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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@@ -37,8 +37,8 @@ NextAction** DpsHunterStrategy::getDefaultActions()
new NextAction("aimed shot", 14.0f), new NextAction("aimed shot", 14.0f),
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