mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
167 lines
6.4 KiB
C++
167 lines
6.4 KiB
C++
#include "RaidUlduarStrategy.h"
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#include "RaidUlduarMultipliers.h"
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void RaidUlduarStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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//
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// Flame Leviathan
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//
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triggers.push_back(new TriggerNode(
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"flame leviathan vehicle near",
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NextAction::array(0, new NextAction("flame leviathan enter vehicle", ACTION_RAID + 2), nullptr)));
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triggers.push_back(new TriggerNode(
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"flame leviathan on vehicle",
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NextAction::array(0, new NextAction("flame leviathan vehicle", ACTION_RAID + 1), nullptr)));
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//
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// Razorscale
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//
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triggers.push_back(new TriggerNode(
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"razorscale avoid devouring flames",
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NextAction::array(0, new NextAction("razorscale avoid devouring flames", ACTION_RAID + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"razorscale avoid sentinel",
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NextAction::array(0, new NextAction("razorscale avoid sentinel", ACTION_RAID + 2), nullptr)));
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triggers.push_back(new TriggerNode(
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"razorscale flying alone",
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NextAction::array(0, new NextAction("razorscale ignore flying alone", ACTION_MOVE + 5), nullptr)));
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triggers.push_back(new TriggerNode(
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"razorscale avoid whirlwind",
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NextAction::array(0, new NextAction("razorscale avoid whirlwind", ACTION_RAID + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"razorscale grounded",
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NextAction::array(0, new NextAction("razorscale grounded", ACTION_RAID), nullptr)));
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triggers.push_back(new TriggerNode(
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"razorscale harpoon trigger",
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NextAction::array(0, new NextAction("razorscale harpoon action", ACTION_MOVE), nullptr)));
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triggers.push_back(new TriggerNode(
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"razorscale fuse armor trigger",
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NextAction::array(0, new NextAction("razorscale fuse armor action", ACTION_RAID + 2), nullptr)));
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triggers.push_back(new TriggerNode(
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"razorscale fire resistance trigger",
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NextAction::array(0, new NextAction("razorscale fire resistance action", ACTION_RAID), nullptr)));
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//
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// Ignis
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//
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triggers.push_back(new TriggerNode(
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"ignis fire resistance trigger",
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NextAction::array(0, new NextAction("ignis fire resistance action", ACTION_RAID), nullptr)));
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//
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// Iron Assembly
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//
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triggers.push_back(new TriggerNode(
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"iron assembly lightning tendrils trigger",
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NextAction::array(0, new NextAction("iron assembly lightning tendrils action", ACTION_RAID), nullptr)));
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triggers.push_back(new TriggerNode(
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"iron assembly overload trigger",
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NextAction::array(0, new NextAction("iron assembly overload action", ACTION_RAID), nullptr)));
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triggers.push_back(new TriggerNode(
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"iron assembly rune of power trigger",
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NextAction::array(0, new NextAction("iron assembly rune of power action", ACTION_RAID), nullptr)));
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//
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// Kologarn
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//
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triggers.push_back(new TriggerNode(
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"kologarn fall from floor trigger",
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NextAction::array(0, new NextAction("kologarn fall from floor action", ACTION_RAID + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"kologarn rti target trigger",
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NextAction::array(0, new NextAction("kologarn rti target action", ACTION_RAID + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"kologarn eyebeam trigger",
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NextAction::array(0, new NextAction("kologarn eyebeam action", ACTION_RAID + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"kologarn attack dps target trigger",
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NextAction::array(0, new NextAction("attack rti target", ACTION_RAID), nullptr)));
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triggers.push_back(new TriggerNode(
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"kologarn mark dps target trigger",
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NextAction::array(0, new NextAction("kologarn mark dps target action", ACTION_RAID), nullptr)));
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triggers.push_back(new TriggerNode(
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"kologarn nature resistance trigger",
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NextAction::array(0, new NextAction("kologarn nature resistance action", ACTION_RAID), nullptr)));
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triggers.push_back(new TriggerNode(
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"kologarn rubble slowdown trigger",
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NextAction::array(0, new NextAction("kologarn rubble slowdown action", ACTION_RAID), nullptr)));
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triggers.push_back(new TriggerNode(
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"kologarn crunch armor trigger",
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NextAction::array(0, new NextAction("kologarn crunch armor action", ACTION_RAID), nullptr)));
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//
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// Hodir
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//
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triggers.push_back(new TriggerNode(
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"hodir near snowpacked icicle",
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NextAction::array(0, new NextAction("hodir move snowpacked icicle", ACTION_RAID + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"hodir biting cold",
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NextAction::array(0, new NextAction("hodir biting cold jump", ACTION_RAID), nullptr)));
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triggers.push_back(new TriggerNode(
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"hodir frost resistance trigger",
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NextAction::array(0, new NextAction("hodir frost resistance action", ACTION_RAID), nullptr)));
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//
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// Freya
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//
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triggers.push_back(new TriggerNode(
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"freya near nature bomb",
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NextAction::array(0, new NextAction("freya move away nature bomb", ACTION_RAID), nullptr)));
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triggers.push_back(new TriggerNode(
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"freya nature resistance trigger",
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NextAction::array(0, new NextAction("freya nature resistance action", ACTION_RAID), nullptr)));
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triggers.push_back(new TriggerNode(
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"freya fire resistance trigger",
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NextAction::array(0, new NextAction("freya fire resistance action", ACTION_RAID), nullptr)));
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triggers.push_back(new TriggerNode(
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"freya mark dps target trigger",
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NextAction::array(0, new NextAction("freya mark dps target action", ACTION_RAID), nullptr)));
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triggers.push_back(new TriggerNode(
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"freya move to healing spore trigger",
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NextAction::array(0, new NextAction("freya move to healing spore action", ACTION_RAID), nullptr)));
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//
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// Thorim
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//
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triggers.push_back(new TriggerNode(
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"thorim nature resistance trigger",
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NextAction::array(0, new NextAction("thorim nature resistance action", ACTION_RAID), nullptr)));
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//
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// Mimiron
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//
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triggers.push_back(new TriggerNode(
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"mimiron fire resistance trigger",
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NextAction::array(0, new NextAction("mimiron fire resistance action", ACTION_RAID), nullptr)));
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}
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void RaidUlduarStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
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{
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multipliers.push_back(new FlameLeviathanMultiplier(botAI));
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}
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