Enchance shaman healer

This commit is contained in:
Yunfan Li
2024-03-25 19:14:47 +08:00
parent 953e4acdee
commit 0819f5c46c
3 changed files with 12 additions and 12 deletions

View File

@@ -49,19 +49,19 @@ void HealShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"party member critical health", "party member critical health",
NextAction::array(0, new NextAction("riptide on party", 24.0f), new NextAction("healing wave on party", 23.0f), NULL))); NextAction::array(0, new NextAction("riptide on party", 24.0f), new NextAction("lesser healing wave on party", 23.0f), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"party member low health", "party member low health",
NextAction::array(0, new NextAction("riptide on party", 18.0f), new NextAction("healing wave on party", 17.0f), NULL))); NextAction::array(0, new NextAction("riptide on party", 18.0f), new NextAction("lesser healing wave on party", 17.0f), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"party member medium health", "party member medium health",
NextAction::array(0, new NextAction("riptide on party", 15.0f), new NextAction("lesser healing wave on party", 14.0f), NULL))); NextAction::array(0, new NextAction("riptide on party", 15.0f), new NextAction("lesser healing wave on party", 14.0f), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"party member almost full health", "party member almost full health",
NextAction::array(0, new NextAction("riptide on party", 12.0f), new NextAction("lesser healing wave on party", 11.0f), NULL))); NextAction::array(0, new NextAction("riptide on party", 12.0f), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"party member cleanse spirit poison", "party member cleanse spirit poison",
@@ -85,9 +85,9 @@ void HealShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
// "no fire totem", // "no fire totem",
// NextAction::array(0, new NextAction("flametongue totem", 10.0f), NULL))); // NextAction::array(0, new NextAction("flametongue totem", 10.0f), NULL)));
triggers.push_back(new TriggerNode( // triggers.push_back(new TriggerNode(
"no water totem", // "no water totem",
NextAction::array(0, new NextAction("healing stream totem", 13.0f), NULL))); // NextAction::array(0, new NextAction("healing stream totem", 13.0f), NULL)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"earth shield on main tank", "earth shield on main tank",

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@@ -147,7 +147,7 @@ class CastStrengthOfEarthTotemAction : public CastTotemAction
class CastManaSpringTotemAction : public CastTotemAction class CastManaSpringTotemAction : public CastTotemAction
{ {
public: public:
CastManaSpringTotemAction(PlayerbotAI* botAI) : CastTotemAction(botAI, "mana spring totem", "mana spring", 20.0f) { } CastManaSpringTotemAction(PlayerbotAI* botAI) : CastTotemAction(botAI, "mana spring totem", "mana spring", 0.0f) { }
bool isUseful() override; bool isUseful() override;
}; };

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@@ -16,19 +16,19 @@ void ShamanNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("water walking on party", NextAction::array(0, new NextAction("water walking on party", 11.0f), nullptr))); triggers.push_back(new TriggerNode("water walking on party", NextAction::array(0, new NextAction("water walking on party", 11.0f), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"party member critical health", "party member critical health",
NextAction::array(0, new NextAction("healing wave on party", 27.0f), NULL))); NextAction::array(0, new NextAction("riptide on party", 31.0f), new NextAction("healing wave on party", 30.0f), NULL)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"party member low health", "party member low health",
NextAction::array(0, new NextAction("healing wave on party", 26.0f), NULL))); NextAction::array(0, new NextAction("riptide on party", 29.0f), new NextAction("healing wave on party", 28.0f), NULL)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"party member medium health", "party member medium health",
NextAction::array(0, new NextAction("healing wave on party", 25.0f), NULL))); NextAction::array(0, new NextAction("riptide on party", 27.0f), new NextAction("healing wave on party", 26.0f), NULL)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"party member almost full health", "party member almost full health",
NextAction::array(0, new NextAction("lesser healing wave on party", 24.0f), NULL))); NextAction::array(0, new NextAction("riptide on party", 25.0f), new NextAction("lesser healing wave on party", 24.0f), NULL)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode(
"medium aoe heal", "medium aoe heal",