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https://github.com/mod-playerbots/mod-playerbots.git
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mage and paladin strategy port
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@@ -24,7 +24,8 @@ HealPaladinStrategy::HealPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStr
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NextAction** HealPaladinStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("reach party member to heal", ACTION_NORMAL + 1), new NextAction("judgement", ACTION_NORMAL), nullptr);
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return NextAction::array(0, new NextAction("judgement of light", ACTION_NORMAL + 2),
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new NextAction("reach party member to heal", ACTION_NORMAL + 1), nullptr);
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}
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void HealPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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@@ -32,16 +33,42 @@ void HealPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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GenericPaladinStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("concentration aura", NextAction::array(0, new NextAction("concentration aura", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of light", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("judgement of light", ACTION_HIGH + 10), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("judgement", ACTION_HIGH + 10), nullptr)));
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triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of wisdom", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("divine favor", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("almost full health", NextAction::array(0, new NextAction("flash of light", ACTION_LIGHT_HEAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("party member almost full health", NextAction::array(0, new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("medium health", NextAction::array(0, new NextAction("flash of light", ACTION_MEDIUM_HEAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0, new NextAction("flash of light on party", ACTION_MEDIUM_HEAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("divine favor", ACTION_MEDIUM_HEAL + 4), new NextAction("holy shock", ACTION_MEDIUM_HEAL + 3), new NextAction("holy light", ACTION_MEDIUM_HEAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("party member low health", NextAction::array(0, new NextAction("divine favor", ACTION_MEDIUM_HEAL + 7), new NextAction("holy shock on party", ACTION_MEDIUM_HEAL + 6), new NextAction("holy light on party", ACTION_MEDIUM_HEAL + 5), nullptr)));
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triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary", ACTION_HIGH + 9), nullptr)));
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// triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode("party member to heal out of spell range", NextAction::array(0, new NextAction("reach party member to heal", ACTION_EMERGENCY + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member critical health",
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NextAction::array(0,
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new NextAction("holy shock on party", ACTION_CRITICAL_HEAL + 5),
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new NextAction("holy light on party", ACTION_CRITICAL_HEAL + 4),
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NULL)));
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triggers.push_back(new TriggerNode(
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"party member low health",
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NextAction::array(0,
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new NextAction("holy light on party", ACTION_MEDIUM_HEAL + 5),
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NULL)));
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triggers.push_back(new TriggerNode(
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"party member medium health",
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NextAction::array(0,
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new NextAction("holy light on party", ACTION_LIGHT_HEAL + 9),
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new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 8),
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NULL)));
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triggers.push_back(new TriggerNode(
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"party member almost full health",
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NextAction::array(0,
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new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 3),
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NULL)));
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triggers.push_back(new TriggerNode(
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"beacon of light on main tank",
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NextAction::array(0, new NextAction("beacon of light on main tank", ACTION_CRITICAL_HEAL + 7), NULL)));
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triggers.push_back(new TriggerNode(
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"sacred shield on main tank",
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NextAction::array(0, new NextAction("sacred shield on main tank", ACTION_CRITICAL_HEAL + 6), NULL)));
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}
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