LK update (#862)

* ICC PP WIP

WIP

* added mutated plague for PP

* BPC added (kinetic and boss targeting need to be done by player)

OT collects dark nucles, bots spread on vortex and other stuff they do ok on their own.
Tested only on 10NM, should work on 25NM

* Tank pos. correction

* BQL, ranged spread, link, flame, bite, tanking tested 10NM

to do (better fire spread, hc tacti, melee spread when in air)

* LDW improved

improved shadow logic, ranged spread for easier shadow handling

* dbs update, fixed teleporting

Bots should only go and teleport to the mage that is actually below zero now

* DBS ranged fix

Ranged should spread more quickly and freak out less

* Festergut && DBS

fixed ranged spread (both)
fixed spore logic (fester)

* Rotface fix

Improved big ooze tanking (static pos, todo kiting)
ooze explosion spread mechanic fix
ooze pool fix
Player needs to mark rotface with skull icon, oterwise bots try to attack oozes

* BQL fixed for 25nm

todo: better melee logic in air phase, better melee flame spread

* VDW, Sister Svalna, Sindy update

Sister Svalna, bots can pickup spears and throw at svalna when she has shield up

VDW added healer strats to use portal and heal boss (atm druids are for raid healing only, so use druide + any other healer, ideally player should be healer)
todo (focus on supressers, add healer rotations, atm they use quickest spell they can)

Sindragosa
Added tank boss manipulation (boss orientation and position)
bots detect (buffet, unchained magic and chilled to the bone and act accordingly)
bots detect frost beacon move to safe spot and los frost bombs around them, while dpsing tombs (todo stop dps if only one tomb is left, if we have frost bombs around, not a big deal atm since in nm they dont one shot)
Last phase bots los behind tomb to loose buffet, tanks swap when they have hi buffet count.
Player should tell bots with skull rti if they should kill tomb or focus boss.
todo (dynamic tomb los in last phase so that healers can see tank but also hide behind tomb to break los from boss)

Removed some debug messages, improved LM spike action (nearest bots also try to help kill it)

Improved Lady Deathwshiper shade action (only targeted bots will run away instead of every bot that is near it)

dbs improved tank switch

I recommend to use 3 healers (just to be safe) and 2 paladin tanks (warr seems to struggle with agro) in 10 man
25 man 6-7 healers (just to be safe) Since most of the bosses are about survival and not dps

* LK Update (doable)

LK added

Improved tank switching for all bosses

Fixed PP gas cloud kiting
Malleable goo todo (dont know how to detect it since its not object or npc) just summon ranged bots to safe position to bypass

BPC  fixed OT sometimes not tanking kele
kinectic bombs todo (for now player should take care of them)

Sindragosa fixed rare case when she is in air phase but tombs went to last phase position

LK
Bots can handle necrotic
Bots can handle adds
Bots should focus valkyre that actually grabbed someone (if unlucky and player just use attack command and summon bots to you if they are far away from you) if they grab bots you can either summon to make them useless or let bots cc them and do it legit way.

Defile should be watched by player and once it was cast just summon bots to you
Vile spirits for some reason go to the ground and get nuked by bots aoe spells so there is not much to be done

**Player needs to be alive the whole LK fight since you will have to watch out for frost spehers (sometimes bots ignore them), summon bots when defile is up and summon ranged bots if they get stuck near shambling or raging spirits since their aoe will wipe you)

all in all LK  is doable both 10 and 25nm, player needs to have knowledge of lk fight and needs to know how to use multibot addon and make macros for eg summoning or commanding groups of bots or individual bots)

Dont forget frost/shadow/nature resist auras in whole ICC since it will help alot

I have done whole icc 10 and 25 with 2 pala tanks, 2/5 heals and rest dps,  if you use +1 or +2 heals it should be easier (since I was testing I did close to 0 dmg in fights same with heals)

* fixed changes made by mistake

fix

* Malleable fix (simple spread mechanic)

Malleable mechanic added (simple spread for now)
Gas cloud fixed (Bots sometimes got stuck between puddle and kite location)

* Defile Update

Bots detect and avoid defile (they struggle to find a way back to the boss around it tho, use summon to help them)

Melee bots should be able to stand behind/to the flank of shambling/spirits

* GS fixed bots not returning to their ship for A and H

Bots will return back to ship after killing mage

* PP gas cloud kiting improved

PP gas cloud kiting improved

* BPC targeting fixed

Bots will mark valid prince with skull RTI now

* BQL added melee spread in air pahse

BQL added melee spread

* VDW healing rotation improved

Healers will now use strong heals and hots

* Fixed Necrotic Plague

Fixed issue with Necrotic where it would get dispelled too soon, or would not get dispelled at all

* LK Update

Refined defile logic
Added 3 points for ranged and melee in winter phase (east, west, south when facing throne)
fixed frost spheres targeting (hunter will focus them)
Atm bots will reset z axis if they fall underground or if they get teleported by lk
Better positioning in 1st phase
This commit is contained in:
Noscopezz
2025-01-10 23:35:06 +01:00
committed by GitHub
parent 72db64ba84
commit 4311dabe24
5 changed files with 492 additions and 216 deletions

View File

@@ -5,6 +5,7 @@
#include "Vehicle.h"
#include "GenericSpellActions.h"
#include "GenericActions.h"
#include <fstream>
enum CreatureIds {
NPC_KOR_KRON_BATTLE_MAGE = 37117,
@@ -2438,25 +2439,64 @@ bool IccLichKingNecroticPlagueAction::Execute(Event event)
bool IccLichKingWinterAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "the lich king");
if (!boss)
return false;
float currentDistance = bot->GetDistance2d(boss);
Unit* currentTarget = AI_VALUE(Unit*, "current target");
// Move away from the Lich King if the bot is too close
if (currentDistance < 48.0f)
{
return MoveAway(boss, 48.0f - currentDistance);
}
if (botAI->IsRanged(bot))
{
// Calculate distances to group positions
float dist1 = bot->GetDistance2d(ICC_LK_FROSTR1_POSITION.GetPositionX(), ICC_LK_FROSTR1_POSITION.GetPositionY());
float dist2 = bot->GetDistance2d(ICC_LK_FROSTR2_POSITION.GetPositionX(), ICC_LK_FROSTR2_POSITION.GetPositionY());
float dist3 = bot->GetDistance2d(ICC_LK_FROSTR3_POSITION.GetPositionX(), ICC_LK_FROSTR3_POSITION.GetPositionY());
// Check for spheres first
if (botAI->IsRangedDps(bot))
const Position* targetPos = &ICC_LK_FROSTR1_POSITION;
if (dist2 < dist1 && dist2 < dist3)
targetPos = &ICC_LK_FROSTR2_POSITION;
else if (dist3 < dist1 && dist3 < dist2)
targetPos = &ICC_LK_FROSTR3_POSITION;
float distToTarget = bot->GetDistance2d(targetPos->GetPositionX(), targetPos->GetPositionY());
if (distToTarget > 7.0f)
{
float angle = bot->GetAngle(targetPos);
float posX = bot->GetPositionX() + cos(angle) * 5.0f;
float posY = bot->GetPositionY() + sin(angle) * 5.0f;
return MoveTo(bot->GetMapId(), posX, posY, 840.857f,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
else
{
// Calculate distances to tank positions
float dist1 = bot->GetDistance2d(ICC_LK_FROST1_POSITION.GetPositionX(), ICC_LK_FROST1_POSITION.GetPositionY());
float dist2 = bot->GetDistance2d(ICC_LK_FROST2_POSITION.GetPositionX(), ICC_LK_FROST2_POSITION.GetPositionY());
float dist3 = bot->GetDistance2d(ICC_LK_FROST3_POSITION.GetPositionX(), ICC_LK_FROST3_POSITION.GetPositionY());
const Position* targetPos = &ICC_LK_FROST1_POSITION;
if (dist2 < dist1 && dist2 < dist3)
targetPos = &ICC_LK_FROST2_POSITION;
else if (dist3 < dist1 && dist3 < dist2)
targetPos = &ICC_LK_FROST3_POSITION;
float distToTarget = bot->GetDistance2d(targetPos->GetPositionX(), targetPos->GetPositionY());
if (distToTarget > 10.0f)
{
float angle = bot->GetAngle(targetPos);
float posX = bot->GetPositionX() + cos(angle) * 5.0f;
float posY = bot->GetPositionY() + sin(angle) * 5.0f;
return MoveTo(bot->GetMapId(), posX, posY, 840.857f,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
}
// Check for spheres if we're at a safe distance
if (bot->getClass() == CLASS_HUNTER)
{
// Find closest frost sphere
Unit* closestSphere = nullptr;
float closestDist = 100.0f; // Initialize with a large value
float closestDist = 100.0f;
GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
for (auto& npc : npcs)
@@ -2465,7 +2505,6 @@ bool IccLichKingWinterAction::Execute(Event event)
if (!unit || !unit->IsAlive())
continue;
// Check if unit is one of the sphere types
uint32 entry = unit->GetEntry();
if (entry == 36633 || entry == 39305 || entry == 39306 || entry == 39307)
{
@@ -2478,111 +2517,11 @@ bool IccLichKingWinterAction::Execute(Event event)
}
}
// If we found a sphere, attack it
if (closestSphere)
{
return Attack(closestSphere);
}
}
if(botAI->IsMelee(bot) && botAI->IsDps(bot))
{
// Check for raging spirits or shambling horrors
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->IsAlive() && (unit->GetEntry() == 37698 || unit->GetEntry() == 39299 ||
unit->GetEntry() == 39300 || unit->GetEntry() == 39301 || // Shambling entry
unit->GetEntry() == 36701 || unit->GetEntry() == 39302 ||
unit->GetEntry() == 39303 || unit->GetEntry() == 39304)) // Raging Spirit entry
{
// Check if we're in front of the add
if (unit->HasInArc(M_PI/3, bot)) // 60 degree frontal arc
{
// Move to behind the add
float angle = unit->GetOrientation() + M_PI; // Opposite of add's facing
float distance = 3.0f; // Close enough to melee but behind
float newX = unit->GetPositionX() - distance * cos(angle);
float newY = unit->GetPositionY() - distance * sin(angle);
float newZ = unit->GetPositionZ();
bot->UpdateAllowedPositionZ(newX, newY, newZ);
if (bot->IsWithinLOS(newX, newY, newZ))
{
return MoveTo(bot->GetMapId(), newX, newY, newZ);
}
}
}
}
}
if (botAI->IsRanged(bot))
{
// Find assist tank
Group* group = bot->GetGroup();
if (!group)
return false;
Player* assistTank = nullptr;
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive() || member == bot)
continue;
if (botAI->IsAssistTank(member))
{
assistTank = member;
break;
}
}
if (assistTank)
{
float distance = bot->GetDistance(assistTank);
const float TARGET_DISTANCE = 21.0f;
const float DISTANCE_TOLERANCE = 6.0f;
const float MOVE_INCREMENT = 5.0f;
if (std::abs(distance - TARGET_DISTANCE) > DISTANCE_TOLERANCE)
{
// Calculate current angle between tank and bot
float angle = assistTank->GetAngle(bot);
float moveDistance = 0.0f;
if (distance < TARGET_DISTANCE)
{
moveDistance = std::min(TARGET_DISTANCE - distance, MOVE_INCREMENT);
}
else
{
moveDistance = -std::min(distance - TARGET_DISTANCE, MOVE_INCREMENT);
}
// Calculate new position
float newX = bot->GetPositionX() + moveDistance * cos(angle);
float newY = bot->GetPositionY() + moveDistance * sin(angle);
float newZ = bot->GetPositionZ();
// Update Z coordinate properly
bot->UpdateAllowedPositionZ(newX, newY, newZ);
// Check if new position is valid
if (bot->IsWithinLOS(newX, newY, newZ))
{
return MoveTo(bot->GetMapId(), newX, newY, newZ);
}
// If position invalid, don't move
return false;
}
}
}
return false;
}
@@ -2590,47 +2529,280 @@ bool IccLichKingWinterAction::Execute(Event event)
bool IccLichKingAddsAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "the lich king");
if (!boss)
return false;
Unit* spiritWarden = AI_VALUE2(Unit*, "find target", "spirit warden");
//temp solution for bots going underground due to buggy ice platfroms and adds that go underground
if (abs(bot->GetPositionZ() - 840.857f) > 1.0f)
return bot->TeleportTo(bot->GetMapId(), bot->GetPositionX(),
bot->GetPositionY(), 840.857f, bot->GetOrientation());
//temp soultion for bots when they get teleport far away into another dimension (they are unable to attack spirit warden)
if (abs(bot->GetPositionY() - -2095.7915f) > 200.0f)
{
return bot->TeleportTo(bot->GetMapId(), ICC_LICH_KING_ADDS_POSITION.GetPositionX(),
ICC_LICH_KING_ADDS_POSITION.GetPositionY(), ICC_LICH_KING_ADDS_POSITION.GetPositionZ(), bot->GetOrientation());
}
if (boss && boss->HasUnitState(UNIT_STATE_CASTING) && boss->FindCurrentSpellBySpellId(72262) && bot->GetExactDist2d(boss) > 20.0f) //quake
{
float angle = bot->GetAngle(boss);
float posX = bot->GetPositionX() + cos(angle) * 10.0f;
float posY = bot->GetPositionY() + sin(angle) * 10.0f;
return MoveTo(bot->GetMapId(), posX, posY, boss->GetPositionZ(),
false, true, false, false, MovementPriority::MOVEMENT_COMBAT);
}
std::vector<Unit*> defiles;
Unit* closestDefile = nullptr;
float closestDistance = std::numeric_limits<float>::max();
// First gather all defiles
GuidVector npcs1 = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs1)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->IsAlive() && unit->GetEntry() == 38757) // Defile NPC
if (unit && unit->IsAlive() && unit->GetEntry() == 38757)
{
if (bot->GetDistance(unit) < 20.0f) // If within 20 yards
defiles.push_back(unit);
float dist = bot->GetDistance(unit);
if (dist < closestDistance)
{
// Get predicted position from MoveAway before actually moving
float angle = unit->GetAngle(bot);
float testX = bot->GetPositionX() + 8.0f * cos(angle);
float testY = bot->GetPositionY() + 8.0f * sin(angle);
float testZ = bot->GetPositionZ();
closestDistance = dist;
closestDefile = unit;
}
}
}
if (!defiles.empty())
{
float baseRadius = 6.0f;
float safetyMargin = 1.0f; // Fixed 5-yard safety margin
// First, find if we need to move from any defile
bool needToMove = false;
float bestAngle = 0.0f;
float maxSafeDistance = 0.0f;
// Check all defiles first to see if we need to move
for (Unit* defile : defiles)
{
if (!defile || !defile->IsAlive())
continue;
float currentRadius = baseRadius;
Aura* growAura = defile->GetAura(72756);
if (!growAura)
growAura = defile->GetAura(74162);
if (growAura)
{
uint8 stacks = growAura->GetStackAmount();
currentRadius = baseRadius + (stacks * 1.25f);
}
float dx = bot->GetPositionX() - defile->GetPositionX();
float dy = bot->GetPositionY() - defile->GetPositionY();
float distanceToCenter = sqrt(dx * dx + dy * dy);
if (distanceToCenter < (currentRadius + safetyMargin))
{
needToMove = true;
break;
}
}
// If we need to move, find the safest direction
if (needToMove)
{
// Try 16 different angles for more precise movement
for (int i = 0; i < 16; i++)
{
float testAngle = i * M_PI / 8;
float moveDistance = 5.0f; // Move in 5-yard increments
float testX = bot->GetPositionX() + moveDistance * cos(testAngle);
float testY = bot->GetPositionY() + moveDistance * sin(testAngle);
float testZ = 840.857f;
bot->UpdateAllowedPositionZ(testX, testY, testZ);
// Only move if the position is valid
if (bot->IsWithinLOS(testX, testY, testZ) &&
fabs(testZ - bot->GetPositionZ()) < 5.0f) // Prevent too large Z changes
// Skip if not in LOS or too much height difference
if (!bot->IsWithinLOS(testX, testY, testZ) ||
fabs(testZ - bot->GetPositionZ()) >= 5.0f)
{
return MoveAway(unit, 8.0f);
continue;
}
else
// Calculate minimum distance to any defile from this position
float minDefileDistance = std::numeric_limits<float>::max();
float distanceToBoss = boss->GetDistance2d(testX, testY);
for (Unit* defile : defiles)
{
// Try smaller distance if first fails
testX = bot->GetPositionX() + 5.0f * cos(angle);
testY = bot->GetPositionY() + 5.0f * sin(angle);
testZ = bot->GetPositionZ();
bot->UpdateAllowedPositionZ(testX, testY, testZ);
if (bot->IsWithinLOS(testX, testY, testZ) &&
fabs(testZ - bot->GetPositionZ()) < 5.0f)
{
return MoveAway(unit, 5.0f);
}
if (!defile || !defile->IsAlive())
continue;
float dx = testX - defile->GetPositionX();
float dy = testY - defile->GetPositionY();
float dist = sqrt(dx * dx + dy * dy);
minDefileDistance = std::min(minDefileDistance, dist);
}
// Favor positions that are both safe from defiles and closer to the boss
float safetyScore = minDefileDistance;
float bossScore = 100.0f - std::min(100.0f, distanceToBoss); // Convert distance to a 0-100 score
float totalScore = safetyScore + (bossScore * 0.5f); // Weight safety more than boss proximity
// If this position is better than our previous best, update it
if (totalScore > maxSafeDistance)
{
maxSafeDistance = totalScore;
bestAngle = testAngle;
}
}
// Move in the best direction found
if (maxSafeDistance > 0)
{
float moveDistance = 5.0f;
float testX = bot->GetPositionX() + moveDistance * cos(bestAngle);
float testY = bot->GetPositionY() + moveDistance * sin(bestAngle);
float testZ = 840.857f;
bot->UpdateAllowedPositionZ(testX, testY, testZ);
return MoveTo(bot->GetMapId(), testX, testY, testZ,
false, false, false, true, MovementPriority::MOVEMENT_FORCED);
}
}
}
// Check if LK is casting Defile - make bots spread
if (boss && boss->HasUnitState(UNIT_STATE_CASTING) && boss->FindCurrentSpellBySpellId(72762))
{
uint32 playerCount = 0;
uint32 botIndex = 0;
uint32 currentIndex = 0;
Map::PlayerList const& players = bot->GetMap()->GetPlayers();
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
{
Player* player = itr->GetSource();
if (!player || !player->IsAlive())
continue;
if (player == bot)
botIndex = currentIndex;
currentIndex++;
playerCount++;
}
// Calculate this bot's preferred angle based on its index
float preferredAngle = (float(botIndex) / float(playerCount)) * 2 * M_PI;
float moveDistance = 12.0f; // Fixed distance for consistent spread
// Start checking from preferred angle, then try adjacent angles if blocked
float bestAngle = preferredAngle;
bool foundSafeSpot = false;
// Try positions at increasing offsets from preferred angle
for (int offset = 0; offset <= 8; offset++) // Try up to 8 positions on each side
{
for (int direction = -1; direction <= 1; direction += 2) // Check both clockwise and counterclockwise
{
if (offset == 0 && direction > 0) // Skip second check of preferred angle
continue;
float testAngle = preferredAngle + (direction * offset * M_PI / 16);
float testX = bot->GetPositionX() + moveDistance * cos(testAngle);
float testY = bot->GetPositionY() + moveDistance * sin(testAngle);
float testZ = 840.857f;
bot->UpdateAllowedPositionZ(testX, testY, testZ);
if (!bot->IsWithinLOS(testX, testY, testZ) ||
fabs(testZ - bot->GetPositionZ()) >= 5.0f)
{
continue;
}
// Check if position is safe from defiles
bool isSafeFromDefiles = true;
for (Unit* defile : defiles)
{
if (!defile || !defile->IsAlive())
continue;
float currentRadius = 6.0f;
Aura* growAura = defile->GetAura(72756);
if (!growAura)
growAura = defile->GetAura(74162);
if (growAura)
{
uint8 stacks = growAura->GetStackAmount();
currentRadius = 6.0f + (stacks * 1.25f);
}
float dx = testX - defile->GetPositionX();
float dy = testY - defile->GetPositionY();
float distToDefile = sqrt(dx * dx + dy * dy);
if (distToDefile < (currentRadius + 1.0f))
{
isSafeFromDefiles = false;
break;
}
}
if (!isSafeFromDefiles)
continue;
// Check distance to other players
bool tooCloseToPlayers = false;
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
{
Player* player = itr->GetSource();
if (!player || !player->IsAlive() || player == bot)
continue;
float dx = testX - player->GetPositionX();
float dy = testY - player->GetPositionY();
float dist = sqrt(dx * dx + dy * dy);
if (dist < 5.0f) // Minimum spacing between players
{
tooCloseToPlayers = true;
break;
}
}
if (tooCloseToPlayers)
continue;
float distanceToBoss = boss->GetDistance2d(testX, testY);
if (distanceToBoss > 40.0f)
continue;
// We found a safe spot
bestAngle = testAngle;
foundSafeSpot = true;
break;
}
if (foundSafeSpot)
break;
}
if (foundSafeSpot)
{
float testX = bot->GetPositionX() + moveDistance * cos(bestAngle);
float testY = bot->GetPositionY() + moveDistance * sin(bestAngle);
float testZ = 840.857f;
bot->UpdateAllowedPositionZ(testX, testY, testZ);
return MoveTo(bot->GetMapId(), testX, testY, testZ,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
@@ -2639,19 +2811,21 @@ bool IccLichKingAddsAction::Execute(Event event)
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->IsAlive() && (unit->GetEntry() == 36609 || unit->GetEntry() == 39120 ||
unit->GetEntry() == 39121 || unit->GetEntry() == 39122)) // Val'kyr Shadowguard entries
if (unit && unit->IsAlive() &&
(unit->GetEntry() == 36609 || unit->GetEntry() == 39120 || unit->GetEntry() == 39121 ||
unit->GetEntry() == 39122)) // Val'kyr Shadowguard entries
{
GuidVector npcs2 = AI_VALUE(GuidVector, "nearest hostile npcs");
Unit* closestValkyr = nullptr;
float minValkyrDistance = std::numeric_limits<float>::max();
// First find the closest Val'kyr to this bot
for (auto& npc2 : npcs2)
{
Unit* unit2 = botAI->GetUnit(npc2);
if (unit2 && unit2->IsAlive() && (unit2->GetEntry() == 36609 || unit2->GetEntry() == 39120 ||
unit2->GetEntry() == 39121 || unit2->GetEntry() == 39122)) // Val'kyr Shadowguard entries
if (unit2 && unit2->IsAlive() &&
(unit2->GetEntry() == 36609 || unit2->GetEntry() == 39120 || unit2->GetEntry() == 39121 ||
unit2->GetEntry() == 39122)) // Val'kyr Shadowguard entries
{
float distance = bot->GetDistance(unit2);
if (distance < minValkyrDistance)
@@ -2667,18 +2841,19 @@ bool IccLichKingAddsAction::Execute(Event event)
// Check if this Val'kyr is grabbing any player
bool isGrabbingPlayer = false;
Map::PlayerList const& playerList = closestValkyr->GetMap()->GetPlayers();
for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr)
{
Player* player = itr->GetSource();
for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr)
{
Player* player = itr->GetSource();
if (!player || !player->IsAlive())
continue;
continue;
// Check if player is being lifted by Val'kyr (close horizontally and elevated)
float horizontalDist = std::sqrt(std::pow(closestValkyr->GetPositionX() - player->GetPositionX(), 2) +
std::pow(closestValkyr->GetPositionY() - player->GetPositionY(), 2));
float horizontalDist =
std::sqrt(std::pow(closestValkyr->GetPositionX() - player->GetPositionX(), 2) +
std::pow(closestValkyr->GetPositionY() - player->GetPositionY(), 2));
float verticalDist = player->GetPositionZ() - closestValkyr->GetPositionZ();
if (horizontalDist <= 1.0f && verticalDist > 0.5f) // Player is close horizontally and lifted up
if (horizontalDist <= 1.0f && verticalDist > 0.5f) // Player is close horizontally and lifted up
{
isGrabbingPlayer = true;
break;
@@ -2686,44 +2861,66 @@ bool IccLichKingAddsAction::Execute(Event event)
}
if (isGrabbingPlayer)
{
// Check if Valkyr is already CC'd
if (botAI->HasAura("Frost Nova", closestValkyr) || botAI->HasAura("Deep Freeze", closestValkyr) ||
botAI->HasAura("Entangling Roots", closestValkyr) ||
botAI->HasAura("Hammer of Justice", closestValkyr) ||
botAI->HasAura("Hamstring", closestValkyr) ||
botAI->HasAura("Concussive Shot", closestValkyr) ||
botAI->HasAura("Kidney Shot", closestValkyr) || botAI->HasAura("Gouge", closestValkyr) ||
botAI->HasAura("Frost Shock", closestValkyr) || botAI->HasAura("Chains of Ice", closestValkyr))
{
// Try to CC the Val'kyr based on class priority - only stuns and slows
if (bot->getClass() == CLASS_MAGE)
{
if (botAI->CastSpell("Frost Nova", closestValkyr)) return true;
if (botAI->CastSpell("Deep Freeze", closestValkyr)) return true;
}
else if (bot->getClass() == CLASS_DRUID)
{
if (botAI->CastSpell("Entangling Roots", closestValkyr)) return true;
}
else if (bot->getClass() == CLASS_PALADIN)
{
if (botAI->CastSpell("Hammer of Justice", closestValkyr)) return true;
}
else if (bot->getClass() == CLASS_WARRIOR)
{
if (botAI->CastSpell("Hamstring", closestValkyr)) return true;
}
else if (bot->getClass() == CLASS_HUNTER)
{
if (botAI->CastSpell("Concussive Shot", closestValkyr)) return true;
}
else if (bot->getClass() == CLASS_ROGUE)
{
if (botAI->CastSpell("Kidney Shot", closestValkyr)) return true;
if (botAI->CastSpell("Gouge", closestValkyr)) return true;
}
else if (bot->getClass() == CLASS_SHAMAN)
{
if (botAI->CastSpell("Frost Shock", closestValkyr)) return true;
}
else if (bot->getClass() == CLASS_DEATH_KNIGHT)
{
if (botAI->CastSpell("Chains of Ice", closestValkyr)) return true;
}
return Attack(closestValkyr);
}
// If no CC available or all failed, attack the Val'kyr
// Try to CC the Val'kyr based on class priority - only stuns and slows
if (bot->getClass() == CLASS_MAGE)
{
if (botAI->CastSpell("Frost Nova", closestValkyr))
return true;
if (botAI->CastSpell("Deep Freeze", closestValkyr))
return true;
}
else if (bot->getClass() == CLASS_DRUID)
{
if (botAI->CastSpell("Entangling Roots", closestValkyr))
return true;
}
else if (bot->getClass() == CLASS_PALADIN)
{
if (botAI->CastSpell("Hammer of Justice", closestValkyr))
return true;
}
else if (bot->getClass() == CLASS_WARRIOR)
{
if (botAI->CastSpell("Hamstring", closestValkyr))
return true;
}
else if (bot->getClass() == CLASS_HUNTER)
{
if (botAI->CastSpell("Concussive Shot", closestValkyr))
return true;
}
else if (bot->getClass() == CLASS_ROGUE)
{
if (botAI->CastSpell("Kidney Shot", closestValkyr))
return true;
if (botAI->CastSpell("Gouge", closestValkyr))
return true;
}
else if (bot->getClass() == CLASS_SHAMAN)
{
if (botAI->CastSpell("Frost Shock", closestValkyr))
return true;
}
else if (bot->getClass() == CLASS_DEATH_KNIGHT)
{
if (botAI->CastSpell("Chains of Ice", closestValkyr))
return true;
}
// If no CC available or all failed, attack the Val'kyr
return Attack(closestValkyr);
}
}
@@ -2731,12 +2928,12 @@ bool IccLichKingAddsAction::Execute(Event event)
}
if (!botAI->IsAssistTank(bot) && !boss->HealthBelowPct(70))
if (!botAI->IsAssistTank(bot) && !boss->HealthBelowPct(71))
{
// Check for necrotic plague
bool hasPlague = botAI->HasAura("Necrotic Plague", bot);
// Only execute if we have the plague
// Only execute if we dont have the plague
if (!hasPlague)
{
float distanceToPosition = bot->GetDistance2d(ICC_LICH_KING_ADDS_POSITION.GetPositionX(), ICC_LICH_KING_ADDS_POSITION.GetPositionY());
@@ -2750,12 +2947,13 @@ bool IccLichKingAddsAction::Execute(Event event)
float y = bot->GetPositionY() + sin(angle) * moveDistance;
float z = bot->GetPositionZ(); // Use bot's Z to prevent going underground
return MoveTo(bot->GetMapId(), x, y, z);
return MoveTo(bot->GetMapId(), x, y, z,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
}
// Handle assist tanks - keep them at adds position
// Handle assist tanks - keep them at adds position
if (botAI->IsAssistTank(bot))
{
// Actively look for any shambling/spirit/ghoul that isn't targeting us
@@ -2771,32 +2969,65 @@ bool IccLichKingAddsAction::Execute(Event event)
unit->GetEntry() == 39310 || unit->GetEntry() == 39311)) // Drudge Ghouls entry
{
if (!unit->GetVictim() || unit->GetVictim() != bot)
{
bot->SetFacingToObject(unit);
return Attack(unit); // Pick up any shambling that isn't targeting us
}
}
}
// If we have a current target, make sure we're facing it
if (Unit* currentTarget = bot->GetVictim())
{
bot->SetFacingToObject(currentTarget);
}
// Return to adds position if we're too far
if (bot->GetExactDist2d(ICC_LICH_KING_ADDS_POSITION) > 3.0f && !boss->HealthBelowPct(70))
if (bot->GetExactDist2d(ICC_LICH_KING_ADDS_POSITION) > 3.0f && !boss->HealthBelowPct(71))
{
return MoveTo(bot->GetMapId(), ICC_LICH_KING_ADDS_POSITION.GetPositionX(),
ICC_LICH_KING_ADDS_POSITION.GetPositionY(),
ICC_LICH_KING_ADDS_POSITION.GetPositionZ());
ICC_LICH_KING_ADDS_POSITION.GetPositionZ(),
false,true, false, false, MovementPriority::MOVEMENT_COMBAT);
}
return false; // Stay in position and keep facing current target
}
if (botAI->IsMainTank(bot) && !boss->HealthBelowPct(70))
if (botAI->IsMainTank(bot) && !boss->HealthBelowPct(71))
{
float currentDist = bot->GetDistance(ICC_LICH_KING_ADDS_POSITION);
if (currentDist < 17.0f || currentDist > 23.0f) // 20 yards ±3 yards tolerance
if (currentDist < 9.0f || currentDist > 22.0f) // 15 yards ±3 yards tolerance
{
float angle = ICC_LICH_KING_ADDS_POSITION.GetAngle(bot);
float targetDist = 20.0f;
float targetDist = 16.0f;
float moveDistance = currentDist < targetDist ? 5.0f : -5.0f; // Move away or towards in 5yd increments
float x = bot->GetPositionX() + cos(angle) * moveDistance;
float y = bot->GetPositionY() + sin(angle) * moveDistance;
float z = ICC_LICH_KING_ADDS_POSITION.GetPositionZ();
return MoveTo(bot->GetMapId(), x, y, z);
return MoveTo(bot->GetMapId(), x, y, z,
false, true, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
if (botAI->IsRanged(bot) && !boss->HealthBelowPct(71))
{
float currentDist = bot->GetDistance(ICC_LICH_KING_ADDS_POSITION);
if (currentDist < 21.0f || currentDist > 35.0f) // 20 yards ±3 yards tolerance
{
float angle = ICC_LICH_KING_ADDS_POSITION.GetAngle(bot);
float targetDist = 26.0f;
float moveDistance = currentDist < targetDist ? 5.0f : -5.0f; // Move away or towards in 5yd increments
float x = bot->GetPositionX() + cos(angle) * moveDistance;
float y = bot->GetPositionY() + sin(angle) * moveDistance;
float z = ICC_LICH_KING_ADDS_POSITION.GetPositionZ();
return MoveTo(bot->GetMapId(), x, y, z,
false, true, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
return false;
}

View File

@@ -51,7 +51,14 @@ const Position ICC_SINDRAGOSA_CENTER_POSITION = Position(4408.0464f, 2484.478f,
const Position ICC_SINDRAGOSA_THOMBMB2_POSITION = Position(4382.6113f, 2505.4922f, 203.38197f);
const Position ICC_SINDRAGOSA_FBOMB_POSITION = Position(4400.031f, 2507.0295f, 203.37929f);
const Position ICC_SINDRAGOSA_LOS2_POSITION = Position(4376.0938f, 2511.103f, 203.38303f);
const Position ICC_LICH_KING_ADDS_POSITION = Position(486.63647f, -2095.7915f, 840.857f);
const Position ICC_LICH_KING_ADDS_POSITION = Position(486.63647f, -2095.7915f, 840.857f);
const Position ICC_LK_FROST1_POSITION = Position(503.96548f, -2183.216f, 840.857f);
const Position ICC_LK_FROST2_POSITION = Position(563.07166f, -2125.7578f, 840.857f);
const Position ICC_LK_FROST3_POSITION = Position(503.40182f, -2067.3435f, 840.857f);
const Position ICC_LK_FROSTR1_POSITION = Position(481.168f, -2177.8723f, 840.857f);
const Position ICC_LK_FROSTR2_POSITION = Position(562.20807f, -2100.2393f, 840.857f);
const Position ICC_LK_FROSTR3_POSITION = Position(526.35297f, -2071.0317f, 840.857f);
//Lord Marrogwar

View File

@@ -21,15 +21,17 @@
#include "WarriorActions.h"
#include "PlayerbotAI.h"
//LK global variables
namespace {
uint32 g_lastPlagueTime = 0;
bool g_plagueAllowedToCure = false;
std::map<ObjectGuid, uint32> g_plagueTimes;
std::map<ObjectGuid, bool> g_allowCure;
std::mutex g_plagueMutex; // Add mutex for thread safety
// LK global variables
namespace
{
uint32 g_lastPlagueTime = 0;
bool g_plagueAllowedToCure = false;
std::map<ObjectGuid, uint32> g_plagueTimes;
std::map<ObjectGuid, bool> g_allowCure;
std::mutex g_plagueMutex; // Add mutex for thread safety
}
float IccLadyDeathwhisperMultiplier::GetValue(Action* action)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "lady deathwhisper");
@@ -612,13 +614,41 @@ float IccLichKingAddsMultiplier::GetValue(Action* action)
if (!boss)
return 1.0f;
if (botAI->IsMainTank(bot) && dynamic_cast<IccLichKingWinterAction*>(action))
if (dynamic_cast<IccLichKingWinterAction*>(action))
{
if (dynamic_cast<TankAssistAction*>(action))
if(dynamic_cast<CombatFormationMoveAction*>(action) || dynamic_cast<IccLichKingAddsAction*>(action))
return 0.0f;
return 1.0f;
}
if (botAI->IsAssistTank(bot))
if (botAI->IsRanged(bot))
{
// Check for defile presence
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
bool defilePresent = false;
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->IsAlive() && unit->GetEntry() == 38757) // Defile entry
{
defilePresent = true;
break;
}
}
// Only disable movement if defile is present
if (defilePresent && (
dynamic_cast<CombatFormationMoveAction*>(action) ||
dynamic_cast<FollowAction*>(action) ||
dynamic_cast<FleeAction*>(action) ||
dynamic_cast<MoveRandomAction*>(action) ||
dynamic_cast<MoveFromGroupAction*>(action)))
{
return 0.0f;
}
}
if (botAI->IsAssistTank(bot) && !boss->HealthBelowPct(71))
{
// Allow BPC-specific actions
if (dynamic_cast<IccLichKingAddsAction*>(action))
@@ -639,4 +669,4 @@ float IccLichKingAddsMultiplier::GetValue(Action* action)
return 1.0f;
}
//raging spirit, Ice sphere, valkyere shadowguard, sphere 36633 39305 39306 39307
//raging spirit, Ice sphere, valkyere shadowguard, sphere 36633 39305 39306 39307

View File

@@ -159,10 +159,10 @@ void RaidIccStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
//LICH KING
triggers.push_back(new TriggerNode("icc lich king necrotic plague",
NextAction::array(0, new NextAction("icc lich king necrotic plague", ACTION_EMERGENCY + 3), nullptr)));
NextAction::array(0, new NextAction("icc lich king necrotic plague", ACTION_RAID + 3), nullptr)));
triggers.push_back(new TriggerNode("icc lich king winter",
NextAction::array(0, new NextAction("icc lich king winter", ACTION_RAID +1), nullptr)));
NextAction::array(0, new NextAction("icc lich king winter", ACTION_RAID +5), nullptr)));
triggers.push_back(new TriggerNode("icc lich king adds",
NextAction::array(0, new NextAction("icc lich king adds", ACTION_RAID +2), nullptr)));

View File

@@ -732,17 +732,25 @@ bool IccLichKingWinterTrigger::IsActive()
// Check for either Remorseless Winter
bool hasWinterAura = boss->HasAura(72259) || boss->HasAura(74273) || boss->HasAura(74274) || boss->HasAura(74275);
bool hasWinter2Aura = boss->HasAura(68981) || boss->HasAura(74270) || boss->HasAura(74271) || boss->HasAura(74272);
bool isCasting = boss->HasUnitState(UNIT_STATE_CASTING);
bool isWinter = boss->FindCurrentSpellBySpellId(77259) || boss->FindCurrentSpellBySpellId(74273) || boss->FindCurrentSpellBySpellId(68981) || boss->FindCurrentSpellBySpellId(74270) ||
boss->FindCurrentSpellBySpellId(74274) || boss->FindCurrentSpellBySpellId(74275) || boss->FindCurrentSpellBySpellId(74271) || boss->FindCurrentSpellBySpellId(74272);
if (!hasWinterAura && !hasWinter2Aura)
return false;
if (hasWinterAura || hasWinter2Aura)
return true;
return true;
if (isCasting && isWinter)
return true;
return false;
}
bool IccLichKingAddsTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "the lich king");
if (!boss)
Unit* spiritWarden = AI_VALUE2(Unit*, "find target", "spirit warden");
if (!boss && !spiritWarden)
return false;
return true;