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https://github.com/mod-playerbots/mod-playerbots
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Army of the dead
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@@ -99,7 +99,7 @@ void BloodDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("rune strike", NextAction::array(0, new NextAction("rune strike", ACTION_NORMAL + 3), nullptr)));
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triggers.push_back(new TriggerNode("blood tap", NextAction::array(0, new NextAction("blood tap", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("dark command", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("blood tap", ACTION_HIGH + 5),
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new NextAction("vampiric blood", ACTION_HIGH + 3), new NextAction("death strike", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("army of the dead", ACTION_HIGH + 5),
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new NextAction("vampiric blood", ACTION_HIGH + 4), new NextAction("death strike", ACTION_HIGH + 3), nullptr)));
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// triggers.push_back(new TriggerNode("army of the dead", NextAction::array(0, new NextAction("army of the dead", ACTION_HIGH + 6), nullptr)));
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}
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@@ -89,6 +89,7 @@ class DeathKnightTriggerFactoryInternal : public NamedObjectContext<Trigger>
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creators["freezing fog"] = &DeathKnightTriggerFactoryInternal::freezing_fog;
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creators["no desolation"] = &DeathKnightTriggerFactoryInternal::no_desolation;
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creators["death and decay cooldown"] = &DeathKnightTriggerFactoryInternal::death_and_decay_cooldown;
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creators["army of the dead"] = &DeathKnightTriggerFactoryInternal::army_of_the_dead;
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}
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private:
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@@ -114,7 +115,7 @@ class DeathKnightTriggerFactoryInternal : public NamedObjectContext<Trigger>
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static Trigger* freezing_fog(PlayerbotAI* botAI) { return new FreezingFogTrigger(botAI); }
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static Trigger* no_desolation(PlayerbotAI* botAI) { return new DesolationTrigger(botAI); }
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static Trigger* death_and_decay_cooldown(PlayerbotAI* botAI) { return new DeathAndDecayCooldownTrigger(botAI); }
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static Trigger* army_of_the_dead(PlayerbotAI* botAI) { return new ArmyOfTheDeadTrigger(botAI); }
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};
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class DeathKnightAiObjectContextInternal : public NamedObjectContext<Action>
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@@ -153,4 +153,10 @@ class DeathAndDecayCooldownTrigger : public SpellCooldownTrigger
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bool IsActive() override;
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};
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class ArmyOfTheDeadTrigger : public BoostTrigger
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{
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public:
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ArmyOfTheDeadTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "army of the dead") { }
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};
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#endif
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@@ -91,6 +91,7 @@ NextAction** FrostDKStrategy::getDefaultActions()
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void FrostDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericDKStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("army of the dead", NextAction::array(0, new NextAction("army of the dead", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("unbreakable armor", NextAction::array(0, new NextAction("unbreakable armor", ACTION_NORMAL + 4), nullptr)));
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triggers.push_back(new TriggerNode("high blood rune", NextAction::array(0, new NextAction("blood strike", ACTION_NORMAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("freezing fog", NextAction::array(0, new NextAction("howling blast", ACTION_HIGH + 1), nullptr)));
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@@ -86,6 +86,7 @@ void UnholyDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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GenericDKStrategy::InitTriggers(triggers);
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// triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction(, ACTION_NORMAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("army of the dead", NextAction::array(0, new NextAction("army of the dead", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("death pact", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("no desolation", NextAction::array(0, new NextAction("blood strike", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(new TriggerNode("death and decay cooldown",
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@@ -81,8 +81,8 @@ DpsPaladinStrategy::DpsPaladinStrategy(PlayerbotAI* botAI) : GenericPaladinStrat
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NextAction** DpsPaladinStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("judgement of wisdom", ACTION_DEFAULT + 0.4f),
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new NextAction("crusader strike", ACTION_DEFAULT + 0.3f),
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new NextAction("crusader strike", ACTION_DEFAULT + 0.4f),
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new NextAction("judgement of wisdom", ACTION_DEFAULT + 0.3f),
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new NextAction("divine storm", ACTION_DEFAULT + 0.2f),
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new NextAction("melee consecration", ACTION_DEFAULT + 0.1f),
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new NextAction("melee", ACTION_DEFAULT),
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