mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
aspect of the monkey
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@@ -18,7 +18,7 @@ class DpsHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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return new ActionNode ("aimed shot",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("multi-shot", 10.0f), nullptr),
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/*A*/ NextAction::array(0, new NextAction("multi-shot"), nullptr),
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/*C*/ nullptr);
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}
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};
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@@ -83,6 +83,12 @@ class CastAspectOfTheHawkAction : public CastBuffSpellAction
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CastAspectOfTheHawkAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "aspect of the hawk") { }
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};
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class CastAspectOfTheMonkeyAction : public CastBuffSpellAction
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{
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public:
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CastAspectOfTheMonkeyAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "aspect of the monkey") { }
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};
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class CastAspectOfTheDragonhawkAction : public CastBuffSpellAction
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{
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public:
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@@ -68,6 +68,7 @@ class HunterTriggerFactoryInternal : public NamedObjectContext<Trigger>
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creators["aspect of the pack"] = &HunterTriggerFactoryInternal::aspect_of_the_pack;
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creators["rapid fire"] = &HunterTriggerFactoryInternal::rapid_fire;
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creators["aspect of the hawk"] = &HunterTriggerFactoryInternal::aspect_of_the_hawk;
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creators["aspect of the monkey"] = &HunterTriggerFactoryInternal::aspect_of_the_monkey;
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creators["aspect of the wild"] = &HunterTriggerFactoryInternal::aspect_of_the_wild;
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creators["aspect of the viper"] = &HunterTriggerFactoryInternal::aspect_of_the_viper;
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creators["trueshot aura"] = &HunterTriggerFactoryInternal::trueshot_aura;
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@@ -101,6 +102,7 @@ class HunterTriggerFactoryInternal : public NamedObjectContext<Trigger>
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static Trigger* aspect_of_the_pack(PlayerbotAI* botAI) { return new HunterAspectOfThePackTrigger(botAI); }
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static Trigger* rapid_fire(PlayerbotAI* botAI) { return new RapidFireTrigger(botAI); }
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static Trigger* aspect_of_the_hawk(PlayerbotAI* botAI) { return new HunterAspectOfTheHawkTrigger(botAI); }
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static Trigger* aspect_of_the_monkey(PlayerbotAI* botAI) { return new HunterAspectOfTheMonkeyTrigger(botAI); }
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static Trigger* aspect_of_the_wild(PlayerbotAI* botAI) { return new HunterAspectOfTheWildTrigger(botAI); }
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static Trigger* low_ammo(PlayerbotAI* botAI) { return new HunterLowAmmoTrigger(botAI); }
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static Trigger* no_ammo(PlayerbotAI* botAI) { return new HunterNoAmmoTrigger(botAI); }
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@@ -140,6 +142,7 @@ class HunterAiObjectContextInternal : public NamedObjectContext<Action>
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creators["boost"] = &HunterAiObjectContextInternal::rapid_fire;
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creators["readiness"] = &HunterAiObjectContextInternal::readiness;
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creators["aspect of the hawk"] = &HunterAiObjectContextInternal::aspect_of_the_hawk;
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creators["aspect of the monkey"] = &HunterAiObjectContextInternal::aspect_of_the_monkey;
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creators["aspect of the wild"] = &HunterAiObjectContextInternal::aspect_of_the_wild;
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creators["aspect of the viper"] = &HunterAiObjectContextInternal::aspect_of_the_viper;
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creators["aspect of the pack"] = &HunterAiObjectContextInternal::aspect_of_the_pack;
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@@ -189,6 +192,7 @@ class HunterAiObjectContextInternal : public NamedObjectContext<Action>
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static Action* rapid_fire(PlayerbotAI* botAI) { return new CastRapidFireAction(botAI); }
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static Action* readiness(PlayerbotAI* botAI) { return new CastReadinessAction(botAI); }
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static Action* aspect_of_the_hawk(PlayerbotAI* botAI) { return new CastAspectOfTheHawkAction(botAI); }
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static Action* aspect_of_the_monkey(PlayerbotAI* botAI) { return new CastAspectOfTheMonkeyAction(botAI); }
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static Action* aspect_of_the_wild(PlayerbotAI* botAI) { return new CastAspectOfTheWildAction(botAI); }
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static Action* aspect_of_the_viper(PlayerbotAI* botAI) { return new CastAspectOfTheViperAction(botAI); }
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static Action* aspect_of_the_pack(PlayerbotAI* botAI) { return new CastAspectOfThePackAction(botAI); }
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@@ -5,24 +5,47 @@
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#include "HunterBuffStrategies.h"
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#include "Playerbots.h"
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class BuffHunterStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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BuffHunterStrategyActionNodeFactory()
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{
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creators["aspect of the hawk"] = &aspect_of_the_hawk;
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}
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private:
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static ActionNode* aspect_of_the_hawk([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("aspect of the hawk",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("aspect of the monkey"), nullptr),
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/*C*/ nullptr);
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}
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};
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HunterBuffDpsStrategy::HunterBuffDpsStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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{
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actionNodeFactories.Add(new BuffHunterStrategyActionNodeFactory());
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}
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void HunterBuffDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("aspect of the hawk", NextAction::array(0,
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new NextAction("aspect of the dragonhawk", 90.0f),
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new NextAction("aspect of the hawk", 89.0f),nullptr)));
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new NextAction("aspect of the dragonhawk", 20.1f),
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new NextAction("aspect of the hawk", 20.0f),nullptr)));
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}
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void HunterNatureResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("aspect of the wild", NextAction::array(0, new NextAction("aspect of the wild", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("aspect of the wild", NextAction::array(0, new NextAction("aspect of the wild", 20.0f), nullptr)));
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}
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void HunterBuffSpeedStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("aspect of the pack", NextAction::array(0, new NextAction("aspect of the pack", 10.0f), nullptr)));
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triggers.push_back(new TriggerNode("aspect of the pack", NextAction::array(0, new NextAction("aspect of the pack", 20.0f), nullptr)));
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}
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void HunterBuffManaStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("aspect of the viper", NextAction::array(0, new NextAction("aspect of the viper", 10.0f), nullptr)));
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triggers.push_back(new TriggerNode("aspect of the viper", NextAction::array(0, new NextAction("aspect of the viper", 20.0f), nullptr)));
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}
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@@ -30,7 +30,7 @@ class HunterBuffManaStrategy : public NonCombatStrategy
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class HunterBuffDpsStrategy : public NonCombatStrategy
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{
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public:
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HunterBuffDpsStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI) { }
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HunterBuffDpsStrategy(PlayerbotAI* botAI);
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std::string const getName() override { return "bdps"; }
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void InitTriggers(std::vector<TriggerNode*>& triggers) override;
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@@ -26,6 +26,12 @@ class AutoShotTrigger : public Trigger
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bool IsActive() override;
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};
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class HunterAspectOfTheMonkeyTrigger : public BuffTrigger
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{
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public:
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HunterAspectOfTheMonkeyTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "aspect of the monkey") { }
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};
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class HunterAspectOfTheHawkTrigger : public BuffTrigger
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{
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public:
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