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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Tank warrior aoe
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@@ -39,15 +39,16 @@ WarrirorAoeStrategy::WarrirorAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(bo
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void WarrirorAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("thunder clap on snare target", NextAction::array(0, new NextAction("thunder clap on snare target", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("thunder clap", NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 10), nullptr)));
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// triggers.push_back(new TriggerNode("thunder clap on snare target", NextAction::array(0, new NextAction("thunder clap on snare target", ACTION_HIGH + 3), nullptr)));
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// triggers.push_back(new TriggerNode("thunder clap", NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 10), nullptr)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0,
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new NextAction("demoralizing shout", ACTION_HIGH + 1),
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new NextAction("thunder clap", ACTION_HIGH + 5),
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new NextAction("shockwave", ACTION_HIGH + 4),
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new NextAction("sweeping strikes", ACTION_HIGH + 3),
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new NextAction("bladestorm", ACTION_HIGH + 3),
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new NextAction("whirlwind", ACTION_HIGH + 2),
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new NextAction("cleave", ACTION_HIGH + 2),
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new NextAction("demoralizing shout without life time check", ACTION_HIGH + 1),
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new NextAction("cleave", ACTION_HIGH),
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nullptr)));
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triggers.push_back(new TriggerNode("shockwave on snare target", NextAction::array(0, new NextAction("shockwave on snare target", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("whirlwind", ACTION_HIGH + 10), nullptr)));
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@@ -49,8 +49,9 @@ TankWarriorStrategy::TankWarriorStrategy(PlayerbotAI* botAI) : GenericWarriorStr
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NextAction** TankWarriorStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("devastate", ACTION_DEFAULT + 0.2f),
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new NextAction("revenge", ACTION_DEFAULT + 0.1f),
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new NextAction("devastate", ACTION_DEFAULT + 0.3f),
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new NextAction("revenge", ACTION_DEFAULT + 0.2f),
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new NextAction("demoralizing shout", ACTION_DEFAULT + 0.1f),
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new NextAction("melee", ACTION_DEFAULT),
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NULL);
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}
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@@ -60,9 +61,9 @@ void TankWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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GenericWarriorStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("heroic throw", ACTION_MOVE + 11), new NextAction("charge", ACTION_MOVE + 10), nullptr)));
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triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("berserker stance", ACTION_MOVE + 14), nullptr)));
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triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("intercept", ACTION_MOVE + 13), nullptr)));
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triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("battle stance", ACTION_MOVE + 12), nullptr)));
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// triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("berserker stance", ACTION_MOVE + 14), nullptr)));
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// triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("intercept", ACTION_MOVE + 13), nullptr)));
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// triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("battle stance", ACTION_MOVE + 12), nullptr)));
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triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("thunder clap", ACTION_MOVE + 11), nullptr)));
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triggers.push_back(new TriggerNode("defensive stance", NextAction::array(0, new NextAction("defensive stance", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode("commanding shout", NextAction::array(0, new NextAction("commanding shout", ACTION_HIGH + 8), nullptr)));
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@@ -5,6 +5,7 @@
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#ifndef _PLAYERBOT_WARRIORACTIONS_H
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#define _PLAYERBOT_WARRIORACTIONS_H
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#include "AiObject.h"
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#include "GenericSpellActions.h"
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#include "Player.h"
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#include "PlayerbotAI.h"
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@@ -18,7 +19,16 @@ BUFF_ACTION(CastBerserkerStanceAction, "berserker stance");
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// shouts
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BUFF_ACTION(CastBattleShoutAction, "battle shout");
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MELEE_ACTION_U(CastBattleShoutTauntAction, "battle shout", CastSpellAction::isUseful()); // useful to rebuff
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DEBUFF_ACTION_R(CastDemoralizingShoutAction, "demoralizing shout", 8.0f); // low range debuff
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DEBUFF_ACTION_R(CastDemoralizingShoutAction, "demoralizing shout", 8.0f); // low range debuff
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class CastDemoralizingShoutWithoutLifeTimeCheckAction : public CastDebuffSpellAction
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{
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public:
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CastDemoralizingShoutWithoutLifeTimeCheckAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "demoralizing shout", false, 0.0f) \
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{
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range = 8.0f;
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}
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};
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MELEE_ACTION(CastChallengingShoutAction, "challenging shout");
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DEBUFF_ACTION_R(CastIntimidatingShoutAction, "intimidating shout", 8.0f);
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// shouts 2.4.3
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@@ -36,7 +46,7 @@ class CastRendOnAttackerAction : public CastDebuffSpellOnMeleeAttackerAction
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CastRendOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnMeleeAttackerAction(botAI, "rend") {}
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};
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DEBUFF_ACTION_R(CastThunderClapAction, "thunder clap", 8.0f);
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MELEE_ACTION(CastThunderClapAction, "thunder clap");
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SNARE_ACTION(CastThunderClapSnareAction, "thunder clap");
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SNARE_ACTION(CastHamstringAction, "hamstring");
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MELEE_ACTION(CastOverpowerAction, "overpower");
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@@ -172,6 +172,7 @@ class WarriorAiObjectContextInternal : public NamedObjectContext<Action>
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creators["heroic strike"] = &WarriorAiObjectContextInternal::heroic_strike;
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creators["intimidating shout"] = &WarriorAiObjectContextInternal::intimidating_shout;
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creators["demoralizing shout"] = &WarriorAiObjectContextInternal::demoralizing_shout;
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creators["demoralizing shout without life time check"] = &WarriorAiObjectContextInternal::demoralizing_shout_without_life_time_check;
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creators["challenging shout"] = &WarriorAiObjectContextInternal::challenging_shout;
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creators["shield wall"] = &WarriorAiObjectContextInternal::shield_wall;
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creators["battle shout"] = &WarriorAiObjectContextInternal::battle_shout;
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@@ -245,6 +246,7 @@ class WarriorAiObjectContextInternal : public NamedObjectContext<Action>
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static Action* heroic_strike(PlayerbotAI* botAI) { return new CastHeroicStrikeAction(botAI); }
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static Action* intimidating_shout(PlayerbotAI* botAI) { return new CastIntimidatingShoutAction(botAI); }
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static Action* demoralizing_shout(PlayerbotAI* botAI) { return new CastDemoralizingShoutAction(botAI); }
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static Action* demoralizing_shout_without_life_time_check(PlayerbotAI* botAI) { return new CastDemoralizingShoutWithoutLifeTimeCheckAction(botAI); }
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static Action* challenging_shout(PlayerbotAI* botAI) { return new CastChallengingShoutAction(botAI); }
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static Action* shield_wall(PlayerbotAI* botAI) { return new CastShieldWallAction(botAI); }
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static Action* battle_shout(PlayerbotAI* botAI) { return new CastBattleShoutAction(botAI); }
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