mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
[Spell] Healer spell enhancement
This commit is contained in:
@@ -202,9 +202,9 @@ bool Engine::DoNextAction(Unit* unit, uint32 depth, bool minimal)
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{
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LogAction("A:%s - PREREQ", action->getName().c_str());
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if (MultiplyAndPush(actionNode->getPrerequisites(), relevance + 0.02, false, event, "prereq"))
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if (MultiplyAndPush(actionNode->getPrerequisites(), relevance + 0.002f, false, event, "prereq"))
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{
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PushAgain(actionNode, relevance + 0.01, event);
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PushAgain(actionNode, relevance + 0.001f, event);
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continue;
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}
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}
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@@ -226,7 +226,7 @@ bool Engine::DoNextAction(Unit* unit, uint32 depth, bool minimal)
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else
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{
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LogAction("A:%s - FAILED", action->getName().c_str());
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MultiplyAndPush(actionNode->getAlternatives(), relevance + 0.03, false, event, "alt");
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MultiplyAndPush(actionNode->getAlternatives(), relevance + 0.003f, false, event, "alt");
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}
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}
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else
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@@ -246,7 +246,7 @@ bool Engine::DoNextAction(Unit* unit, uint32 depth, bool minimal)
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botAI->TellMasterNoFacing(out);
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}
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LogAction("A:%s - IMPOSSIBLE", action->getName().c_str());
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MultiplyAndPush(actionNode->getAlternatives(), relevance + 0.03, false, event, "alt");
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MultiplyAndPush(actionNode->getAlternatives(), relevance + 0.003f, false, event, "alt");
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}
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}
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else
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@@ -38,7 +38,7 @@ bool TogglePetSpellAutoCastAction::Execute(Event event)
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bool shouldApply = true;
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// imp's spell, felhunte's intelligence, cat stealth
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if (spellId == 4511 || spellId == 1742 || spellId == 54424 || spellId == 57564 || spellId == 57565 ||
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spellId == 57566 || spellId == 57567 || spellId == 24450 || spellId == 53477)
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spellId == 57566 || spellId == 57567 || spellId == 24450)
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{
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shouldApply = false;
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}
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@@ -196,8 +196,8 @@ bool CastEnchantItemAction::isPossible()
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}
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CastHealingSpellAction::CastHealingSpellAction(PlayerbotAI* botAI, std::string const spell, uint8 estAmount,
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HealingManaEfficiency manaEfficiency)
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: CastAuraSpellAction(botAI, spell, true), estAmount(estAmount), manaEfficiency(manaEfficiency)
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HealingManaEfficiency manaEfficiency, bool isOwner)
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: CastAuraSpellAction(botAI, spell, isOwner), estAmount(estAmount), manaEfficiency(manaEfficiency)
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{
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range = botAI->GetRange("heal");
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}
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@@ -129,7 +129,7 @@ class CastHealingSpellAction : public CastAuraSpellAction
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{
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public:
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CastHealingSpellAction(PlayerbotAI* botAI, std::string const spell, uint8 estAmount = 15.0f,
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HealingManaEfficiency manaEfficiency = HealingManaEfficiency::MEDIUM);
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HealingManaEfficiency manaEfficiency = HealingManaEfficiency::MEDIUM, bool isOwner = true);
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std::string const GetTargetName() override { return "self target"; }
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bool isUseful() override;
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@@ -177,8 +177,8 @@ class HealPartyMemberAction : public CastHealingSpellAction, public PartyMemberA
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{
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public:
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HealPartyMemberAction(PlayerbotAI* botAI, std::string const spell, uint8 estAmount = 15.0f,
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HealingManaEfficiency manaEfficiency = HealingManaEfficiency::MEDIUM)
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: CastHealingSpellAction(botAI, spell, estAmount, manaEfficiency), PartyMemberActionNameSupport(spell)
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HealingManaEfficiency manaEfficiency = HealingManaEfficiency::MEDIUM, bool isOwner = true)
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: CastHealingSpellAction(botAI, spell, estAmount, manaEfficiency, isOwner), PartyMemberActionNameSupport(spell)
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{
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}
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@@ -47,4 +47,35 @@ bool CastRebirthAction::isUseful()
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{
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return CastSpellAction::isUseful() &&
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AI_VALUE2(float, "distance", GetTargetName()) <= sPlayerbotAIConfig->spellDistance;
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}
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Unit* CastRejuvenationOnNotFullAction::GetTarget()
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{
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Group* group = bot->GetGroup();
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MinValueCalculator calc(100);
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for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
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{
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Player* player = gref->GetSource();
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if (!player)
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continue;
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if (player->isDead() || player->IsFullHealth())
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{
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continue;
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}
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if (player->GetDistance2d(bot) > sPlayerbotAIConfig->spellDistance)
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{
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continue;
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}
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if (botAI->HasAura("rejuvenation", player))
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{
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continue;
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}
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calc.probe(player->GetHealthPct(), player);
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}
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return (Unit*)calc.param;
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}
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bool CastRejuvenationOnNotFullAction::isUseful()
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{
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return GetTarget();
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}
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@@ -311,4 +311,16 @@ public:
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CastEnrageAction(PlayerbotAI* ai) : CastBuffSpellAction(ai, "enrage") {}
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};
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class CastRejuvenationOnNotFullAction : public HealPartyMemberAction
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{
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public:
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CastRejuvenationOnNotFullAction(PlayerbotAI* ai)
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: HealPartyMemberAction(ai, "rejuvenation", 5.0f, HealingManaEfficiency::VERY_HIGH)
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{
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}
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bool isUseful() override;
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Unit* GetTarget() override;
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};
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#endif
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@@ -209,6 +209,7 @@ public:
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creators["healing touch"] = &DruidAiObjectContextInternal::healing_touch;
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creators["regrowth on party"] = &DruidAiObjectContextInternal::regrowth_on_party;
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creators["rejuvenation on party"] = &DruidAiObjectContextInternal::rejuvenation_on_party;
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creators["rejuvenation on not full"] = &DruidAiObjectContextInternal::rejuvenation_on_not_full;
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creators["healing touch on party"] = &DruidAiObjectContextInternal::healing_touch_on_party;
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creators["rebirth"] = &DruidAiObjectContextInternal::rebirth;
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creators["revive"] = &DruidAiObjectContextInternal::revive;
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@@ -295,6 +296,7 @@ private:
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static Action* healing_touch(PlayerbotAI* botAI) { return new CastHealingTouchAction(botAI); }
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static Action* regrowth_on_party(PlayerbotAI* botAI) { return new CastRegrowthOnPartyAction(botAI); }
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static Action* rejuvenation_on_party(PlayerbotAI* botAI) { return new CastRejuvenationOnPartyAction(botAI); }
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static Action* rejuvenation_on_not_full(PlayerbotAI* botAI) { return new CastRejuvenationOnNotFullAction(botAI); }
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static Action* healing_touch_on_party(PlayerbotAI* botAI) { return new CastHealingTouchOnPartyAction(botAI); }
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static Action* rebirth(PlayerbotAI* botAI) { return new CastRebirthAction(botAI); }
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static Action* revive(PlayerbotAI* botAI) { return new CastReviveAction(botAI); }
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@@ -164,9 +164,10 @@ void DruidAssistDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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new NextAction("starfire", ACTION_DEFAULT),
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nullptr)));
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triggers.push_back(
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new TriggerNode("medium aoe and healer should attack",
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NextAction::array(0,
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new NextAction("hurricane", ACTION_DEFAULT + 0.7f),
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nullptr)));
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// long cast time
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// triggers.push_back(
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// new TriggerNode("medium aoe and healer should attack",
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// NextAction::array(0,
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// new NextAction("hurricane", ACTION_DEFAULT + 0.7f),
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// nullptr)));
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}
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@@ -70,8 +70,8 @@ void HealDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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NextAction::array(0,
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new NextAction("tree form", ACTION_CRITICAL_HEAL + 4.1f),
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new NextAction("swiftmend on party", ACTION_CRITICAL_HEAL + 4),
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new NextAction("wild growth on party", ACTION_CRITICAL_HEAL + 3),
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new NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 2),
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new NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 3),
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new NextAction("wild growth on party", ACTION_CRITICAL_HEAL + 2),
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new NextAction("nourish on party", ACTION_CRITICAL_HEAL + 1),
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// new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 0),
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nullptr)));
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@@ -80,36 +80,46 @@ void HealDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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new TriggerNode("party member critical health",
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NextAction::array(0, new NextAction("nature's swiftness", ACTION_CRITICAL_HEAL + 4), nullptr)));
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triggers.push_back(new TriggerNode(
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"group heal setting",
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NextAction::array(0,
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new NextAction("tree form", ACTION_MEDIUM_HEAL + 2.3f),
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 2.2f),
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new NextAction("rejuvenation on not full", ACTION_MEDIUM_HEAL + 2.1f),
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nullptr)));
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triggers.push_back(
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new TriggerNode("medium group heal occasion",
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NextAction::array(0, new NextAction("tranquility", ACTION_CRITICAL_HEAL + 5), nullptr)));
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new TriggerNode("medium group heal setting",
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NextAction::array(0,
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new NextAction("tree form", ACTION_CRITICAL_HEAL + 0.6f),
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new NextAction("tranquility", ACTION_CRITICAL_HEAL + 0.5f), nullptr)));
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// LOW
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triggers.push_back(
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new TriggerNode("party member low health",
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NextAction::array(0, new NextAction("tree form", ACTION_MEDIUM_HEAL + 9.1f),
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 9),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 8),
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new NextAction("swiftmend on party", ACTION_MEDIUM_HEAL + 7),
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new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 6),
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NextAction::array(0, new NextAction("tree form", ACTION_MEDIUM_HEAL + 1.5f),
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 1.4f),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1.3f),
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new NextAction("swiftmend on party", ACTION_MEDIUM_HEAL + 1.2),
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new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 1.1f),
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nullptr)));
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// MEDIUM
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triggers.push_back(
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new TriggerNode("party member medium health",
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NextAction::array(0,
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new NextAction("tree form", ACTION_MEDIUM_HEAL + 4.1f),
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 4),
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new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
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new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 1), nullptr)));
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new NextAction("tree form", ACTION_MEDIUM_HEAL + 0.5f),
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new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 0.4f),
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new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 0.3f),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 0.2f),
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new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 0.1f), nullptr)));
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// almost full
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triggers.push_back(
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new TriggerNode("party member almost full health",
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NextAction::array(0, new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3),
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new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2),
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new NextAction("regrowth on party", ACTION_LIGHT_HEAL + 1), nullptr)));
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NextAction::array(0, new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 0.3f),
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new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 0.2f),
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new NextAction("regrowth on party", ACTION_LIGHT_HEAL + 0.1f), nullptr)));
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triggers.push_back(
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new TriggerNode("medium mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 5), nullptr)));
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@@ -49,7 +49,7 @@ void HealPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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NextAction::array(0, new NextAction("reach party member to heal", ACTION_EMERGENCY + 3), nullptr)));
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triggers.push_back(
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new TriggerNode("medium group heal occasion",
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new TriggerNode("medium group heal setting",
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NextAction::array(0, new NextAction("divine sacrifice", ACTION_CRITICAL_HEAL + 5),
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new NextAction("avenging wrath", ACTION_HIGH + 4),
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nullptr)));
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@@ -106,7 +106,7 @@ void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode(
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"righteous fury", NextAction::array(0, new NextAction("righteous fury", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(
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new TriggerNode("medium group heal occasion",
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new TriggerNode("medium group heal setting",
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NextAction::array(0, new NextAction("divine sacrifice", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode(
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"enough mana", NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 4), nullptr)));
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@@ -35,33 +35,39 @@ void HealPriestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode(
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"group heal setting",
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NextAction::array(0, new NextAction("power word: shield on almost full health below", ACTION_MEDIUM_HEAL + 7),
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NextAction::array(0,
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new NextAction("prayer of mending on party", ACTION_MEDIUM_HEAL + 8),
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new NextAction("power word: shield on not full", ACTION_MEDIUM_HEAL + 7),
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nullptr)));
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triggers.push_back(new TriggerNode(
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"medium group heal occasion",
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NextAction::array(0, new NextAction("divine hymn", ACTION_CRITICAL_HEAL + 6),
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new NextAction("prayer of healing on party", ACTION_CRITICAL_HEAL + 5), nullptr)));
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"medium group heal setting",
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NextAction::array(0, new NextAction("divine hymn", ACTION_CRITICAL_HEAL + 7),
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new NextAction("prayer of mending on party", ACTION_CRITICAL_HEAL + 6),
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new NextAction("power word: shield on not full", ACTION_CRITICAL_HEAL + 5),
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new NextAction("prayer of healing on party", ACTION_CRITICAL_HEAL + 4),
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nullptr)));
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triggers.push_back(new TriggerNode(
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"party member critical health",
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NextAction::array(0, new NextAction("power word: shield on party", ACTION_CRITICAL_HEAL + 6),
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NextAction::array(0, new NextAction("power word: shield on party", ACTION_CRITICAL_HEAL + 5),
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new NextAction("penance on party", ACTION_CRITICAL_HEAL + 4),
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new NextAction("flash heal on party", ACTION_CRITICAL_HEAL + 3),
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new NextAction("prayer of mending on party", ACTION_CRITICAL_HEAL + 2), nullptr)));
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new NextAction("prayer of mending on party", ACTION_CRITICAL_HEAL + 3),
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new NextAction("flash heal on party", ACTION_CRITICAL_HEAL + 2),
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nullptr)));
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triggers.push_back(
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new TriggerNode("party member low health",
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NextAction::array(0, new NextAction("power word: shield on party", ACTION_MEDIUM_HEAL + 4),
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new NextAction("prayer of mending on party", ACTION_MEDIUM_HEAL + 3),
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new NextAction("penance on party", ACTION_MEDIUM_HEAL + 2),
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new NextAction("prayer of mending on party", ACTION_MEDIUM_HEAL + 1),
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new NextAction("flash heal on party", ACTION_MEDIUM_HEAL + 0), nullptr)));
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triggers.push_back(
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new TriggerNode("party member medium health",
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NextAction::array(0, new NextAction("power word: shield on party", ACTION_LIGHT_HEAL + 9),
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new NextAction("penance on party", ACTION_LIGHT_HEAL + 7),
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new NextAction("prayer of mending on party", ACTION_LIGHT_HEAL + 6),
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new NextAction("prayer of mending on party", ACTION_LIGHT_HEAL + 7),
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new NextAction("penance on party", ACTION_LIGHT_HEAL + 6),
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new NextAction("flash heal on party", ACTION_LIGHT_HEAL + 5),
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// new NextAction("renew on party", ACTION_LIGHT_HEAL + 8),
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nullptr)));
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@@ -70,7 +76,9 @@ void HealPriestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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new TriggerNode("party member almost full health",
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NextAction::array(0,
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// new NextAction("penance on party", ACTION_LIGHT_HEAL + 3),
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new NextAction("renew on party", ACTION_LIGHT_HEAL + 2), NULL)));
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new NextAction("prayer of mending on party", ACTION_LIGHT_HEAL + 2),
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new NextAction("renew on party", ACTION_LIGHT_HEAL + 1),
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nullptr)));
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// triggers.push_back(new TriggerNode("almost full health", NextAction::array(0, new NextAction("renew", 43.f),
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// nullptr))); triggers.push_back(new TriggerNode("party member almost full health", NextAction::array(0, new
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@@ -64,40 +64,48 @@ void HolyHealPriestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(
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new TriggerNode("group heal setting",
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NextAction::array(0, new NextAction("circle of healing on party", ACTION_MEDIUM_HEAL + 8), nullptr)));
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NextAction::array(0,
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new NextAction("prayer of mending on party", ACTION_MEDIUM_HEAL + 9),
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new NextAction("circle of healing on party", ACTION_MEDIUM_HEAL + 8), nullptr)));
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triggers.push_back(new TriggerNode(
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"medium group heal occasion",
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NextAction::array(0, new NextAction("divine hymn", ACTION_CRITICAL_HEAL + 6),
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new NextAction("prayer of healing on party", ACTION_CRITICAL_HEAL + 5), nullptr)));
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"medium group heal setting",
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NextAction::array(0, new NextAction("divine hymn", ACTION_CRITICAL_HEAL + 7),
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new NextAction("prayer of mending on party", ACTION_CRITICAL_HEAL + 6),
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new NextAction("circle of healing on party", ACTION_CRITICAL_HEAL + 5),
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new NextAction("prayer of healing on party", ACTION_CRITICAL_HEAL + 4), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member critical health",
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NextAction::array(0,
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new NextAction("guardian spirit on party", ACTION_CRITICAL_HEAL + 6),
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new NextAction("power word: shield on party", ACTION_CRITICAL_HEAL + 5),
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new NextAction("flash heal on party", ACTION_CRITICAL_HEAL + 3),
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new NextAction("prayer of mending on party", ACTION_CRITICAL_HEAL + 2), nullptr)));
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new NextAction("prayer of mending on party", ACTION_CRITICAL_HEAL + 3),
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new NextAction("greater heal on party", ACTION_MEDIUM_HEAL + 2),
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new NextAction("flash heal on party", ACTION_CRITICAL_HEAL + 1),
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nullptr)));
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triggers.push_back(
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new TriggerNode("party member low health",
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NextAction::array(0, new NextAction("circle of healing on party", ACTION_MEDIUM_HEAL + 4),
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new NextAction("greater heal on party", ACTION_MEDIUM_HEAL + 3),
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new NextAction("prayer of mending on party", ACTION_MEDIUM_HEAL + 2),
|
||||
new NextAction("prayer of mending on party", ACTION_MEDIUM_HEAL + 3),
|
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new NextAction("greater heal on party", ACTION_MEDIUM_HEAL + 2),
|
||||
new NextAction("flash heal on party", ACTION_MEDIUM_HEAL + 1), nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("party member medium health",
|
||||
NextAction::array(0, new NextAction("circle of healing on party", ACTION_LIGHT_HEAL + 7),
|
||||
new NextAction("prayer of mending on party", ACTION_LIGHT_HEAL + 6),
|
||||
new NextAction("flash heal on party", ACTION_LIGHT_HEAL + 5),
|
||||
new NextAction("greater heal on party", ACTION_MEDIUM_HEAL + 5),
|
||||
new NextAction("flash heal on party", ACTION_LIGHT_HEAL + 4),
|
||||
// new NextAction("renew on party", ACTION_LIGHT_HEAL + 8),
|
||||
nullptr)));
|
||||
|
||||
triggers.push_back(
|
||||
new TriggerNode("party member almost full health",
|
||||
NextAction::array(0, new NextAction("renew on party", ACTION_LIGHT_HEAL + 2),
|
||||
// new NextAction("flash heal on party", ACTION_LIGHT_HEAL + 1),
|
||||
NextAction::array(0,
|
||||
new NextAction("renew on party", ACTION_LIGHT_HEAL + 2),
|
||||
new NextAction("prayer of mending on party", ACTION_LIGHT_HEAL + 1),
|
||||
nullptr)));
|
||||
|
||||
triggers.push_back(new TriggerNode(
|
||||
|
||||
@@ -175,6 +175,8 @@ public:
|
||||
creators["power word: shield on party"] = &PriestAiObjectContextInternal::power_word_shield_on_party;
|
||||
creators["power word: shield on almost full health below"] =
|
||||
&PriestAiObjectContextInternal::power_word_shield_on_almost_full_health_below;
|
||||
creators["power word: shield on not full"] =
|
||||
&PriestAiObjectContextInternal::power_word_shield_on_not_full;
|
||||
creators["renew"] = &PriestAiObjectContextInternal::renew;
|
||||
creators["renew on party"] = &PriestAiObjectContextInternal::renew_on_party;
|
||||
creators["greater heal"] = &PriestAiObjectContextInternal::greater_heal;
|
||||
@@ -285,7 +287,11 @@ private:
|
||||
}
|
||||
static Action* power_word_shield_on_almost_full_health_below(PlayerbotAI* ai)
|
||||
{
|
||||
return new CastPowerWordShieldOnAlmostFullHealthBelow(ai);
|
||||
return new CastPowerWordShieldOnAlmostFullHealthBelowAction(ai);
|
||||
}
|
||||
static Action* power_word_shield_on_not_full(PlayerbotAI* ai)
|
||||
{
|
||||
return new CastPowerWordShieldOnNotFullAction(ai);
|
||||
}
|
||||
static Action* renew(PlayerbotAI* botAI) { return new CastRenewAction(botAI); }
|
||||
static Action* renew_on_party(PlayerbotAI* botAI) { return new CastRenewOnPartyAction(botAI); }
|
||||
|
||||
@@ -140,7 +140,7 @@ public:
|
||||
creators["almost full aoe heal"] = &TriggerContext::almost_full_aoe_heal;
|
||||
|
||||
creators["group heal setting"] = &TriggerContext::group_heal_occasion;
|
||||
creators["medium group heal occasion"] = &TriggerContext::medium_group_heal_occasion;
|
||||
creators["medium group heal setting"] = &TriggerContext::medium_group_heal_occasion;
|
||||
creators["invalid target"] = &TriggerContext::invalid_target;
|
||||
creators["lfg proposal active"] = &TriggerContext::lfg_proposal_active;
|
||||
|
||||
@@ -250,7 +250,7 @@ private:
|
||||
}
|
||||
static Trigger* medium_group_heal_occasion(PlayerbotAI* ai)
|
||||
{
|
||||
return new AoeInGroupTrigger(ai, "medium group heal occasion", "medium");
|
||||
return new AoeInGroupTrigger(ai, "medium group heal setting", "medium");
|
||||
}
|
||||
static Trigger* target_changed(PlayerbotAI* botAI) { return new TargetChangedTrigger(botAI); }
|
||||
static Trigger* swimming(PlayerbotAI* botAI) { return new IsSwimmingTrigger(botAI); }
|
||||
|
||||
Reference in New Issue
Block a user