fix hunter auto shot

This commit is contained in:
Yunfan Li
2023-07-30 15:46:11 +08:00
parent ced13e5370
commit 252b2f259c
6 changed files with 9 additions and 8 deletions

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@@ -120,7 +120,7 @@ bool AttackAction::Attack(Unit* target, bool with_pet /*true*/)
if (IsMovingAllowed() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target)) if (IsMovingAllowed() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target))
bot->SetFacingToObject(target); bot->SetFacingToObject(target);
bool attacked = bot->Attack(target, !botAI->IsRanged(bot)); bool attacked = bot->Attack(target, true);
botAI->ChangeEngine(BOT_STATE_COMBAT); botAI->ChangeEngine(BOT_STATE_COMBAT);
return attacked; return attacked;

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@@ -38,7 +38,7 @@ NextAction** DpsHunterStrategy::getDefaultActions()
new NextAction("arcane shot", 13.0f), new NextAction("arcane shot", 13.0f),
new NextAction("steady shot", 12.0f), new NextAction("steady shot", 12.0f),
new NextAction("auto shot", 10.0f), new NextAction("auto shot", 10.0f),
NULL); nullptr);
// return NextAction::array(0, new NextAction("explosive shot", 11.0f), new NextAction("auto shot", 10.0f), new NextAction("auto attack", 9.0f), nullptr); // 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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@@ -35,7 +35,7 @@ bool CastAutoShotAction::isUseful()
if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true)) if (botAI->IsInVehicle() && !botAI->IsInVehicle(false, false, true))
return false; return false;
return botAI->HasStrategy("ranged", BOT_STATE_COMBAT) && AI_VALUE(uint32, "active spell") != AI_VALUE2(uint32, "spell id", getName()); return AI_VALUE(uint32, "active spell") != AI_VALUE2(uint32, "spell id", getName());
} }
Value<Unit*>* CastScareBeastCcAction::GetTargetValue() Value<Unit*>* CastScareBeastCcAction::GetTargetValue()

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@@ -7,8 +7,9 @@
void HunterBuffDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers) void HunterBuffDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{ {
triggers.push_back(new TriggerNode("aspect of the hawk", NextAction::array(0, new NextAction("aspect of the dragonhawk", 90.0f), nullptr))); triggers.push_back(new TriggerNode("aspect of the hawk", NextAction::array(0,
triggers.push_back(new TriggerNode("aspect of the hawk", NextAction::array(0, new NextAction("aspect of the hawk", 90.0f), nullptr))); new NextAction("aspect of the dragonhawk", 90.0f),
new NextAction("aspect of the hawk", 89.0f),nullptr)));
} }
void HunterNatureResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers) void HunterNatureResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)

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@@ -17,7 +17,7 @@ class HealPriestStrategy : public GenericPriestStrategy
void InitTriggers(std::vector<TriggerNode*>& triggers) override; void InitTriggers(std::vector<TriggerNode*>& triggers) override;
NextAction** getDefaultActions() override; NextAction** getDefaultActions() override;
std::string const getName() override { return "heal"; } std::string const getName() override { return "heal"; }
uint32 GetType() const override { return STRATEGY_TYPE_HEAL; } uint32 GetType() const override { return STRATEGY_TYPE_HEAL | STRATEGY_TYPE_RANGED; }
}; };
#endif #endif

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@@ -17,7 +17,7 @@ class HolyPriestStrategy : public HealPriestStrategy
NextAction** getDefaultActions() override; NextAction** getDefaultActions() override;
void InitTriggers(std::vector<TriggerNode*>& triggers) override; void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "holy"; } std::string const getName() override { return "holy"; }
uint32 GetType() const override { return STRATEGY_TYPE_DPS|STRATEGY_TYPE_RANGED; } uint32 GetType() const override { return STRATEGY_TYPE_DPS | STRATEGY_TYPE_RANGED; }
}; };
#endif #endif