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Movement tweaks
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@@ -9,5 +9,6 @@ void RangedCombatStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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{
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CombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing", ACTION_MOVE + 7), nullptr)));
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}
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