mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
fix hunter auto shot
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@@ -120,7 +120,7 @@ bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
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if (IsMovingAllowed() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target))
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if (IsMovingAllowed() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target))
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bot->SetFacingToObject(target);
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bot->SetFacingToObject(target);
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bool attacked = bot->Attack(target, !botAI->IsRanged(bot));
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bool attacked = bot->Attack(target, true);
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botAI->ChangeEngine(BOT_STATE_COMBAT);
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botAI->ChangeEngine(BOT_STATE_COMBAT);
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return attacked;
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return attacked;
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@@ -38,7 +38,7 @@ NextAction** DpsHunterStrategy::getDefaultActions()
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new NextAction("arcane shot", 13.0f),
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new NextAction("arcane shot", 13.0f),
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new NextAction("steady shot", 12.0f),
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new NextAction("steady shot", 12.0f),
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new NextAction("auto shot", 10.0f),
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new NextAction("auto shot", 10.0f),
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NULL);
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nullptr);
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// return NextAction::array(0, new NextAction("explosive shot", 11.0f), new NextAction("auto shot", 10.0f), new NextAction("auto attack", 9.0f), nullptr);
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// return NextAction::array(0, new NextAction("explosive shot", 11.0f), new NextAction("auto shot", 10.0f), new NextAction("auto attack", 9.0f), nullptr);
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}
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}
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@@ -35,7 +35,7 @@ bool CastAutoShotAction::isUseful()
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if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true))
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if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true))
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return false;
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return false;
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return botAI->HasStrategy("ranged", BOT_STATE_COMBAT) && AI_VALUE(uint32, "active spell") != AI_VALUE2(uint32, "spell id", getName());
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return AI_VALUE(uint32, "active spell") != AI_VALUE2(uint32, "spell id", getName());
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}
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}
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Value<Unit*>* CastScareBeastCcAction::GetTargetValue()
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Value<Unit*>* CastScareBeastCcAction::GetTargetValue()
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@@ -7,8 +7,9 @@
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void HunterBuffDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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void HunterBuffDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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{
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triggers.push_back(new TriggerNode("aspect of the hawk", NextAction::array(0, new NextAction("aspect of the dragonhawk", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("aspect of the hawk", NextAction::array(0,
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triggers.push_back(new TriggerNode("aspect of the hawk", NextAction::array(0, new NextAction("aspect of the hawk", 90.0f), nullptr)));
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new NextAction("aspect of the dragonhawk", 90.0f),
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new NextAction("aspect of the hawk", 89.0f),nullptr)));
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}
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}
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void HunterNatureResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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void HunterNatureResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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@@ -17,7 +17,7 @@ class HealPriestStrategy : public GenericPriestStrategy
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void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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NextAction** getDefaultActions() override;
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NextAction** getDefaultActions() override;
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std::string const getName() override { return "heal"; }
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std::string const getName() override { return "heal"; }
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uint32 GetType() const override { return STRATEGY_TYPE_HEAL; }
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uint32 GetType() const override { return STRATEGY_TYPE_HEAL | STRATEGY_TYPE_RANGED; }
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};
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};
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#endif
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#endif
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