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https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-13 23:33:47 +00:00
Encourage hunter bots to use auto shot
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@@ -69,6 +69,7 @@ void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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CombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("enemy too close for auto shot", NextAction::array(0, new NextAction("switch to melee", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("wing clip", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("medium threat", NextAction::array(0, new NextAction("feign death", 35.0f), nullptr)));
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triggers.push_back(new TriggerNode("hunters pet low health", NextAction::array(0, new NextAction("mend pet", ACTION_HIGH + 2), nullptr)));
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@@ -83,6 +83,7 @@ class HunterTriggerFactoryInternal : public NamedObjectContext<Trigger>
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}
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private:
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static Trigger* auto_shot(PlayerbotAI* botAI) { return new AutoShotTrigger(botAI); }
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static Trigger* scare_beast(PlayerbotAI* botAI) { return new ScareBeastTrigger(botAI); }
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static Trigger* concussive_shot_on_snare_target(PlayerbotAI* botAI) { return new ConsussiveShotSnareTrigger(botAI); }
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static Trigger* pet_not_happy(PlayerbotAI* botAI) { return new HunterPetNotHappy(botAI); }
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@@ -12,6 +12,14 @@ class PlayerbotAI;
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BEGIN_TRIGGER(HunterNoStingsActiveTrigger, Trigger)
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END_TRIGGER()
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class AutoShotTrigger : public Trigger
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{
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public:
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AutoShotTrigger(PlayerbotAI* botAI) : Trigger(botAI, "auto shot") { }
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bool IsActive() override;
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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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