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https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +00:00
mage and paladin strategy port
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@@ -33,7 +33,14 @@ TankPaladinStrategy::TankPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStr
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NextAction** TankPaladinStrategy::getDefaultActions()
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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,
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new NextAction("shield of righteousness", ACTION_NORMAL + 6),
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new NextAction("hammer of the righteous", ACTION_NORMAL + 5),
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new NextAction("judgement of wisdom", ACTION_NORMAL + 4),
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// new NextAction("avenger's shield", ACTION_NORMAL + 3),
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// new NextAction("consecration", ACTION_NORMAL + 2),
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new NextAction("melee", ACTION_NORMAL),
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NULL);
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}
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void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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@@ -42,16 +49,26 @@ void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of vengeance", 90.0f), NULL)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("seal of wisdom", 91.0f), nullptr)));
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triggers.push_back(new TriggerNode("judgement of light", NextAction::array(0, new NextAction("judgement of light", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("judgement of wisdom", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("judgement", NextAction::array(0, new NextAction("judgement", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("judgement", NextAction::array(0, new NextAction("exorcism", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("hammer of the righteous", ACTION_HIGH + 8), new NextAction("avenger's shield", ACTION_HIGH + 7), nullptr)));
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// triggers.push_back(new TriggerNode("judgement of light", NextAction::array(0, new NextAction("judgement of light", ACTION_HIGH + 6), nullptr)));
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// triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("judgement of wisdom", ACTION_HIGH + 6), nullptr)));
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// triggers.push_back(new TriggerNode("judgement", NextAction::array(0, new NextAction("judgement", ACTION_HIGH + 6), nullptr)));
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// triggers.push_back(new TriggerNode("judgement", NextAction::array(0, new NextAction("exorcism", ACTION_HIGH + 6), nullptr)));
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// triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("hammer of the righteous", ACTION_HIGH + 8), new NextAction("avenger's shield", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode(
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"medium aoe",
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NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 1), new NextAction("avenger's shield", ACTION_HIGH + 3), NULL)));
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triggers.push_back(new TriggerNode("avenger's shield", NextAction::array(0, new NextAction("avenger's shield", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("consecration", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("hand of reckoning", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("exorcism", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode("holy shield", NextAction::array(0, new NextAction("holy shield", ACTION_HIGH + 7), 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("target critical health", NextAction::array(0, new NextAction("hammer of wrath", ACTION_CRITICAL_HEAL), nullptr)));
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triggers.push_back(new TriggerNode(
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"righteous fury",
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NextAction::array(0, new NextAction("righteous fury", ACTION_HIGH + 8), NULL)));
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triggers.push_back(new TriggerNode(
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"not facing target",
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NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), NULL)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee",
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NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), NULL)));
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}
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