Cat druid energy control

This commit is contained in:
Yunfan Li
2024-09-02 00:30:10 +08:00
parent aab8cf04d3
commit 4c77f71bd4
5 changed files with 32 additions and 6 deletions

View File

@@ -64,6 +64,7 @@ public:
creators["light energy available"] = &TriggerContext::LightEnergyAvailable;
creators["medium energy available"] = &TriggerContext::MediumEnergyAvailable;
creators["high energy available"] = &TriggerContext::HighEnergyAvailable;
creators["almost full energy available"] = &TriggerContext::AlmostFullEnergyAvailable;
creators["loot available"] = &TriggerContext::LootAvailable;
creators["no attackers"] = &TriggerContext::NoAttackers;
@@ -97,6 +98,8 @@ public:
creators["combo points available"] = &TriggerContext::ComboPointsAvailable;
creators["combo points 3 available"] = &TriggerContext::ComboPoints3Available;
creators["target with combo points almost dead"] = &TriggerContext::target_with_combo_points_almost_dead;
creators["combo points not full"] = &TriggerContext::ComboPointsNotFull;
creators["combo points not full and high energy"] = &TriggerContext::ComboPointsNotFullAndHighEnergy;
creators["medium threat"] = &TriggerContext::MediumThreat;
@@ -280,6 +283,7 @@ private:
static Trigger* LightEnergyAvailable(PlayerbotAI* botAI) { return new LightEnergyAvailableTrigger(botAI); }
static Trigger* MediumEnergyAvailable(PlayerbotAI* botAI) { return new MediumEnergyAvailableTrigger(botAI); }
static Trigger* HighEnergyAvailable(PlayerbotAI* botAI) { return new HighEnergyAvailableTrigger(botAI); }
static Trigger* AlmostFullEnergyAvailable(PlayerbotAI* botAI) { return new EnergyAvailable(botAI, 90); }
static Trigger* LootAvailable(PlayerbotAI* botAI) { return new LootAvailableTrigger(botAI); }
static Trigger* NoAttackers(PlayerbotAI* botAI) { return new NoAttackersTrigger(botAI); }
static Trigger* TankAssist(PlayerbotAI* botAI) { return new TankAssistTrigger(botAI); }
@@ -314,6 +318,8 @@ private:
{
return new TargetWithComboPointsLowerHealTrigger(ai, 3, 3.0f);
}
static Trigger* ComboPointsNotFull(PlayerbotAI* botAI) { return new ComboPointsNotFullTrigger(botAI); }
static Trigger* ComboPointsNotFullAndHighEnergy(PlayerbotAI* botAI) { return new TwoTriggers(botAI, "combo points not full", "high energy available"); }
static Trigger* MediumThreat(PlayerbotAI* botAI) { return new MediumThreatTrigger(botAI); }
static Trigger* Dead(PlayerbotAI* botAI) { return new DeadTrigger(botAI); }
static Trigger* corpse_near(PlayerbotAI* botAI) { return new CorpseNearTrigger(botAI); }