Proper FoF combo, non-arbitrary weightings

This commit is contained in:
Bobblybook
2024-07-22 21:53:02 +10:00
parent adf1411a01
commit 5635b90bbe

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@@ -14,7 +14,6 @@ public:
creators["ice barrier"] = &ice_barrier;
creators["summon water elemental"] = &summon_water_elemental;
creators["deep freeze"] = &deep_freeze;
creators["frostbolt and deep freeze"] = &frostbolt_and_deep_freeze;
}
private:
static ActionNode* cold_snap([[maybe_unused]] PlayerbotAI* botAI)
@@ -48,16 +47,6 @@ private:
/*A*/ NextAction::array(0, new NextAction("ice lance"), nullptr),
/*C*/ nullptr);
}
static ActionNode* frostbolt_and_deep_freeze([[maybe_unused]] PlayerbotAI* botAI)
// Combo cast the last charge of fingers of frost for double crits.
// Should only do this on the final charge of FoF.
{
return new ActionNode ("frostbolt",
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ NextAction::array(0, new NextAction("deep freeze"), nullptr));
}
};
FrostMageStrategy::FrostMageStrategy(PlayerbotAI* botAI) : GenericMageStrategy(botAI)
@@ -81,15 +70,20 @@ void FrostMageStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
// No logic currently for cold snap usage.. possibly use right after icy veins drops off?
// triggers.push_back(new TriggerNode("cold snap", NextAction::array(0, new NextAction("cold snap", 50.0f), nullptr)));
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon water elemental", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("ice barrier", NextAction::array(0, new NextAction("ice barrier", 30.0f), nullptr)));
triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon water elemental", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("ice barrier", NextAction::array(0, new NextAction("ice barrier", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("brain freeze", NextAction::array(0, new NextAction("frostfire bolt", 60.0f), nullptr)));
triggers.push_back(new TriggerNode("fingers of frost single", NextAction::array(0, new NextAction("frostbolt and deep freeze", 20.0f), nullptr)));
// Combo cast the last charge of fingers of frost for double crits.
// Should only do this on the final charge of FoF.
triggers.push_back(new TriggerNode("fingers of frost single", NextAction::array(0,
new NextAction("frostbolt", ACTION_NORMAL + 2),
new NextAction("deep freeze", ACTION_NORMAL + 1),
nullptr)));
// May not need this, frostbolt is the default action so probably don't need to specify.
// Maybe uncomment if you find the mage is prioritising auxillary spells while this buff is up, and wasting the proc.
// triggers.push_back(new TriggerNode("fingers of frost double", NextAction::array(0, new NextAction("frostbolt", 10.0f), nullptr)));
// triggers.push_back(new TriggerNode("fingers of frost double", NextAction::array(0, new NextAction("frostbolt", ACTION_NORMAL), nullptr)));
}
void FrostMageAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)