From 6842505c88c352d720b76b2995546a63cc8caa43 Mon Sep 17 00:00:00 2001 From: avirar Date: Mon, 30 Dec 2024 09:51:47 +1100 Subject: [PATCH] Update ArmsWarriorStrategy.cpp --- src/strategy/warrior/ArmsWarriorStrategy.cpp | 56 +++++++++++++------- 1 file changed, 37 insertions(+), 19 deletions(-) diff --git a/src/strategy/warrior/ArmsWarriorStrategy.cpp b/src/strategy/warrior/ArmsWarriorStrategy.cpp index 96106f72..b6c5eed7 100644 --- a/src/strategy/warrior/ArmsWarriorStrategy.cpp +++ b/src/strategy/warrior/ArmsWarriorStrategy.cpp @@ -44,25 +44,41 @@ void ArmsWarriorStrategy::InitTriggers(std::vector& triggers) GenericWarriorStrategy::InitTriggers(triggers); triggers.push_back(new TriggerNode("enemy out of melee", - NextAction::array(0, new NextAction("charge", ACTION_MOVE + 10), nullptr))); - triggers.push_back(new TriggerNode( - "battle stance", NextAction::array(0, new NextAction("battle stance", ACTION_HIGH + 10), nullptr))); + NextAction::array(0, new NextAction("charge", ACTION_MOVE + 10), nullptr))); + + triggers.push_back(new TriggerNode("battle stance", + NextAction::array(0, new NextAction("battle stance", ACTION_HIGH + 10), nullptr))); + triggers.push_back(new TriggerNode("battle shout", - NextAction::array(0, new NextAction("battle shout", ACTION_HIGH + 9), nullptr))); - triggers.push_back(new TriggerNode( - "mortal strike", NextAction::array(0, new NextAction("mortal strike", ACTION_HIGH + 3), nullptr))); + NextAction::array(0, new NextAction("battle shout", ACTION_HIGH + 9), nullptr))); + + triggers.push_back(new TriggerNode("rend", + NextAction::array(0, new NextAction("rend", ACTION_HIGH + 8), nullptr))); + + triggers.push_back(new TriggerNode("rend on attacker", + NextAction::array(0, new NextAction("rend on attacker", ACTION_HIGH + 8), nullptr))); + + triggers.push_back(new TriggerNode("mortal strike", + NextAction::array(0, new NextAction("mortal strike", ACTION_HIGH + 3), nullptr))); + triggers.push_back(new TriggerNode("target critical health", - NextAction::array(0, new NextAction("execute", ACTION_HIGH + 5), nullptr))); - triggers.push_back( - new TriggerNode("sudden death", NextAction::array(0, new NextAction("execute", ACTION_HIGH + 5), nullptr))); - triggers.push_back( - new TriggerNode("hamstring", NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH), nullptr))); - triggers.push_back( - new TriggerNode("overpower", NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 4), nullptr))); + NextAction::array(0, new NextAction("execute", ACTION_HIGH + 5), nullptr))); + + triggers.push_back(new TriggerNode("sudden death", + NextAction::array(0, new NextAction("execute", ACTION_HIGH + 5), nullptr))); + + triggers.push_back(new TriggerNode("hamstring", + NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH), nullptr))); + + triggers.push_back(new TriggerNode("overpower", + NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 4), nullptr))); + triggers.push_back(new TriggerNode("taste for blood", - NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 4), nullptr))); - triggers.push_back(new TriggerNode( - "victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr))); + NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 4), nullptr))); + + triggers.push_back(new TriggerNode("victory rush", + NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr))); + triggers.push_back(new TriggerNode("high rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH), new NextAction("slam", ACTION_HIGH + 1), @@ -73,17 +89,19 @@ void ArmsWarriorStrategy::InitTriggers(std::vector& triggers) // nullptr))); triggers.push_back( new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr))); + triggers.push_back( new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH + 2), nullptr))); - triggers.push_back(new TriggerNode("rend", NextAction::array(0, new NextAction("rend", ACTION_HIGH + 8), nullptr))); - triggers.push_back(new TriggerNode( - "rend on attacker", NextAction::array(0, new NextAction("rend on attacker", ACTION_HIGH + 8), nullptr))); + triggers.push_back(new TriggerNode( "critical health", NextAction::array(0, new NextAction("intimidating shout", ACTION_EMERGENCY), nullptr))); + // triggers.push_back(new TriggerNode("medium aoe", // NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 2), nullptr))); + /* triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("sweeping strikes", ACTION_HIGH + 7), new NextAction("bladestorm", ACTION_HIGH + 6), nullptr))); + */ }