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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Proper FoF combo, non-arbitrary weightings
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@@ -14,7 +14,6 @@ public:
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creators["ice barrier"] = &ice_barrier;
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creators["summon water elemental"] = &summon_water_elemental;
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creators["deep freeze"] = &deep_freeze;
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creators["frostbolt and deep freeze"] = &frostbolt_and_deep_freeze;
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}
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private:
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static ActionNode* cold_snap([[maybe_unused]] PlayerbotAI* botAI)
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@@ -48,16 +47,6 @@ private:
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/*A*/ NextAction::array(0, new NextAction("ice lance"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* frostbolt_and_deep_freeze([[maybe_unused]] PlayerbotAI* botAI)
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// Combo cast the last charge of fingers of frost for double crits.
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// Should only do this on the final charge of FoF.
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{
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return new ActionNode ("frostbolt",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ NextAction::array(0, new NextAction("deep freeze"), nullptr));
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}
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};
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FrostMageStrategy::FrostMageStrategy(PlayerbotAI* botAI) : GenericMageStrategy(botAI)
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@@ -81,15 +70,20 @@ void FrostMageStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// No logic currently for cold snap usage.. possibly use right after icy veins drops off?
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// triggers.push_back(new TriggerNode("cold snap", NextAction::array(0, new NextAction("cold snap", 50.0f), nullptr)));
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon water elemental", 60.0f), nullptr)));
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triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", 60.0f), nullptr)));
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triggers.push_back(new TriggerNode("ice barrier", NextAction::array(0, new NextAction("ice barrier", 30.0f), nullptr)));
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triggers.push_back(new TriggerNode("no pet", NextAction::array(0, new NextAction("summon water elemental", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("has pet", NextAction::array(0, new NextAction("toggle pet spell", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("ice barrier", NextAction::array(0, new NextAction("ice barrier", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("brain freeze", NextAction::array(0, new NextAction("frostfire bolt", 60.0f), nullptr)));
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triggers.push_back(new TriggerNode("fingers of frost single", NextAction::array(0, new NextAction("frostbolt and deep freeze", 20.0f), nullptr)));
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// Combo cast the last charge of fingers of frost for double crits.
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// Should only do this on the final charge of FoF.
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triggers.push_back(new TriggerNode("fingers of frost single", NextAction::array(0,
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new NextAction("frostbolt", ACTION_NORMAL + 2),
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new NextAction("deep freeze", ACTION_NORMAL + 1),
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nullptr)));
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// May not need this, frostbolt is the default action so probably don't need to specify.
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// Maybe uncomment if you find the mage is prioritising auxillary spells while this buff is up, and wasting the proc.
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// triggers.push_back(new TriggerNode("fingers of frost double", NextAction::array(0, new NextAction("frostbolt", 10.0f), nullptr)));
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// triggers.push_back(new TriggerNode("fingers of frost double", NextAction::array(0, new NextAction("frostbolt", ACTION_NORMAL), nullptr)));
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}
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void FrostMageAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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