mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Unholy DK
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@@ -224,10 +224,10 @@ class CastDeathCoilAction : public CastSpellAction
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CastDeathCoilAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death coil") { }
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};
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class CastBloodBoilAction : public CastBuffSpellAction
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class CastBloodBoilAction : public CastSpellAction
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{
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public:
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CastBloodBoilAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "blood boil") { }
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CastBloodBoilAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "blood boil") { }
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};
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class CastDeathAndDecayAction : public CastSpellAction
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@@ -87,6 +87,7 @@ class DeathKnightTriggerFactoryInternal : public NamedObjectContext<Trigger>
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creators["unbreakable armor"] = &DeathKnightTriggerFactoryInternal::unbreakable_armor;
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creators["high blood rune"] = &DeathKnightTriggerFactoryInternal::high_blood_rune;
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creators["freezing fog"] = &DeathKnightTriggerFactoryInternal::freezing_fog;
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creators["no desolation"] = &DeathKnightTriggerFactoryInternal::no_desolation;
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}
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private:
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@@ -110,7 +111,7 @@ class DeathKnightTriggerFactoryInternal : public NamedObjectContext<Trigger>
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static Trigger* unbreakable_armor(PlayerbotAI* botAI) { return new UnbreakableArmorTrigger(botAI); }
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static Trigger* high_blood_rune(PlayerbotAI* botAI) { return new HighBloodRuneTrigger(botAI); }
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static Trigger* freezing_fog(PlayerbotAI* botAI) { return new FreezingFogTrigger(botAI); }
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static Trigger* no_desolation(PlayerbotAI* botAI) { return new DesolationTrigger(botAI); }
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};
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class DeathKnightAiObjectContextInternal : public NamedObjectContext<Action>
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@@ -3,6 +3,7 @@
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*/
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#include "DKTriggers.h"
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#include "GenericTriggers.h"
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#include "Playerbots.h"
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#include "SharedDefines.h"
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#include <string>
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@@ -32,4 +33,8 @@ bool PestilenceTrigger::IsActive() {
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bool HighBloodRuneTrigger::IsActive() {
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// bot->Say(std::to_string(bot->GetBaseRune(0)) + "_" + std::to_string(bot->GetRuneCooldown(0)) + " " + std::to_string(bot->GetBaseRune(1)) + "_" + std::to_string(bot->GetRuneCooldown(1)), LANG_UNIVERSAL);
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return !bot->GetRuneCooldown(0) && !bot->GetRuneCooldown(1);
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}
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bool DesolationTrigger::IsActive() {
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return bot->HasAura(66817) && HasAuraTrigger::IsActive();
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}
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@@ -139,4 +139,11 @@ class FreezingFogTrigger : public HasAuraTrigger
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FreezingFogTrigger(PlayerbotAI* botAI) : HasAuraTrigger(botAI, "freezing fog") { }
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};
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class DesolationTrigger : public HasAuraTrigger
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{
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public:
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DesolationTrigger(PlayerbotAI* botAI) : HasAuraTrigger(botAI, "desolation") { }
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bool IsActive() override;
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};
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#endif
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@@ -34,7 +34,7 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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static ActionNode* death_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("death strike",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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/*P*/ NextAction::array(0, new NextAction("unholy presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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@@ -42,7 +42,7 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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static ActionNode* corpse_explosion([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("corpse explosion",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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/*P*/ NextAction::array(0, new NextAction("unholy presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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@@ -50,14 +50,14 @@ class UnholyDKStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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static ActionNode* scourge_strike([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("scourge strike",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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/*P*/ NextAction::array(0, new NextAction("unholy presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* icy_touch([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("icy touch",
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/*P*/ NextAction::array(0, new NextAction("blood presence"), nullptr),
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/*P*/ NextAction::array(0, new NextAction("unholy presence"), nullptr),
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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@@ -72,13 +72,14 @@ UnholyDKStrategy::UnholyDKStrategy(PlayerbotAI* botAI) : GenericDKStrategy(botAI
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NextAction** UnholyDKStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("scourge strike", ACTION_DEFAULT + 0.8f),
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new NextAction("blood strike", ACTION_DEFAULT + 0.7f),
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new NextAction("ghoul frenzy", ACTION_DEFAULT + 0.6f),
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new NextAction("summon gargoyle", ACTION_DEFAULT + 0.5f),
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new NextAction("death coil", ACTION_DEFAULT + 0.4f),
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new NextAction("plague strike", ACTION_DEFAULT + 0.3f),
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new NextAction("icy touch", ACTION_DEFAULT + 0.2f),
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// new NextAction("scourge strike", ACTION_DEFAULT + 0.8f),
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new NextAction("death and decay", ACTION_DEFAULT + 0.8),
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new NextAction("ghoul frenzy", ACTION_DEFAULT + 0.7f),
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new NextAction("blood boil", ACTION_DEFAULT + 0.6f),
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new NextAction("icy touch", ACTION_DEFAULT + 0.5f),
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new NextAction("plague strike", ACTION_DEFAULT + 0.4f),
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new NextAction("summon gargoyle", ACTION_DEFAULT + 0.3f),
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new NextAction("death coil", ACTION_DEFAULT + 0.2f),
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new NextAction("horn of winter", ACTION_DEFAULT + 0.1f),
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new NextAction("melee", ACTION_DEFAULT),
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nullptr);
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@@ -89,7 +90,8 @@ void UnholyDKStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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GenericDKStrategy::InitTriggers(triggers);
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// triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction(, ACTION_NORMAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("death pact", ACTION_EMERGENCY + 1), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("death pact", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("no desolation", NextAction::array(0, new NextAction("blood strike", ACTION_HIGH + 4), nullptr)));
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}
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void UnholyDKAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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