Increase reach melee relevance

This commit is contained in:
Yunfan Li
2024-12-14 01:43:38 +08:00
parent 1f8d0d244c
commit 912ef6d56f
8 changed files with 10 additions and 10 deletions

View File

@@ -101,7 +101,7 @@ void FeralDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
// triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing",
// ACTION_NORMAL + 7), nullptr)));
triggers.push_back(new TriggerNode(
"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
// triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of
// enemy contact", ACTION_NORMAL + 8), nullptr)));
triggers.push_back(new TriggerNode(

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@@ -131,5 +131,5 @@ void DpsPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
// NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), NULL)));
triggers.push_back(new TriggerNode("enemy out of melee",
NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), NULL)));
NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), NULL)));
}

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@@ -113,5 +113,5 @@ void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("not facing target",
NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr)));
triggers.push_back(new TriggerNode(
"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
}

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@@ -88,6 +88,6 @@ void AssassinationRogueStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
triggers.push_back(new TriggerNode(
"enemy out of melee",
NextAction::array(0, new NextAction("stealth", ACTION_NORMAL + 9), new NextAction("sprint", ACTION_NORMAL + 8),
new NextAction("reach melee", ACTION_NORMAL + 7), NULL)));
NextAction::array(0, new NextAction("stealth", ACTION_HIGH + 3), new NextAction("sprint", ACTION_HIGH + 2),
new NextAction("reach melee", ACTION_HIGH + 1), NULL)));
}

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@@ -134,8 +134,8 @@ void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode(
"enemy out of melee",
NextAction::array(0, new NextAction("stealth", ACTION_NORMAL + 9), new NextAction("sprint", ACTION_NORMAL + 8),
new NextAction("reach melee", ACTION_NORMAL + 7), nullptr)));
NextAction::array(0, new NextAction("stealth", ACTION_HIGH + 3), new NextAction("sprint", ACTION_HIGH + 2),
new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode("expose armor",
NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), nullptr)));

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@@ -77,7 +77,7 @@ void MeleeShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode(
"medium aoe", NextAction::array(0, new NextAction("strength of earth totem", ACTION_LIGHT_HEAL), nullptr)));
triggers.push_back(new TriggerNode(
"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
triggers.push_back(new TriggerNode(
"no fire totem",

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@@ -16,7 +16,7 @@ void GenericWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
CombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode(
"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
/*triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 1),
nullptr))); triggers.push_back(new TriggerNode("shield bash", NextAction::array(0, new NextAction("shield bash",
ACTION_INTERRUPT + 4), nullptr))); triggers.push_back(new TriggerNode("shield bash on enemy healer",

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@@ -14,7 +14,7 @@ void MeleeCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
// triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing",
// ACTION_MOVE + 7), nullptr)));
triggers.push_back(new TriggerNode(
"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
// triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of
// enemy contact", ACTION_NORMAL + 8), nullptr)));
}