Adjusted priorities

This commit is contained in:
avirar
2024-12-29 15:45:10 +11:00
committed by GitHub
parent 920b3c7b08
commit 68b48ce573

View File

@@ -44,40 +44,42 @@ void ArmsWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
GenericWarriorStrategy::InitTriggers(triggers); GenericWarriorStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("enemy out of melee", 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( 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", 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( 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", 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( 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( triggers.push_back(
new TriggerNode("hamstring", NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH), nullptr))); new TriggerNode("hamstring", NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH), nullptr)));
triggers.push_back( 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", 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( triggers.push_back(new TriggerNode(
"victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr))); "victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
triggers.push_back(new TriggerNode( triggers.push_back(new TriggerNode("high rage available",
"high rage available", NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH), nullptr))); NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH),
triggers.push_back(new TriggerNode("medium rage available", NextAction::array(0, new NextAction("slam", ACTION_HIGH + 1),
NextAction::array(0, new NextAction("slam", ACTION_HIGH + 1), nullptr)));
new NextAction("thunder clap", ACTION_HIGH), // triggers.push_back(new TriggerNode("medium rage available",
nullptr))); // NextAction::array(0, new NextAction("slam", ACTION_HIGH + 1),
// new NextAction("thunder clap", ACTION_HIGH),
// nullptr)));
triggers.push_back( triggers.push_back(
new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr))); new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
triggers.push_back( triggers.push_back(
new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH + 2), nullptr))); 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( 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( triggers.push_back(new TriggerNode(
"critical health", NextAction::array(0, new NextAction("intimidating shout", ACTION_EMERGENCY), nullptr))); "critical health", NextAction::array(0, new NextAction("intimidating shout", ACTION_EMERGENCY), nullptr)));
triggers.push_back(new TriggerNode("medium aoe", // triggers.push_back(new TriggerNode("medium aoe",
NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 2), nullptr))); // NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 2), nullptr)));
} }