@@ -1070,6 +1070,9 @@ struct hunter_t final : public player_t
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void init_scaling () override ;
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void init_assessors () override ;
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void init_action_list () override ;
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+ void init_blizzard_action_list () override ;
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+ std::string parse_assisted_combat_rule ( const assisted_combat_rule_data_t & rule,
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+ const assisted_combat_step_data_t & step ) const override ;
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void init_special_effects () override ;
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void init_finished () override ;
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void reset () override ;
@@ -7895,6 +7898,7 @@ action_t* hunter_t::create_action( util::string_view name, util::string_view opt
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if ( name == " spearhead" ) return new spearhead_t ( this , options_str );
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if ( name == " steady_shot" ) return new steady_shot_t ( this , options_str );
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if ( name == " summon_pet" ) return new summon_pet_t ( this , options_str );
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+ if ( name == " call_pet_1" ) return new summon_pet_t ( this , options_str );
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if ( name == " tar_trap" ) return new tar_trap_t ( this , options_str );
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if ( name == " trueshot" ) return new trueshot_t ( this , options_str );
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if ( name == " volley" ) return new volley_t ( this , options_str );
@@ -9052,6 +9056,48 @@ void hunter_t::init_action_list()
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player_t::init_action_list ();
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}
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+ void hunter_t::init_blizzard_action_list ()
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+ {
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+ player_t::init_blizzard_action_list ();
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+
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+ action_priority_list_t * precombat = get_action_priority_list ( " precombat" );
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+ switch ( specialization () )
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+ {
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+ case HUNTER_MARKSMANSHIP:
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+ precombat->add_action ( " summon_pet,if=talent.unbreakable_bond" );
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+ break ;
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+ default :
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+ precombat->add_action ( " summon_pet" );
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+ break ;
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+ }
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+
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+
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+ action_priority_list_t * default_ = get_action_priority_list ( " default" );
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+ default_->add_action ( specialization () == HUNTER_SURVIVAL ? " auto_attack" : " auto_shot" );
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+
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+ action_priority_list_t * cooldowns = get_action_priority_list ( " cooldowns" );
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+ switch ( specialization () )
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+ {
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+ case HUNTER_BEAST_MASTERY:
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+ cooldowns->add_action ( " call_of_the_wild" );
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+ break ;
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+ case HUNTER_MARKSMANSHIP:
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+ cooldowns->add_action ( " trueshot" );
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+ break ;
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+ case HUNTER_SURVIVAL:
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+ cooldowns->add_action ( " coordinated_assault" );
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+ break ;
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+ default :
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+ break ;
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+ }
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+ }
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+
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+ std::string hunter_t::parse_assisted_combat_rule ( const assisted_combat_rule_data_t & rule,
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+ const assisted_combat_step_data_t & step ) const
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+ {
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+ return player_t::parse_assisted_combat_rule ( rule, step );
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+ }
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+
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void hunter_t::init_special_effects ()
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{
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player_t::init_special_effects ();
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