mage and paladin strategy port

This commit is contained in:
Yunfan Li
2023-06-03 20:16:35 +08:00
parent 0f483047e5
commit e68a22d968
26 changed files with 414 additions and 172 deletions

View File

@@ -33,7 +33,14 @@ TankPaladinStrategy::TankPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStr
NextAction** TankPaladinStrategy::getDefaultActions()
{
return NextAction::array(0, new NextAction("melee", ACTION_NORMAL), nullptr);
return NextAction::array(0,
new NextAction("shield of righteousness", ACTION_NORMAL + 6),
new NextAction("hammer of the righteous", ACTION_NORMAL + 5),
new NextAction("judgement of wisdom", ACTION_NORMAL + 4),
// new NextAction("avenger's shield", ACTION_NORMAL + 3),
// new NextAction("consecration", ACTION_NORMAL + 2),
new NextAction("melee", ACTION_NORMAL),
NULL);
}
void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
@@ -42,16 +49,26 @@ void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of vengeance", 90.0f), NULL)));
triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("seal of wisdom", 91.0f), nullptr)));
triggers.push_back(new TriggerNode("judgement of light", NextAction::array(0, new NextAction("judgement of light", ACTION_HIGH + 6), nullptr)));
triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("judgement of wisdom", ACTION_HIGH + 6), nullptr)));
triggers.push_back(new TriggerNode("judgement", NextAction::array(0, new NextAction("judgement", ACTION_HIGH + 6), nullptr)));
triggers.push_back(new TriggerNode("judgement", NextAction::array(0, new NextAction("exorcism", ACTION_HIGH + 6), nullptr)));
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)));
// triggers.push_back(new TriggerNode("judgement of light", NextAction::array(0, new NextAction("judgement of light", ACTION_HIGH + 6), nullptr)));
// triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("judgement of wisdom", ACTION_HIGH + 6), nullptr)));
// triggers.push_back(new TriggerNode("judgement", NextAction::array(0, new NextAction("judgement", ACTION_HIGH + 6), nullptr)));
// triggers.push_back(new TriggerNode("judgement", NextAction::array(0, new NextAction("exorcism", ACTION_HIGH + 6), nullptr)));
// 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)));
triggers.push_back(new TriggerNode(
"medium aoe",
NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 1), new NextAction("avenger's shield", ACTION_HIGH + 3), NULL)));
triggers.push_back(new TriggerNode("avenger's shield", NextAction::array(0, new NextAction("avenger's shield", ACTION_HIGH + 7), nullptr)));
triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("consecration", ACTION_INTERRUPT), nullptr)));
triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("hand of reckoning", ACTION_HIGH + 7), nullptr)));
triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("exorcism", ACTION_HIGH + 8), nullptr)));
triggers.push_back(new TriggerNode("holy shield", NextAction::array(0, new NextAction("holy shield", ACTION_HIGH + 7), nullptr)));
triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary", ACTION_HIGH + 9), nullptr)));
triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("hammer of wrath", ACTION_CRITICAL_HEAL), nullptr)));
triggers.push_back(new TriggerNode(
"righteous fury",
NextAction::array(0, new NextAction("righteous fury", ACTION_HIGH + 8), NULL)));
triggers.push_back(new TriggerNode(
"not facing target",
NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), NULL)));
triggers.push_back(new TriggerNode(
"enemy out of melee",
NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), NULL)));
}