#include "RaidUlduarStrategy.h" #include "RaidUlduarMultipliers.h" void RaidUlduarStrategy::InitTriggers(std::vector& triggers) { // // Flame Leviathan // triggers.push_back(new TriggerNode( "flame leviathan vehicle near", NextAction::array(0, new NextAction("flame leviathan enter vehicle", ACTION_RAID + 2), nullptr))); triggers.push_back(new TriggerNode( "flame leviathan on vehicle", NextAction::array(0, new NextAction("flame leviathan vehicle", ACTION_RAID + 1), nullptr))); // // Razorscale // triggers.push_back(new TriggerNode( "razorscale avoid devouring flames", NextAction::array(0, new NextAction("razorscale avoid devouring flames", ACTION_RAID + 1), nullptr))); triggers.push_back(new TriggerNode( "razorscale avoid sentinel", NextAction::array(0, new NextAction("razorscale avoid sentinel", ACTION_RAID + 2), nullptr))); triggers.push_back(new TriggerNode( "razorscale flying alone", NextAction::array(0, new NextAction("razorscale ignore flying alone", ACTION_MOVE + 5), nullptr))); triggers.push_back(new TriggerNode( "razorscale avoid whirlwind", NextAction::array(0, new NextAction("razorscale avoid whirlwind", ACTION_RAID + 3), nullptr))); triggers.push_back(new TriggerNode( "razorscale grounded", NextAction::array(0, new NextAction("razorscale grounded", ACTION_RAID), nullptr))); triggers.push_back(new TriggerNode( "razorscale harpoon trigger", NextAction::array(0, new NextAction("razorscale harpoon action", ACTION_MOVE), nullptr))); triggers.push_back(new TriggerNode( "razorscale fuse armor trigger", NextAction::array(0, new NextAction("razorscale fuse armor action", ACTION_RAID + 2), nullptr))); } void RaidUlduarStrategy::InitMultipliers(std::vector& multipliers) { multipliers.push_back(new FlameLeviathanMultiplier(botAI)); }