diff --git a/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepMultipliers.cpp b/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepMultipliers.cpp index 7d785e4c..d46afd9b 100644 --- a/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepMultipliers.cpp +++ b/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepMultipliers.cpp @@ -6,7 +6,7 @@ float PrinceKelesethMultiplier::GetValue(Action* action) { - Unit* boss = AI_VALUE2(Unit*, "find target", "prince keleseth"); + Unit* boss = AI_VALUE2(Unit*, "find target", "prince keleseth"); if (!boss) { return 1.0f; @@ -15,7 +15,7 @@ float PrinceKelesethMultiplier::GetValue(Action* action) { return 0.0f; } - return 1.0f; + return 1.0f; } float SkarvaldAndDalronnMultiplier::GetValue(Action* action) { diff --git a/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepMultipliers.h b/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepMultipliers.h index e9e265be..0b42300e 100644 --- a/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepMultipliers.h +++ b/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepMultipliers.h @@ -1,5 +1,5 @@ -#ifndef _PLAYERRBOT_WOTLKDUNGEONUKMULTIPLIERS_H_ -#define _PLAYERRBOT_WOTLKDUNGEONUKMULTIPLIERS_H_ +#ifndef _PLAYERRBOT_WOTLKDUNGEONUKMULTIPLIERS_H +#define _PLAYERRBOT_WOTLKDUNGEONUKMULTIPLIERS_H #include "Multiplier.h" diff --git a/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepStrategy.cpp b/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepStrategy.cpp index c79b3dd3..cb3178ed 100644 --- a/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepStrategy.cpp +++ b/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepStrategy.cpp @@ -4,40 +4,40 @@ void WotlkDungeonUKStrategy::InitTriggers(std::vector &triggers) { - // Prince Keleseth - triggers.push_back(new TriggerNode("keleseth frost tomb", + // Prince Keleseth + triggers.push_back(new TriggerNode("keleseth frost tomb", NextAction::array(0, new NextAction("attack frost tomb", ACTION_RAID + 1), nullptr))); - - // Skarvald the Constructor & Dalronn the Controller - triggers.push_back(new TriggerNode("dalronn priority", + + // Skarvald the Constructor & Dalronn the Controller + triggers.push_back(new TriggerNode("dalronn priority", NextAction::array(0, new NextAction("attack dalronn", ACTION_RAID + 1), nullptr))); - - // Ingvar the Plunderer + + // Ingvar the Plunderer - // Doesn't work yet, this action doesn't get processed until the existing cast finishes - // triggers.push_back(new TriggerNode("ingvar staggering roar", + // Doesn't work yet, this action doesn't get processed until the existing cast finishes + // triggers.push_back(new TriggerNode("ingvar staggering roar", // NextAction::array(0, new NextAction("ingvar stop casting", ACTION_RAID + 1), nullptr))); - // No easy way to check LoS here, the pillars do not seem to count as gameobjects. - // Not implemented for now, unsure if this is needed as a good group can probably burst through the boss - // and just eat the debuff. - // triggers.push_back(new TriggerNode("ingvar dreadful roar", + // No easy way to check LoS here, the pillars do not seem to count as gameobjects. + // Not implemented for now, unsure if this is needed as a good group can probably burst through the boss + // and just eat the debuff. + // triggers.push_back(new TriggerNode("ingvar dreadful roar", // NextAction::array(0, new NextAction("ingvar hide los", ACTION_RAID + 1), nullptr))); - triggers.push_back(new TriggerNode("ingvar smash tank", + triggers.push_back(new TriggerNode("ingvar smash tank", NextAction::array(0, new NextAction("ingvar dodge smash", ACTION_MOVE + 5), nullptr))); - triggers.push_back(new TriggerNode("ingvar smash tank return", + triggers.push_back(new TriggerNode("ingvar smash tank return", NextAction::array(0, new NextAction("ingvar smash return", ACTION_MOVE + 5), nullptr))); - // Buggy... if not behind target, ai can get stuck running towards and away from target. - // I think for ranged chars, a custom action should be added that doesn't attempt to run into melee. - // This is a bandaid for now, needs to be improved. - triggers.push_back(new TriggerNode("not behind ingvar", + // Buggy... if not behind target, ai can get stuck running towards and away from target. + // I think for ranged chars, a custom action should be added that doesn't attempt to run into melee. + // This is a bandaid for now, needs to be improved. + triggers.push_back(new TriggerNode("not behind ingvar", NextAction::array(0, new NextAction("set behind", ACTION_MOVE + 1), nullptr))); } void WotlkDungeonUKStrategy::InitMultipliers(std::vector &multipliers) { - multipliers.push_back(new PrinceKelesethMultiplier(botAI)); - multipliers.push_back(new SkarvaldAndDalronnMultiplier(botAI)); - multipliers.push_back(new IngvarThePlundererMultiplier(botAI)); + multipliers.push_back(new PrinceKelesethMultiplier(botAI)); + multipliers.push_back(new SkarvaldAndDalronnMultiplier(botAI)); + multipliers.push_back(new IngvarThePlundererMultiplier(botAI)); } diff --git a/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepStrategy.h b/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepStrategy.h index 90873feb..f4c21aa5 100644 --- a/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepStrategy.h +++ b/src/strategy/dungeons/wotlk/utgardekeep/UtgardeKeepStrategy.h @@ -1,5 +1,5 @@ -#ifndef _PLAYERBOT_WOTLKDUNGEONUKSTRATEGY_H -#define _PLAYERBOT_WOTLKDUNGEONUKSTRATEGY_H +#ifndef _PLAYERBOT_WOTLKDUNGEONUKSTRATEGY_H_ +#define _PLAYERBOT_WOTLKDUNGEONUKSTRATEGY_H_ #include "Multiplier.h" #include "AiObjectContext.h"