Raise flee action relevance

This commit is contained in:
Yunfan Li
2023-12-22 00:05:09 +08:00
parent a442821745
commit 111109b112
10 changed files with 13 additions and 13 deletions

View File

@@ -89,7 +89,7 @@ void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("hunters pet low health", NextAction::array(0, new NextAction("mend pet", ACTION_HIGH + 2), nullptr)));
// triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("switch to melee", ACTION_HIGH + 1), new NextAction("say::no ammo", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("aspect of the viper", NextAction::array(0, new NextAction("aspect of the viper", ACTION_HIGH), NULL)));
triggers.push_back(new TriggerNode("enemy too close for shoot", NextAction::array(0, new NextAction("flee", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode("enemy too close for shoot", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
triggers.push_back(new TriggerNode("misdirection on main tank", NextAction::array(0, new NextAction("misdirection on main tank", ACTION_HIGH + 7), NULL)));
triggers.push_back(new TriggerNode("tranquilizing shot", NextAction::array(0, new NextAction("tranquilizing shot", 61.0f), NULL)));