEONUKSTRATEGY_H_
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#include "Multiplier.h"
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#include "Multiplier.h"
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#include "AiObjectContext.h"
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#include "AiObjectContext.h"
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