From 68b48ce5730d7a9180e973e1cc8967fac1455734 Mon Sep 17 00:00:00 2001 From: avirar Date: Sun, 29 Dec 2024 15:45:10 +1100 Subject: [PATCH] Adjusted priorities --- src/strategy/warrior/ArmsWarriorStrategy.cpp | 38 ++++++++++---------- 1 file changed, 20 insertions(+), 18 deletions(-) diff --git a/src/strategy/warrior/ArmsWarriorStrategy.cpp b/src/strategy/warrior/ArmsWarriorStrategy.cpp index 35b608d5..2f5ac44c 100644 --- a/src/strategy/warrior/ArmsWarriorStrategy.cpp +++ b/src/strategy/warrior/ArmsWarriorStrategy.cpp @@ -44,40 +44,42 @@ 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 + 9), 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 + 9), nullptr))); + "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 + 8), nullptr))); + 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 + 1), nullptr))); + "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 + 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 + 4), nullptr))); + 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 + 3), nullptr))); + 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 + 3), 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), nullptr))); - triggers.push_back(new TriggerNode("medium rage available", - NextAction::array(0, new NextAction("slam", ACTION_HIGH + 1), - new NextAction("thunder clap", ACTION_HIGH), - nullptr))); + triggers.push_back(new TriggerNode("high rage available", + NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH), + NextAction::array(0, new NextAction("slam", ACTION_HIGH + 1), + nullptr))); + // triggers.push_back(new TriggerNode("medium rage available", + // NextAction::array(0, new NextAction("slam", ACTION_HIGH + 1), + // new NextAction("thunder clap", ACTION_HIGH), + // 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 + 5), 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 + 5), nullptr))); + "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("thunder clap", ACTION_HIGH + 2), nullptr))); }