diff --git a/src/strategy/dungeons/wotlk/violethold/VioletHoldStrategy.cpp b/src/strategy/dungeons/wotlk/violethold/VioletHoldStrategy.cpp index 508f6f2f..bcc27506 100644 --- a/src/strategy/dungeons/wotlk/violethold/VioletHoldStrategy.cpp +++ b/src/strategy/dungeons/wotlk/violethold/VioletHoldStrategy.cpp @@ -10,7 +10,7 @@ void WotlkDungeonVHStrategy::InitTriggers(std::vector &triggers) NextAction::array(0, new NextAction("attack erekem", ACTION_RAID + 1), nullptr))); // Moragg - // TODO: This guy has Optic Link which may require stacking, add if needed + // TODO: This guy has Optic Link which may require moving, add if needed // Ichoron triggers.push_back(new TriggerNode("ichoron target", diff --git a/src/strategy/dungeons/wotlk/violethold/VioletHoldTriggers.cpp b/src/strategy/dungeons/wotlk/violethold/VioletHoldTriggers.cpp index 1a6197ab..cf9e9ab1 100644 --- a/src/strategy/dungeons/wotlk/violethold/VioletHoldTriggers.cpp +++ b/src/strategy/dungeons/wotlk/violethold/VioletHoldTriggers.cpp @@ -33,44 +33,3 @@ bool CyanigosaPositioningTrigger::IsActive() return boss && !botAI->IsTank(bot) && !botAI->IsRangedDps(bot); // return boss && botAI->IsMelee(bot) && !botAI->IsTank(bot); } - -// bool CorpseExplodeTrigger::IsActive() -// { -// Unit* boss = AI_VALUE2(Unit*, "find target", "trollgore"); -// if (!boss) { return false; } - -// float distance = 6.0f; // 5 unit radius, 1 unit added as buffer -// GuidVector corpses = AI_VALUE(GuidVector, "nearest corpses"); -// for (auto i = corpses.begin(); i != corpses.end(); ++i) -// { -// Unit* unit = botAI->GetUnit(*i); -// if (unit && unit->GetEntry() == NPC_DRAKKARI_INVADER) -// { -// if (bot->GetExactDist2d(unit) < distance) -// { -// return true; -// } -// } -// } -// return false; -// } - -// bool CrystalHandlerTrigger::IsActive() -// { -// Unit* boss = AI_VALUE2(Unit*, "find target", "novos the summoner"); -// if (!boss) { return false; } - -// // Target is not findable from threat table using AI_VALUE2(), -// // therefore need to search manually for the unit name -// GuidVector targets = AI_VALUE(GuidVector, "possible targets no los"); - -// for (auto i = targets.begin(); i != targets.end(); ++i) -// { -// Unit* unit = botAI->GetUnit(*i); -// if (unit && unit->GetEntry() == NPC_CRYSTAL_HANDLER) -// { -// return true; -// } -// } -// return false; -// }