Created
December 25, 2015 20:51
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// Copyright (C) 2011-2015 Bossland GmbH | |
// See the file LICENSE for the source code's detailed license | |
using Buddy.BehaviorTree; | |
using DefaultCombat.Core; | |
using DefaultCombat.Helpers; | |
namespace DefaultCombat.Routines | |
{ | |
internal class Marksmanship : RotationBase | |
{ | |
public override string Name | |
{ | |
get { return "Sniper Marksmanship"; } | |
} | |
public override Composite Buffs | |
{ | |
get | |
{ | |
return new PrioritySelector( | |
Spell.Buff("Coordination") | |
); | |
} | |
} | |
public override Composite Cooldowns | |
{ | |
get | |
{ | |
return new LockSelector( | |
Spell.Buff("Escape", ret => Me.IsStunned), | |
Spell.Buff("Shield Probe", ret => Me.HealthPercent <= 70), | |
Spell.Buff("Evasion", ret => Me.HealthPercent <= 30), | |
Spell.Buff("Adrenaline Probe", ret => Me.EnergyPercent < 50), | |
Spell.Buff("Sniper Volley", ret => Me.EnergyPercent <= 60), | |
Spell.Buff("Entrench", ret => Me.CurrentTarget.StrongOrGreater() && Me.IsInCover()), | |
Spell.Buff("Laze Target"), | |
Spell.Buff("Target Acquired") | |
); | |
} | |
} | |
public override Composite SingleTarget | |
{ | |
get | |
{ | |
return new LockSelector( | |
//Movement | |
CombatMovement.CloseDistance(Distance.Ranged), | |
//Low Energy | |
new Decorator(ret => Me.EnergyPercent < 60, | |
new LockSelector( | |
Spell.Cast("Rifle Shot") | |
)), | |
// Corrosive Dart (Reason: Marked Debuff) | |
// Penetrating Blasts // Sniper Volley/Burst Volley | |
// Takedown (Be wary of your energy management when using this) | |
// Followthrough | |
// Ambush (2 stacks of Zeroing Shots) | |
// Snipe | |
//Rotation | |
Spell.Cast("Distraction", ret => Me.CurrentTarget.IsCasting), | |
Spell.Cast("Followthrough"), | |
Spell.Cast("Penetrating Blasts", ret => Me.Level >= 26), | |
Spell.Cast("Series of Shots", ret => Me.Level < 26), | |
Spell.DoT("Corrosive Dart", "Corrosive Dart"), | |
Spell.Cast("Ambush", ret => Me.BuffCount("Zeroing Shots") == 2), | |
Spell.Cast("Takedown", ret => Me.CurrentTarget.HealthPercent <= 30), | |
Spell.Cast("Snipe") | |
); | |
} | |
} | |
public override Composite AreaOfEffect | |
{ | |
get | |
{ | |
return new Decorator(ret => Targeting.ShouldAoe, | |
new LockSelector( | |
Spell.CastOnGround("Orbital Strike"), | |
Spell.Cast("Fragmentation Grenade"), | |
Spell.CastOnGround("Suppressive Fire") | |
)); | |
} | |
} | |
} | |
} |
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