Obsidian Sanctum implementation

OS+2 implemented.
- Kill Vesperon before fight
- Mark Main Tank in raid interface

Offtank still needs a bit of work, and dps needs to stop running around once they're safe. But it's usable currently.
I think this should probably work for OS+1 and OS+0 with no changes but I was more concerned about implementing +2.
This commit is contained in:
Bobblybook
2024-12-02 00:25:36 +11:00
parent 3e449fff73
commit 657bb9a6da
13 changed files with 744 additions and 0 deletions

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@@ -1603,6 +1603,9 @@ void PlayerbotAI::ApplyInstanceStrategies(uint32 mapId, bool tellMaster)
case 608:
strategyName = "wotlk-vh"; // Violet Hold
break;
case 615:
strategyName = "wotlk-os"; // Obsidian Sanctum
break;
case 619:
strategyName = "wotlk-ok"; // Ahn'kahet: The Old Kingdom
break;

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@@ -24,6 +24,8 @@
#include "raids/blackwinglair/RaidBwlTriggerContext.h"
#include "raids/naxxramas/RaidNaxxActionContext.h"
#include "raids/naxxramas/RaidNaxxTriggerContext.h"
#include "raids/obsidiansanctum/RaidOsActionContext.h"
#include "raids/obsidiansanctum/RaidOsTriggerContext.h"
#include "raids/moltencore/RaidMcActionContext.h"
#include "raids/moltencore/RaidMcTriggerContext.h"
#include "raids/aq20/RaidAq20ActionContext.h"
@@ -48,6 +50,7 @@ AiObjectContext::AiObjectContext(PlayerbotAI* botAI) : PlayerbotAIAware(botAI)
actionContexts.Add(new RaidBwlActionContext());
actionContexts.Add(new RaidAq20ActionContext());
actionContexts.Add(new RaidNaxxActionContext());
actionContexts.Add(new RaidOsActionContext());
actionContexts.Add(new RaidUlduarActionContext());
actionContexts.Add(new RaidIccActionContext());
actionContexts.Add(new WotlkDungeonUKActionContext());
@@ -71,6 +74,7 @@ AiObjectContext::AiObjectContext(PlayerbotAI* botAI) : PlayerbotAIAware(botAI)
triggerContexts.Add(new RaidBwlTriggerContext());
triggerContexts.Add(new RaidAq20TriggerContext());
triggerContexts.Add(new RaidNaxxTriggerContext());
triggerContexts.Add(new RaidOsTriggerContext());
triggerContexts.Add(new RaidUlduarTriggerContext());
triggerContexts.Add(new RaidIccTriggerContext());
triggerContexts.Add(new WotlkDungeonUKTriggerContext());

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@@ -5,6 +5,7 @@
#include "Strategy.h"
#include "RaidBwlStrategy.h"
#include "RaidNaxxStrategy.h"
#include "RaidOsStrategy.h"
#include "RaidMcStrategy.h"
#include "RaidAq20Strategy.h"
#include "RaidIccStrategy.h"
@@ -21,6 +22,7 @@ public:
creators["bwl"] = &RaidStrategyContext::bwl;
creators["aq20"] = &RaidStrategyContext::aq20;
creators["naxx"] = &RaidStrategyContext::naxx;
creators["wotlk-os"] = &RaidStrategyContext::wotlk_os;
creators["uld"] = &RaidStrategyContext::uld;
creators["icc"] = &RaidStrategyContext::icc;
}
@@ -30,6 +32,7 @@ private:
static Strategy* bwl(PlayerbotAI* botAI) { return new RaidBwlStrategy(botAI); }
static Strategy* aq20(PlayerbotAI* botAI) { return new RaidAq20Strategy(botAI); }
static Strategy* naxx(PlayerbotAI* botAI) { return new RaidNaxxStrategy(botAI); }
static Strategy* wotlk_os(PlayerbotAI* botAI) { return new RaidOsStrategy(botAI); }
static Strategy* uld(PlayerbotAI* botAI) { return new RaidUlduarStrategy(botAI); }
static Strategy* icc(PlayerbotAI* botAI) { return new RaidIccStrategy(botAI); }
};

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@@ -0,0 +1,30 @@
#ifndef _PLAYERBOT_RAIDOSACTIONCONTEXT_H
#define _PLAYERBOT_RAIDOSACTIONCONTEXT_H
#include "Action.h"
#include "NamedObjectContext.h"
#include "RaidOsActions.h"
class RaidOsActionContext : public NamedObjectContext<Action>
{
public:
RaidOsActionContext()
{
creators["sartharion tank position"] = &RaidOsActionContext::tank_position;
creators["avoid twilight fissure"] = &RaidOsActionContext::avoid_twilight_fissure;
creators["avoid flame tsunami"] = &RaidOsActionContext::avoid_flame_tsunami;
creators["sartharion attack priority"] = &RaidOsActionContext::attack_priority;
creators["enter twilight portal"] = &RaidOsActionContext::enter_twilight_portal;
creators["exit twilight portal"] = &RaidOsActionContext::exit_twilight_portal;
}
private:
static Action* tank_position(PlayerbotAI* ai) { return new SartharionTankPositionAction(ai); }
static Action* avoid_twilight_fissure(PlayerbotAI* ai) { return new AvoidTwilightFissureAction(ai); }
static Action* avoid_flame_tsunami(PlayerbotAI* ai) { return new AvoidFlameTsunamiAction(ai); }
static Action* attack_priority(PlayerbotAI* ai) { return new SartharionAttackPriorityAction(ai); }
static Action* enter_twilight_portal(PlayerbotAI* ai) { return new EnterTwilightPortalAction(ai); }
static Action* exit_twilight_portal(PlayerbotAI* ai) { return new ExitTwilightPortalAction(ai); }
};
#endif

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@@ -0,0 +1,246 @@
#include "RaidOsActions.h"
#include "RaidOsTriggers.h"
#include "Playerbots.h"
bool SartharionTankPositionAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "sartharion");
if (!boss) { return false; }
// Unit* shadron = AI_VALUE2(Unit*, "find target", "shadron");
// Unit* tenebron = AI_VALUE2(Unit*, "find target", "tenebron");
// Unit* vesperon = AI_VALUE2(Unit*, "find target", "vesperon");
Unit* shadron = nullptr;
Unit* tenebron = nullptr;
Unit* vesperon = nullptr;
// Detect incoming drakes before they are on aggro table
GuidVector targets = AI_VALUE(GuidVector, "possible targets no los");
for (auto& target : targets)
{
Unit* unit = botAI->GetUnit(target);
if (!unit) { continue; }
switch (unit->GetEntry())
{
case NPC_SHADRON:
shadron = unit;
continue;
case NPC_TENEBRON:
tenebron = unit;
continue;
case NPC_VESPERON:
vesperon = unit;
continue;
default:
continue;
}
}
Position currentPos = bot->GetPosition();
// Adjustable, this is the acceptable distance to stack point that will be accepted as "safe"
float looseDistance = 12.0f;
if (botAI->IsMainTank(bot))
{
if (bot->GetExactDist2d(SARTHARION_MAINTANK_POSITION.first, SARTHARION_MAINTANK_POSITION.second) > looseDistance)
{
return MoveTo(OS_MAP_ID, SARTHARION_MAINTANK_POSITION.first, SARTHARION_MAINTANK_POSITION.second, currentPos.GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
// Offtank grab drakes
else if (shadron || tenebron || vesperon)
{
float triggerDistance = 100.0f;
// Prioritise threat before positioning
if (tenebron && bot->GetExactDist2d(tenebron) < triggerDistance &&
tenebron->GetTarget() != bot->GetGUID() && AI_VALUE(Unit*, "current target") != tenebron)
{
return Attack(tenebron);
}
if (shadron && bot->GetExactDist2d(shadron) < triggerDistance &&
shadron->GetTarget() != bot->GetGUID() && AI_VALUE(Unit*, "current target") != shadron)
{
return Attack(shadron);
}
if (vesperon && bot->GetExactDist2d(vesperon) < triggerDistance &&
vesperon->GetTarget() != bot->GetGUID() && AI_VALUE(Unit*, "current target") != vesperon)
{
return Attack(vesperon);
}
bool drakeInCombat = (tenebron && bot->GetExactDist2d(tenebron) < triggerDistance) ||
(shadron && bot->GetExactDist2d(shadron) < triggerDistance) ||
(vesperon && bot->GetExactDist2d(vesperon) < triggerDistance);
// Offtank has threat on drakes, check positioning
if (drakeInCombat && bot->GetExactDist2d(SARTHARION_OFFTANK_POSITION.first, SARTHARION_OFFTANK_POSITION.second) > looseDistance)
{
return MoveTo(OS_MAP_ID, SARTHARION_OFFTANK_POSITION.first, SARTHARION_OFFTANK_POSITION.second, currentPos.GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
return false;
}
bool AvoidTwilightFissureAction::Execute(Event event)
{
const float radius = 5.0f;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == NPC_TWILIGHT_FISSURE)
{
float currentDistance = bot->GetDistance2d(unit);
if (currentDistance < radius)
{
return MoveAway(unit, radius - currentDistance);
}
}
}
return false;
}
bool AvoidFlameTsunamiAction::Execute(Event event)
{
// Adjustable, this is the acceptable distance to stack point that will be accepted as "safe"
float looseDistance = 4.0f;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == NPC_FLAME_TSUNAMI)
{
Position currentPos = bot->GetPosition();
// I think these are centrepoints for the wave segments. Either way they uniquely identify the wave
// direction as they have different coords for the left and right waves
// int casting is not a mistake, need to avoid FP errors somehow.
// I always saw these accurate to around 6 decimal places, but if there are issues,
// can switch this to abs comparison of floats which would technically be more robust.
int posY = (int) unit->GetPositionY();
if (posY == 505 || posY == 555) // RIGHT WAVE
{
bool wavePassed = currentPos.GetPositionX() > unit->GetPositionX();
if (wavePassed)
{
return false;
}
if (bot->GetExactDist2d(currentPos.GetPositionX(), TSUNAMI_RIGHT_SAFE_ALL) > looseDistance)
{
return MoveTo(OS_MAP_ID, currentPos.GetPositionX(), TSUNAMI_RIGHT_SAFE_ALL, currentPos.GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
else // LEFT WAVE
{
bool wavePassed = currentPos.GetPositionX() < unit->GetPositionX();
if (wavePassed)
{
return false;
}
if (botAI->IsMelee(bot))
{
if (bot->GetExactDist2d(currentPos.GetPositionX(), TSUNAMI_LEFT_SAFE_MELEE) > looseDistance)
{
return MoveTo(OS_MAP_ID, currentPos.GetPositionX(), TSUNAMI_LEFT_SAFE_MELEE, currentPos.GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
else // Ranged/healers
{
if (bot->GetExactDist2d(currentPos.GetPositionX(), TSUNAMI_LEFT_SAFE_RANGED) > looseDistance)
{
return MoveTo(OS_MAP_ID, currentPos.GetPositionX(), TSUNAMI_LEFT_SAFE_RANGED, currentPos.GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
}
}
}
return false;
}
bool SartharionAttackPriorityAction::Execute(Event event)
{
Unit* sartharion = AI_VALUE2(Unit*, "find target", "sartharion");
Unit* shadron = AI_VALUE2(Unit*, "find target", "shadron");
Unit* tenebron = AI_VALUE2(Unit*, "find target", "tenebron");
Unit* vesperon = AI_VALUE2(Unit*, "find target", "vesperon");
Unit* acolyte = AI_VALUE2(Unit*, "find target", "acolyte of shadron");
Unit* target = nullptr;
if (acolyte)
{
target = acolyte;
}
else if (vesperon)
{
target = vesperon;
}
else if (tenebron)
{
target = tenebron;
}
else if (shadron)
{
target = shadron;
}
else if (sartharion)
{
target = sartharion;
}
if (target && AI_VALUE(Unit*, "current target") != target)
{
return Attack(target);
}
return false;
}
bool EnterTwilightPortalAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "sartharion");
if (!boss || !boss->HasAura(SPELL_GIFT_OF_TWILIGHT_FIRE)) { return false; }
GameObject* portal = bot->FindNearestGameObject(GO_TWILIGHT_PORTAL, 100.0f);
if (!portal) { return false; }
if (!portal->IsAtInteractDistance(bot))
{
return MoveTo(portal, fmaxf(portal->GetInteractionDistance() - 1.0f, 0.0f));
}
// Go through portal
WorldPacket data1(CMSG_GAMEOBJ_USE);
data1 << portal->GetGUID();
bot->GetSession()->HandleGameObjectUseOpcode(data1);
return true;
}
bool ExitTwilightPortalAction::Execute(Event event)
{
GameObject* portal = bot->FindNearestGameObject(GO_NORMAL_PORTAL, 100.0f);
if (!portal) { return false; }
if (!portal->IsAtInteractDistance(bot))
{
return MoveTo(portal, fmaxf(portal->GetInteractionDistance() - 1.0f, 0.0f));
}
// Go through portal
WorldPacket data1(CMSG_GAMEOBJ_USE);
data1 << portal->GetGUID();
bot->GetSession()->HandleGameObjectUseOpcode(data1);
return true;
}

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@@ -0,0 +1,64 @@
#ifndef _PLAYERBOT_RAIDOSACTIONS_H
#define _PLAYERBOT_RAIDOSACTIONS_H
#include "MovementActions.h"
#include "AttackAction.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
const float TSUNAMI_LEFT_SAFE_MELEE = 552.0f;
const float TSUNAMI_LEFT_SAFE_RANGED = 504.0f;
const float TSUNAMI_RIGHT_SAFE_ALL = 529.0f;
const std::pair<float, float> SARTHARION_MAINTANK_POSITION = {3258.5f, 532.5f};
const std::pair<float, float> SARTHARION_OFFTANK_POSITION = {3230.0f, 526.0f};
const std::pair<float, float> SARTHARION_RANGED_POSITION = {3248.0f, 507.0f};
class SartharionTankPositionAction : public AttackAction
{
public:
SartharionTankPositionAction(PlayerbotAI* botAI, std::string const name = "sartharion tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class AvoidTwilightFissureAction : public MovementAction
{
public:
AvoidTwilightFissureAction(PlayerbotAI* botAI, std::string const name = "avoid twilight fissure")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class AvoidFlameTsunamiAction : public MovementAction
{
public:
AvoidFlameTsunamiAction(PlayerbotAI* botAI, std::string const name = "avoid flame tsunami")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class SartharionAttackPriorityAction : public AttackAction
{
public:
SartharionAttackPriorityAction(PlayerbotAI* botAI, std::string const name = "sartharion attack priority")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class EnterTwilightPortalAction : public MovementAction
{
public:
EnterTwilightPortalAction(PlayerbotAI* botAI, std::string const name = "enter twilight portal")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class ExitTwilightPortalAction : public MovementAction
{
public:
ExitTwilightPortalAction(PlayerbotAI* botAI, std::string const name = "exit twilight portal")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
#endif

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@@ -0,0 +1,49 @@
#include "RaidOsMultipliers.h"
#include "ChooseTargetActions.h"
#include "DKActions.h"
#include "DruidActions.h"
#include "DruidBearActions.h"
#include "FollowActions.h"
#include "GenericActions.h"
#include "GenericSpellActions.h"
#include "MovementActions.h"
#include "PaladinActions.h"
#include "RaidOsActions.h"
#include "RaidOsTriggers.h"
#include "ReachTargetActions.h"
#include "ScriptedCreature.h"
#include "WarriorActions.h"
float SartharionMultiplier::GetValue(Action* action)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "sartharion");
if (!boss) { return 1.0f; }
Unit* target = action->GetTarget();
if (botAI->IsMainTank(bot) && dynamic_cast<TankFaceAction*>(action))
{
// return 0.0f;
}
if (botAI->IsDps(bot) && dynamic_cast<DpsAssistAction*>(action))
{
return 0.0f;
}
if (botAI->IsMainTank(bot) && target && target != boss &&
(dynamic_cast<TankAssistAction*>(action) || dynamic_cast<CastTauntAction*>(action) || dynamic_cast<CastDarkCommandAction*>(action) ||
dynamic_cast<CastHandOfReckoningAction*>(action) || dynamic_cast<CastGrowlAction*>(action)))
{
return 0.0f;
}
if (botAI->IsAssistTank(bot) && target && target == boss &&
(dynamic_cast<CastTauntAction*>(action) || dynamic_cast<CastDarkCommandAction*>(action) ||
dynamic_cast<CastHandOfReckoningAction*>(action) || dynamic_cast<CastGrowlAction*>(action)))
{
return 0.0f;
}
return 1.0f;
}

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@@ -0,0 +1,16 @@
#ifndef _PLAYERRBOT_RAIDOSMULTIPLIERS_H
#define _PLAYERRBOT_RAIDOSMULTIPLIERS_H
#include "Multiplier.h"
class SartharionMultiplier : public Multiplier
{
public:
SartharionMultiplier(PlayerbotAI* ai) : Multiplier(ai, "sartharion") {}
public:
virtual float GetValue(Action* action);
};
#endif

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@@ -0,0 +1,32 @@
#include "RaidOsStrategy.h"
#include "RaidOsMultipliers.h"
#include "Strategy.h"
void RaidOsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(
new TriggerNode("sartharion tank",
NextAction::array(0, new NextAction("sartharion tank position", ACTION_MOVE), nullptr)));
triggers.push_back(
new TriggerNode("twilight fissure",
NextAction::array(0, new NextAction("avoid twilight fissure", ACTION_RAID + 2), nullptr)));
triggers.push_back(
new TriggerNode("flame tsunami",
NextAction::array(0, new NextAction("avoid flame tsunami", ACTION_RAID + 1), nullptr)));
triggers.push_back(
new TriggerNode("sartharion dps",
NextAction::array(0, new NextAction("sartharion attack priority", ACTION_RAID), nullptr)));
// Flank dragon positioning
triggers.push_back(new TriggerNode("sartharion melee positioning",
NextAction::array(0, new NextAction("rear flank", ACTION_MOVE + 4), nullptr)));
triggers.push_back(new TriggerNode("twilight portal enter",
NextAction::array(0, new NextAction("enter twilight portal", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode("twilight portal exit",
NextAction::array(0, new NextAction("exit twilight portal", ACTION_RAID + 1), nullptr)));
}
void RaidOsStrategy::InitMultipliers(std::vector<Multiplier*> &multipliers)
{
multipliers.push_back(new SartharionMultiplier(botAI));
}

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@@ -0,0 +1,17 @@
#ifndef _PLAYERBOT_RAIDOSSTRATEGY_H
#define _PLAYERBOT_RAIDOSSTRATEGY_H
#include "AiObjectContext.h"
#include "Multiplier.h"
#include "Strategy.h"
class RaidOsStrategy : public Strategy
{
public:
RaidOsStrategy(PlayerbotAI* ai) : Strategy(ai) {}
virtual std::string const getName() override { return "wotlk-os"; }
virtual void InitTriggers(std::vector<TriggerNode*> &triggers) override;
virtual void InitMultipliers(std::vector<Multiplier*> &multipliers) override;
};
#endif

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@@ -0,0 +1,32 @@
#ifndef _PLAYERBOT_RAIDOSTRIGGERCONTEXT_H
#define _PLAYERBOT_RAIDOSTRIGGERCONTEXT_H
#include "AiObjectContext.h"
#include "NamedObjectContext.h"
#include "RaidOsTriggers.h"
class RaidOsTriggerContext : public NamedObjectContext<Trigger>
{
public:
RaidOsTriggerContext()
{
creators["sartharion tank"] = &RaidOsTriggerContext::sartharion_tank;
creators["flame tsunami"] = &RaidOsTriggerContext::flame_tsunami;
creators["twilight fissure"] = &RaidOsTriggerContext::twilight_fissure;
creators["sartharion dps"] = &RaidOsTriggerContext::sartharion_dps;
creators["sartharion melee positioning"] = &RaidOsTriggerContext::sartharion_melee;
creators["twilight portal enter"] = &RaidOsTriggerContext::twilight_portal_enter;
creators["twilight portal exit"] = &RaidOsTriggerContext::twilight_portal_exit;
}
private:
static Trigger* sartharion_tank(PlayerbotAI* ai) { return new SartharionTankTrigger(ai); }
static Trigger* flame_tsunami(PlayerbotAI* ai) { return new FlameTsunamiTrigger(ai); }
static Trigger* twilight_fissure(PlayerbotAI* ai) { return new TwilightFissureTrigger(ai); }
static Trigger* sartharion_dps(PlayerbotAI* ai) { return new SartharionDpsTrigger(ai); }
static Trigger* sartharion_melee(PlayerbotAI* ai) { return new SartharionMeleePositioningTrigger(ai); }
static Trigger* twilight_portal_enter(PlayerbotAI* ai) { return new TwilightPortalEnterTrigger(ai); }
static Trigger* twilight_portal_exit(PlayerbotAI* ai) { return new TwilightPortalExitTrigger(ai); }
};
#endif

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@@ -0,0 +1,128 @@
#include "RaidOsTriggers.h"
#include "SharedDefines.h"
bool SartharionTankTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "sartharion");
if (!boss) { return false; }
return botAI->IsTank(bot);
}
bool FlameTsunamiTrigger::IsActive()
{
if (botAI->IsTank(bot)) { return false; }
Unit* boss = AI_VALUE2(Unit*, "find target", "sartharion");
if (!boss) { return false; }
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit)
{
if (unit->GetEntry() == NPC_FLAME_TSUNAMI)
{
return true;
}
}
}
return false;
}
bool TwilightFissureTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "sartharion");
if (!boss) { return false; }
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit)
{
if (unit->GetEntry() == NPC_TWILIGHT_FISSURE)
{
return true;
}
}
}
return false;
}
bool SartharionDpsTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "sartharion");
if (!boss) { return false; }
return botAI->IsDps(bot);
}
bool SartharionMeleePositioningTrigger::IsActive()
{
if (!botAI->IsMelee(bot) || !botAI->IsDps(bot)) { return false; }
Unit* boss = AI_VALUE2(Unit*, "find target", "sartharion");
if (!boss) { return false; }
Unit* shadron = AI_VALUE2(Unit*, "find target", "shadron");
Unit* tenebron = AI_VALUE2(Unit*, "find target", "tenebron");
Unit* vesperon = AI_VALUE2(Unit*, "find target", "vesperon");
return !(shadron || tenebron || vesperon);
}
bool TwilightPortalEnterTrigger::IsActive()
{
if (botAI->IsMainTank(bot) || botAI->IsHealAssistantOfIndex(bot, 0)) { return false; }
// In 25-man, take two healers in. Otherwise just take one
// if (bot->GetRaidDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL)
// {
// if (botAI->IsHealAssistantOfIndex(bot, 0) || botAI->IsHealAssistantOfIndex(bot, 1))
// {
// return false;
// }
// }
// else
// {
// if (botAI->IsHealAssistantOfIndex(bot, 0))
// {
// return false;
// }
// }
// Don't enter portal until drakes are dead
if (bot->HasAura(SPELL_POWER_OF_SHADRON) ||
bot->HasAura(SPELL_POWER_OF_TENEBRON) ||
bot->HasAura(SPELL_POWER_OF_VESPERON))
{
return false;
}
Unit* boss = AI_VALUE2(Unit*, "find target", "sartharion");
if (!boss) { return false; }
// GuidVector objects = AI_VALUE(GuidVector, "nearest game objects no los");
// for (auto& object : objects)
// {
// GameObject* go = botAI->GetGameObject(object);
// if (go && go->GetEntry() == GO_TWILIGHT_PORTAL)
// {
// return true;
// }
// }
return bool(bot->FindNearestGameObject(GO_TWILIGHT_PORTAL, 100.0f));
}
bool TwilightPortalExitTrigger::IsActive()
{
return bot->HasAura(SPELL_TWILIGHT_SHIFT) && !AI_VALUE2(Unit*, "find target", "acolyte of shadron");
}

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#ifndef _PLAYERBOT_RAIDOSTRIGGERS_H
#define _PLAYERBOT_RAIDOSTRIGGERS_H
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "Trigger.h"
enum ObsidianSanctumIDs
{
// Bosses
NPC_SARTHARION = 28860,
NPC_SHADRON = 30451,
NPC_TENEBRON = 30452,
NPC_VESPERON = 30449,
// Mini-boss shared
SPELL_SHADOW_BREATH = 57570,
SPELL_SHADOW_FISSURE = 57579,
SPELL_SUMMON_TWILIGHT_WHELP = 58035,
SPELL_GIFT_OF_TWILIGHT_SHADOW = 57835,
SPELL_TWILIGHT_TORMENT_VESPERON = 57935,
// Sartharion
SPELL_SARTHARION_CLEAVE = 56909,
SPELL_SARTHARION_FLAME_BREATH = 56908,
SPELL_SARTHARION_TAIL_LASH = 56910,
SPELL_CYCLONE_AURA_PERIODIC = 57598,
SPELL_LAVA_STRIKE_DUMMY = 57578,
SPELL_LAVA_STRIKE_DUMMY_TRIGGER = 57697,
SPELL_LAVA_STRIKE_SUMMON = 57572,
SPELL_SARTHARION_PYROBUFFET = 56916,
SPELL_SARTHARION_BERSERK = 61632,
SPELL_SARTHARION_TWILIGHT_REVENGE = 60639,
// Sartharion with drakes
SPELL_WILL_OF_SARTHARION = 61254,
SPELL_POWER_OF_TENEBRON = 61248,
SPELL_POWER_OF_VESPERON = 61251,
SPELL_POWER_OF_SHADRON = 58105,
SPELL_GIFT_OF_TWILIGHT_FIRE = 58766,
// Visuals
SPELL_EGG_MARKER_VISUAL = 58547,
SPELL_FLAME_TSUNAMI_VISUAL = 57494,
// Misc
SPELL_FADE_ARMOR = 60708,
SPELL_FLAME_TSUNAMI_DAMAGE_AURA = 57492,
SPELL_FLAME_TSUNAMI_LEAP = 60241,
SPELL_SARTHARION_PYROBUFFET_TRIGGER = 57557,
NPC_TWILIGHT_EGG = 30882,
NPC_TWILIGHT_WHELP = 30890,
NPC_DISCIPLE_OF_SHADRON = 30688,
NPC_DISCIPLE_OF_VESPERON = 30858,
NPC_ACOLYTE_OF_SHADRON = 31218,
NPC_ACOLYTE_OF_VESPERON = 31219,
// Sartharion fight
NPC_LAVA_BLAZE = 30643,
NPC_FLAME_TSUNAMI = 30616,
NPC_SAFE_AREA_TRIGGER = 30494,
NPC_TWILIGHT_FISSURE = 30641,
GO_TWILIGHT_PORTAL = 193988,
GO_NORMAL_PORTAL = 193989,
SPELL_TWILIGHT_SHIFT = 57874,
};
const uint32 OS_MAP_ID = 615;
class SartharionTankTrigger : public Trigger
{
public:
SartharionTankTrigger(PlayerbotAI* botAI) : Trigger(botAI, "sartharion tank") {}
bool IsActive() override;
};
class FlameTsunamiTrigger : public Trigger
{
public:
FlameTsunamiTrigger(PlayerbotAI* botAI) : Trigger(botAI, "flame tsunami") {}
bool IsActive() override;
};
class TwilightFissureTrigger : public Trigger
{
public:
TwilightFissureTrigger(PlayerbotAI* botAI) : Trigger(botAI, "twilight fissure") {}
bool IsActive() override;
};
class SartharionDpsTrigger : public Trigger
{
public:
SartharionDpsTrigger(PlayerbotAI* botAI) : Trigger(botAI, "sartharion dps") {}
bool IsActive() override;
};
class SartharionMeleePositioningTrigger : public Trigger
{
public:
SartharionMeleePositioningTrigger(PlayerbotAI* botAI) : Trigger(botAI, "sartharion melee positioning") {}
bool IsActive() override;
};
class TwilightPortalEnterTrigger : public Trigger
{
public:
TwilightPortalEnterTrigger(PlayerbotAI* botAI) : Trigger(botAI, "twilight portal enter") {}
bool IsActive() override;
};
class TwilightPortalExitTrigger : public Trigger
{
public:
TwilightPortalExitTrigger(PlayerbotAI* botAI) : Trigger(botAI, "twilight portal exit") {}
bool IsActive() override;
};
#endif