Tank warrior aoe

This commit is contained in:
Yunfan Li
2024-01-07 15:32:51 +08:00
parent 8b77da2c37
commit 3372bee04f
4 changed files with 25 additions and 11 deletions

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@@ -39,15 +39,16 @@ WarrirorAoeStrategy::WarrirorAoeStrategy(PlayerbotAI* botAI) : CombatStrategy(bo
void WarrirorAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers) void WarrirorAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{ {
triggers.push_back(new TriggerNode("thunder clap on snare target", NextAction::array(0, new NextAction("thunder clap on snare target", ACTION_HIGH + 3), nullptr))); // triggers.push_back(new TriggerNode("thunder clap on snare target", NextAction::array(0, new NextAction("thunder clap on snare target", ACTION_HIGH + 3), nullptr)));
triggers.push_back(new TriggerNode("thunder clap", NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 10), nullptr))); // triggers.push_back(new TriggerNode("thunder clap", NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 10), nullptr)));
triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, triggers.push_back(new TriggerNode("light aoe", NextAction::array(0,
new NextAction("demoralizing shout", ACTION_HIGH + 1), new NextAction("thunder clap", ACTION_HIGH + 5),
new NextAction("shockwave", ACTION_HIGH + 4), new NextAction("shockwave", ACTION_HIGH + 4),
new NextAction("sweeping strikes", ACTION_HIGH + 3), new NextAction("sweeping strikes", ACTION_HIGH + 3),
new NextAction("bladestorm", ACTION_HIGH + 3), new NextAction("bladestorm", ACTION_HIGH + 3),
new NextAction("whirlwind", ACTION_HIGH + 2), new NextAction("whirlwind", ACTION_HIGH + 2),
new NextAction("cleave", ACTION_HIGH + 2), new NextAction("demoralizing shout without life time check", ACTION_HIGH + 1),
new NextAction("cleave", ACTION_HIGH),
nullptr))); nullptr)));
triggers.push_back(new TriggerNode("shockwave on snare target", NextAction::array(0, new NextAction("shockwave on snare target", ACTION_HIGH + 5), nullptr))); triggers.push_back(new TriggerNode("shockwave on snare target", NextAction::array(0, new NextAction("shockwave on snare target", ACTION_HIGH + 5), nullptr)));
triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("whirlwind", ACTION_HIGH + 10), nullptr))); 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
NextAction** TankWarriorStrategy::getDefaultActions() NextAction** TankWarriorStrategy::getDefaultActions()
{ {
return NextAction::array(0, return NextAction::array(0,
new NextAction("devastate", ACTION_DEFAULT + 0.2f), new NextAction("devastate", ACTION_DEFAULT + 0.3f),
new NextAction("revenge", ACTION_DEFAULT + 0.1f), new NextAction("revenge", ACTION_DEFAULT + 0.2f),
new NextAction("demoralizing shout", ACTION_DEFAULT + 0.1f),
new NextAction("melee", ACTION_DEFAULT), new NextAction("melee", ACTION_DEFAULT),
NULL); NULL);
} }
@@ -60,9 +61,9 @@ void TankWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
GenericWarriorStrategy::InitTriggers(triggers); GenericWarriorStrategy::InitTriggers(triggers);
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))); 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)));
triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("berserker stance", ACTION_MOVE + 14), nullptr))); // triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("berserker stance", ACTION_MOVE + 14), nullptr)));
triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("intercept", ACTION_MOVE + 13), nullptr))); // triggers.push_back(new TriggerNode("intercept and rage", NextAction::array(0, new NextAction("intercept", ACTION_MOVE + 13), nullptr)));
triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("battle stance", ACTION_MOVE + 12), nullptr))); // triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("battle stance", ACTION_MOVE + 12), nullptr)));
triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("thunder clap", ACTION_MOVE + 11), nullptr))); triggers.push_back(new TriggerNode("thunder clap and rage", NextAction::array(0, new NextAction("thunder clap", ACTION_MOVE + 11), nullptr)));
triggers.push_back(new TriggerNode("defensive stance", NextAction::array(0, new NextAction("defensive stance", ACTION_HIGH + 9), nullptr))); triggers.push_back(new TriggerNode("defensive stance", NextAction::array(0, new NextAction("defensive stance", ACTION_HIGH + 9), nullptr)));
triggers.push_back(new TriggerNode("commanding shout", NextAction::array(0, new NextAction("commanding shout", ACTION_HIGH + 8), nullptr))); 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 @@
#ifndef _PLAYERBOT_WARRIORACTIONS_H #ifndef _PLAYERBOT_WARRIORACTIONS_H
#define _PLAYERBOT_WARRIORACTIONS_H #define _PLAYERBOT_WARRIORACTIONS_H
#include "AiObject.h"
#include "GenericSpellActions.h" #include "GenericSpellActions.h"
#include "Player.h" #include "Player.h"
#include "PlayerbotAI.h" #include "PlayerbotAI.h"
@@ -19,6 +20,15 @@ BUFF_ACTION(CastBerserkerStanceAction, "berserker stance");
BUFF_ACTION(CastBattleShoutAction, "battle shout"); BUFF_ACTION(CastBattleShoutAction, "battle shout");
MELEE_ACTION_U(CastBattleShoutTauntAction, "battle shout", CastSpellAction::isUseful()); // useful to rebuff MELEE_ACTION_U(CastBattleShoutTauntAction, "battle shout", CastSpellAction::isUseful()); // useful to rebuff
DEBUFF_ACTION_R(CastDemoralizingShoutAction, "demoralizing shout", 8.0f); // low range debuff DEBUFF_ACTION_R(CastDemoralizingShoutAction, "demoralizing shout", 8.0f); // low range debuff
class CastDemoralizingShoutWithoutLifeTimeCheckAction : public CastDebuffSpellAction
{
public:
CastDemoralizingShoutWithoutLifeTimeCheckAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "demoralizing shout", false, 0.0f) \
{
range = 8.0f;
}
};
MELEE_ACTION(CastChallengingShoutAction, "challenging shout"); MELEE_ACTION(CastChallengingShoutAction, "challenging shout");
DEBUFF_ACTION_R(CastIntimidatingShoutAction, "intimidating shout", 8.0f); DEBUFF_ACTION_R(CastIntimidatingShoutAction, "intimidating shout", 8.0f);
// shouts 2.4.3 // shouts 2.4.3
@@ -36,7 +46,7 @@ class CastRendOnAttackerAction : public CastDebuffSpellOnMeleeAttackerAction
CastRendOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnMeleeAttackerAction(botAI, "rend") {} CastRendOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnMeleeAttackerAction(botAI, "rend") {}
}; };
DEBUFF_ACTION_R(CastThunderClapAction, "thunder clap", 8.0f); MELEE_ACTION(CastThunderClapAction, "thunder clap");
SNARE_ACTION(CastThunderClapSnareAction, "thunder clap"); SNARE_ACTION(CastThunderClapSnareAction, "thunder clap");
SNARE_ACTION(CastHamstringAction, "hamstring"); SNARE_ACTION(CastHamstringAction, "hamstring");
MELEE_ACTION(CastOverpowerAction, "overpower"); MELEE_ACTION(CastOverpowerAction, "overpower");

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@@ -172,6 +172,7 @@ class WarriorAiObjectContextInternal : public NamedObjectContext<Action>
creators["heroic strike"] = &WarriorAiObjectContextInternal::heroic_strike; creators["heroic strike"] = &WarriorAiObjectContextInternal::heroic_strike;
creators["intimidating shout"] = &WarriorAiObjectContextInternal::intimidating_shout; creators["intimidating shout"] = &WarriorAiObjectContextInternal::intimidating_shout;
creators["demoralizing shout"] = &WarriorAiObjectContextInternal::demoralizing_shout; creators["demoralizing shout"] = &WarriorAiObjectContextInternal::demoralizing_shout;
creators["demoralizing shout without life time check"] = &WarriorAiObjectContextInternal::demoralizing_shout_without_life_time_check;
creators["challenging shout"] = &WarriorAiObjectContextInternal::challenging_shout; creators["challenging shout"] = &WarriorAiObjectContextInternal::challenging_shout;
creators["shield wall"] = &WarriorAiObjectContextInternal::shield_wall; creators["shield wall"] = &WarriorAiObjectContextInternal::shield_wall;
creators["battle shout"] = &WarriorAiObjectContextInternal::battle_shout; creators["battle shout"] = &WarriorAiObjectContextInternal::battle_shout;
@@ -245,6 +246,7 @@ class WarriorAiObjectContextInternal : public NamedObjectContext<Action>
static Action* heroic_strike(PlayerbotAI* botAI) { return new CastHeroicStrikeAction(botAI); } static Action* heroic_strike(PlayerbotAI* botAI) { return new CastHeroicStrikeAction(botAI); }
static Action* intimidating_shout(PlayerbotAI* botAI) { return new CastIntimidatingShoutAction(botAI); } static Action* intimidating_shout(PlayerbotAI* botAI) { return new CastIntimidatingShoutAction(botAI); }
static Action* demoralizing_shout(PlayerbotAI* botAI) { return new CastDemoralizingShoutAction(botAI); } static Action* demoralizing_shout(PlayerbotAI* botAI) { return new CastDemoralizingShoutAction(botAI); }
static Action* demoralizing_shout_without_life_time_check(PlayerbotAI* botAI) { return new CastDemoralizingShoutWithoutLifeTimeCheckAction(botAI); }
static Action* challenging_shout(PlayerbotAI* botAI) { return new CastChallengingShoutAction(botAI); } static Action* challenging_shout(PlayerbotAI* botAI) { return new CastChallengingShoutAction(botAI); }
static Action* shield_wall(PlayerbotAI* botAI) { return new CastShieldWallAction(botAI); } static Action* shield_wall(PlayerbotAI* botAI) { return new CastShieldWallAction(botAI); }
static Action* battle_shout(PlayerbotAI* botAI) { return new CastBattleShoutAction(botAI); } static Action* battle_shout(PlayerbotAI* botAI) { return new CastBattleShoutAction(botAI); }