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Innervate loop stuck fix on ferals (#100)
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* Moved Innervate to restoration and balance only.

This reverts commit 84cf9d1.
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ileboii authored Dec 1, 2024
1 parent dde141f commit 6432add
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Showing 3 changed files with 52 additions and 20 deletions.
22 changes: 22 additions & 0 deletions playerbot/strategy/druid/BalanceDruidStrategy.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -12,9 +12,19 @@ class BalanceDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNo
{
creators["starfall"] = &starfall;
creators["starfire"] = &starfire;
creators["innervate"] = &innervate;
}

private:

static ActionNode* innervate(PlayerbotAI* ai)
{
return new ActionNode("innervate",
/*P*/ NextAction::array(0, new NextAction("caster form"), NULL),
/*A*/ NextAction::array(0, new NextAction("mana potion"), NULL),
/*C*/ NULL);
}

ACTION_NODE_A(starfall, "starfall", "hurricane");

ACTION_NODE_A(starfire, "starfire", "wrath");
Expand Down Expand Up @@ -231,6 +241,10 @@ void BalanceDruidBuffStrategy::InitCombatTriggers(std::list<TriggerNode*>& trigg
triggers.push_back(new TriggerNode(
"moonkin form",
NextAction::array(0, new NextAction("moonkin form", ACTION_MOVE), NULL)));

triggers.push_back(new TriggerNode(
"innervate",
NextAction::array(0, new NextAction("innervate", ACTION_HIGH), NULL)));
}

void BalanceDruidBuffStrategy::InitNonCombatTriggers(std::list<TriggerNode*>& triggers)
Expand Down Expand Up @@ -624,6 +638,10 @@ void BalanceDruidBuffStrategy::InitCombatTriggers(std::list<TriggerNode*>& trigg
triggers.push_back(new TriggerNode(
"moonkin form",
NextAction::array(0, new NextAction("moonkin form", ACTION_MOVE), NULL)));

triggers.push_back(new TriggerNode(
"innervate",
NextAction::array(0, new NextAction("innervate", ACTION_HIGH), NULL)));
}

void BalanceDruidBuffStrategy::InitNonCombatTriggers(std::list<TriggerNode*>& triggers)
Expand Down Expand Up @@ -1025,6 +1043,10 @@ void BalanceDruidBuffStrategy::InitCombatTriggers(std::list<TriggerNode*>& trigg
triggers.push_back(new TriggerNode(
"moonkin form",
NextAction::array(0, new NextAction("moonkin form", ACTION_MOVE), NULL)));

triggers.push_back(new TriggerNode(
"innervate",
NextAction::array(0, new NextAction("innervate", ACTION_HIGH), NULL)));
}

void BalanceDruidBuffStrategy::InitNonCombatTriggers(std::list<TriggerNode*>& triggers)
Expand Down
20 changes: 0 additions & 20 deletions playerbot/strategy/druid/DruidStrategy.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,6 @@ class DruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
creators["mark of the wild"] = &mark_of_the_wild;
creators["mark of the wild on party"] = &mark_of_the_wild_on_party;
creators["gift of the wild on party"] = &gift_of_the_wild_on_party;
creators["innervate"] = &innervate;
creators["dire bear form"] = &dire_bear_form;
creators["cat form"] = &cat_form;
creators["travel form"] = &travel_form;
Expand All @@ -49,14 +48,6 @@ class DruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
/*C*/ NULL);
}

static ActionNode* innervate(PlayerbotAI* ai)
{
return new ActionNode("innervate",
/*P*/ NextAction::array(0, new NextAction("caster form"), NULL),
/*A*/ NextAction::array(0, new NextAction("mana potion"), NULL),
/*C*/ NULL);
}

static ActionNode* dire_bear_form(PlayerbotAI* ai)
{
return new ActionNode("dire bear form",
Expand Down Expand Up @@ -359,9 +350,6 @@ void DruidBuffStrategy::InitCombatTriggers(std::list<TriggerNode*>& triggers)
{
BuffStrategy::InitCombatTriggers(triggers);

triggers.push_back(new TriggerNode(
"innervate",
NextAction::array(0, new NextAction("innervate", ACTION_HIGH), NULL)));
}

void DruidBuffStrategy::InitNonCombatTriggers(std::list<TriggerNode*>& triggers)
Expand Down Expand Up @@ -772,10 +760,6 @@ void DruidCcRaidStrategy::InitNonCombatTriggers(std::list<TriggerNode*>& trigger
void DruidBuffStrategy::InitCombatTriggers(std::list<TriggerNode*>& triggers)
{
BuffStrategy::InitCombatTriggers(triggers);

triggers.push_back(new TriggerNode(
"innervate",
NextAction::array(0, new NextAction("innervate", ACTION_HIGH), NULL)));
}

void DruidBuffStrategy::InitNonCombatTriggers(std::list<TriggerNode*>& triggers)
Expand Down Expand Up @@ -1186,10 +1170,6 @@ void DruidCcRaidStrategy::InitNonCombatTriggers(std::list<TriggerNode*>& trigger
void DruidBuffStrategy::InitCombatTriggers(std::list<TriggerNode*>& triggers)
{
BuffStrategy::InitCombatTriggers(triggers);

triggers.push_back(new TriggerNode(
"innervate",
NextAction::array(0, new NextAction("innervate", ACTION_HIGH), NULL)));
}

void DruidBuffStrategy::InitNonCombatTriggers(std::list<TriggerNode*>& triggers)
Expand Down
30 changes: 30 additions & 0 deletions playerbot/strategy/druid/RestorationDruidStrategy.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,24 @@

using namespace ai;

class BalanceDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
BalanceDruidStrategyActionNodeFactory()
{
creators["innervate"] = &innervate;
}

private:
static ActionNode* innervate(PlayerbotAI* ai)
{
return new ActionNode("innervate",
/*P*/ NextAction::array(0, new NextAction("caster form"), NULL),
/*A*/ NextAction::array(0, new NextAction("mana potion"), NULL),
/*C*/ NULL);
}
};

#ifdef MANGOSBOT_ZERO // Vanilla

void RestorationDruidStrategy::InitCombatTriggers(std::list<TriggerNode*>& triggers)
Expand Down Expand Up @@ -198,6 +216,10 @@ void RestorationDruidAoeRaidStrategy::InitNonCombatTriggers(std::list<TriggerNod
void RestorationDruidBuffStrategy::InitCombatTriggers(std::list<TriggerNode*>& triggers)
{
DruidBuffStrategy::InitCombatTriggers(triggers);

triggers.push_back(new TriggerNode(
"innervate",
NextAction::array(0, new NextAction("innervate", ACTION_HIGH), NULL)));
}

void RestorationDruidBuffStrategy::InitNonCombatTriggers(std::list<TriggerNode*>& triggers)
Expand Down Expand Up @@ -598,6 +620,10 @@ void RestorationDruidBuffStrategy::InitCombatTriggers(std::list<TriggerNode*>& t
triggers.push_back(new TriggerNode(
"tree form",
NextAction::array(0, new NextAction("tree form", ACTION_MOVE), NULL)));

triggers.push_back(new TriggerNode(
"innervate",
NextAction::array(0, new NextAction("innervate", ACTION_HIGH), NULL)));
}

void RestorationDruidBuffStrategy::InitNonCombatTriggers(std::list<TriggerNode*>& triggers)
Expand Down Expand Up @@ -998,6 +1024,10 @@ void RestorationDruidBuffStrategy::InitCombatTriggers(std::list<TriggerNode*>& t
triggers.push_back(new TriggerNode(
"tree form",
NextAction::array(0, new NextAction("tree form", ACTION_MOVE), NULL)));

triggers.push_back(new TriggerNode(
"innervate",
NextAction::array(0, new NextAction("innervate", ACTION_HIGH), NULL)));
}

void RestorationDruidBuffStrategy::InitNonCombatTriggers(std::list<TriggerNode*>& triggers)
Expand Down

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