mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-17 17:14:36 +00:00
fix party member dispel.
This commit is contained in:
@@ -236,4 +236,21 @@ class CastNaturesSwiftnessAction : public CastBuffSpellAction
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CastNaturesSwiftnessAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "nature's swiftness") { }
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};
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class CastWildGrowthOnPartyAction : public HealPartyMemberAction
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{
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public:
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CastWildGrowthOnPartyAction(PlayerbotAI* ai) : HealPartyMemberAction(ai, "wild growth") {}
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};
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class CastPartySwiftmendAction : public HealPartyMemberAction
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{
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public:
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CastPartySwiftmendAction(PlayerbotAI* ai) : HealPartyMemberAction(ai, "swiftmend") {}
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};
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class CastPartyNourishAction : public HealPartyMemberAction
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{
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public:
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CastPartyNourishAction(PlayerbotAI* ai) : HealPartyMemberAction(ai, "nourish") {}
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};
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#endif
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@@ -199,6 +199,9 @@ class DruidAiObjectContextInternal : public NamedObjectContext<Action>
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creators["shred"] = &DruidAiObjectContextInternal::shred;
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creators["ravage"] = &DruidAiObjectContextInternal::ravage;
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creators["pounce"] = &DruidAiObjectContextInternal::pounce;
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creators["wild growth on party"] = &DruidAiObjectContextInternal::wild_growth_on_party;
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creators["swiftmend on party"] = &DruidAiObjectContextInternal::swiftmend_on_party;
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creators["nourish on party"] = &DruidAiObjectContextInternal::nourish_on_party;
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}
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private:
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@@ -270,6 +273,9 @@ class DruidAiObjectContextInternal : public NamedObjectContext<Action>
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static Action* prowl(PlayerbotAI* botAI) { return new CastProwlAction(botAI); }
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static Action* dash(PlayerbotAI* botAI) { return new CastDashAction(botAI); }
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static Action* shred(PlayerbotAI* botAI) { return new CastShredAction(botAI); }
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static Action* wild_growth_on_party(PlayerbotAI* ai) { return new CastWildGrowthOnPartyAction(ai); }
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static Action* swiftmend_on_party(PlayerbotAI *ai) { return new CastPartySwiftmendAction(ai); }
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static Action* nourish_on_party(PlayerbotAI *ai) { return new CastPartyNourishAction(ai); }
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};
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DruidAiObjectContext::DruidAiObjectContext(PlayerbotAI* botAI) : AiObjectContext(botAI)
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@@ -39,3 +39,8 @@ bool CastCasterFormAction::Execute(Event event)
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botAI->RemoveShapeshift();
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return true;
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}
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bool CastTreeFormAction::isUseful() {
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return GetTarget() && (GetTarget() != nullptr) && (GetTarget() != nullptr) &&
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CastSpellAction::isUseful() && !botAI->HasAura(33891, bot);
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}
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@@ -36,6 +36,7 @@ class CastTreeFormAction : public CastBuffSpellAction
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{
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public:
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CastTreeFormAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "tree of life") { }
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bool isUseful() override;
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};
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class CastMoonkinFormAction : public CastBuffSpellAction
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@@ -42,7 +42,7 @@ bool BearFormTrigger::IsActive()
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bool TreeFormTrigger::IsActive()
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{
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return !botAI->HasAura("tree of life", bot);
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return !botAI->HasAura(33891, bot);
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}
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bool CatFormTrigger::IsActive()
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@@ -14,7 +14,7 @@ class GenericDruidNonCombatStrategyActionNodeFactory : public NamedObjectFactory
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creators["thorns on party"] = þs_on_party;
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creators["mark of the wild"] = &mark_of_the_wild;
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creators["mark of the wild on party"] = &mark_of_the_wild_on_party;
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creators["innervate"] = &innervate;
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// creators["innervate"] = &innervate;
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}
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private:
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@@ -50,13 +50,13 @@ class GenericDruidNonCombatStrategyActionNodeFactory : public NamedObjectFactory
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/*C*/ nullptr);
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}
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static ActionNode* innervate([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode ("innervate",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("drink"), nullptr),
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/*C*/ nullptr);
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}
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// static ActionNode* innervate([[maybe_unused]] PlayerbotAI* botAI)
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// {
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// return new ActionNode ("innervate",
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// /*P*/ nullptr,
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// /*A*/ NextAction::array(0, new NextAction("drink"), nullptr),
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// /*C*/ nullptr);
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// }
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};
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GenericDruidNonCombatStrategy::GenericDruidNonCombatStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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@@ -70,12 +70,27 @@ void GenericDruidNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& trig
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triggers.push_back(new TriggerNode("mark of the wild", NextAction::array(0, new NextAction("mark of the wild", 14.0f), nullptr)));
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triggers.push_back(new TriggerNode("thorns", NextAction::array(0, new NextAction("thorns", 12.0f), nullptr)));
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triggers.push_back(new TriggerNode("cure poison", NextAction::array(0, new NextAction("abolish poison", 21.0f), nullptr)));
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// triggers.push_back(new TriggerNode("cure poison", NextAction::array(0, new NextAction("abolish poison", 21.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member cure poison", NextAction::array(0, new NextAction("abolish poison on party", 20.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("revive", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY + 5), nullptr)));
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triggers.push_back(new TriggerNode("swimming", NextAction::array(0, new NextAction("aquatic form", 1.0f), nullptr)));
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// triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY + 5), nullptr)));
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// triggers.push_back(new TriggerNode("swimming", NextAction::array(0, new NextAction("aquatic form", 1.0f), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member critical health",
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NextAction::array(0, new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 5),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 6), NULL)));
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triggers.push_back(new TriggerNode("party member low health",
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NextAction::array(0, new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 4), NULL)));
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triggers.push_back(new TriggerNode("party member medium health",
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NextAction::array(0, new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 1),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2), NULL)));
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triggers.push_back(new TriggerNode("party member almost full health",
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NextAction::array(0, new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2), NULL)));
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}
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GenericDruidBuffStrategy::GenericDruidBuffStrategy(PlayerbotAI* botAI) : NonCombatStrategy(botAI)
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@@ -104,17 +104,17 @@ void GenericDruidStrategy::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("low health", NextAction::array(0, new NextAction("regrowth", ACTION_MEDIUM_HEAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("party member low health", NextAction::array(0, new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("regrowth", ACTION_CRITICAL_HEAL + 2), new NextAction("healing touch", ACTION_CRITICAL_HEAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 1), new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("rebirth", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY + 5), nullptr)));
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// triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("regrowth", ACTION_MEDIUM_HEAL + 2), nullptr)));
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// triggers.push_back(new TriggerNode("party member low health", NextAction::array(0, new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1), nullptr)));
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// triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("regrowth", ACTION_CRITICAL_HEAL + 2), new NextAction("healing touch", ACTION_CRITICAL_HEAL + 2), nullptr)));
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// triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("regrowth on party", ACTION_CRITICAL_HEAL + 1), new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 1), nullptr)));
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// triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("rebirth", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY + 5), nullptr)));
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}
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void DruidCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("cure poison", NextAction::array(0, new NextAction("abolish poison", ACTION_DISPEL + 2), nullptr)));
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// triggers.push_back(new TriggerNode("cure poison", NextAction::array(0, new NextAction("abolish poison", ACTION_DISPEL + 2), nullptr)));
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triggers.push_back(new TriggerNode("party member cure poison", NextAction::array(0, new NextAction("abolish poison on party", ACTION_DISPEL + 1), nullptr)));
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}
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@@ -22,10 +22,58 @@ void HealDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_NORMAL + 9), nullptr)));
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triggers.push_back(new TriggerNode("tree form", NextAction::array(0, new NextAction("tree form", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("medium health", NextAction::array(0, new NextAction("regrowth", ACTION_MEDIUM_HEAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0, new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("almost full health", NextAction::array(0, new NextAction("rejuvenation", ACTION_LIGHT_HEAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("party member almost full health", NextAction::array(0, new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe heal", NextAction::array(0, new NextAction("tranquility", ACTION_MEDIUM_HEAL + 3), nullptr)));
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triggers.push_back(new TriggerNode("party member to heal out of spell range", NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 1), nullptr)));
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triggers.push_back(new TriggerNode("party member to heal out of spell range", NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 9), nullptr)));
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// CRITICAL
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triggers.push_back(new TriggerNode(
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"party member critical health",
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NextAction::array(0,
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new NextAction("swiftmend on party", ACTION_CRITICAL_HEAL + 3),
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new NextAction("wild growth", ACTION_CRITICAL_HEAL + 2),
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new NextAction("nourish on party", ACTION_CRITICAL_HEAL + 1),
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// new NextAction("healing touch on party", ACTION_CRITICAL_HEAL + 0),
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NULL)));
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triggers.push_back(new TriggerNode(
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"party member critical health",
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NextAction::array(0, new NextAction("nature's swiftness", ACTION_CRITICAL_HEAL + 4), NULL)));
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triggers.push_back(new TriggerNode(
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"group heal occasion",
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NextAction::array(0, new NextAction("tranquility", ACTION_CRITICAL_HEAL + 5), NULL)));
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// LOW
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triggers.push_back(new TriggerNode(
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"party member low health",
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NextAction::array(0, new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 9),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 8),
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new NextAction("swiftmend on party", ACTION_MEDIUM_HEAL + 7),
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new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 6),
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// new NextAction("healing touch on party", ACTION_MEDIUM_HEAL + 5),
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NULL)));
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// MEDIUM
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triggers.push_back(new TriggerNode(
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"party member medium health",
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NextAction::array(0, new NextAction("wild growth on party", ACTION_MEDIUM_HEAL + 4),
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new NextAction("rejuvenation on party", ACTION_MEDIUM_HEAL + 3),
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new NextAction("regrowth on party", ACTION_MEDIUM_HEAL + 2),
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new NextAction("nourish on party", ACTION_MEDIUM_HEAL + 1),
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NULL)));
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// almost full
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triggers.push_back(new TriggerNode(
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"party member almost full health",
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NextAction::array(0, new NextAction("wild growth on party", ACTION_LIGHT_HEAL + 3),
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new NextAction("rejuvenation on party", ACTION_LIGHT_HEAL + 2),
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new NextAction("regrowth on party", ACTION_LIGHT_HEAL + 1),
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NULL)));
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triggers.push_back(new TriggerNode(
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"medium mana",
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NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 5), NULL)));
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triggers.push_back(new TriggerNode(
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"enemy too close for spell",
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NextAction::array(0, new NextAction("flee", 49.0f), NULL)));
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}
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