Kologarn strategy (#1205)

* - Added triggers and action for kologarn fight

* - code refactoring

* - Added nature resistance aura for kologarn
This commit is contained in:
kadeshar
2025-04-17 05:50:38 +02:00
committed by GitHub
parent b5fa15dcd8
commit 9c816b682a
7 changed files with 390 additions and 41 deletions

View File

@@ -26,6 +26,9 @@ public:
creators["razorscale fuse armor action"] = &RaidUlduarActionContext::razorscale_fuse_armor_action;
creators["iron assembly lightning tendrils action"] = &RaidUlduarActionContext::iron_assembly_lightning_tendrils_action;
creators["iron assembly overload action"] = &RaidUlduarActionContext::iron_assembly_overload_action;
creators["kologarn mark dps target action"] = &RaidUlduarActionContext::kologarn_mark_dps_target_action;
creators["kologarn fall from floor action"] = &RaidUlduarActionContext::kologarn_fall_from_floor_action;
creators["kologarn nature resistance action"] = &RaidUlduarActionContext::kologarn_nature_resistance_action;
creators["hodir move snowpacked icicle"] = &RaidUlduarActionContext::hodir_move_snowpacked_icicle;
creators["hodir biting cold jump"] = &RaidUlduarActionContext::hodir_biting_cold_jump;
creators["freya move away nature bomb"] = &RaidUlduarActionContext::freya_move_away_nature_bomb;
@@ -44,6 +47,9 @@ private:
static Action* razorscale_fuse_armor_action(PlayerbotAI* ai) { return new RazorscaleFuseArmorAction(ai); }
static Action* iron_assembly_lightning_tendrils_action(PlayerbotAI* ai) { return new IronAssemblyLightningTendrilsAction(ai); }
static Action* iron_assembly_overload_action(PlayerbotAI* ai) { return new IronAssemblyOverloadAction(ai); }
static Action* kologarn_mark_dps_target_action(PlayerbotAI* ai) { return new KologarnMarkDpsTargetAction(ai); }
static Action* kologarn_fall_from_floor_action(PlayerbotAI* ai) { return new KologarnFallFromFloorAction(ai); }
static Action* kologarn_nature_resistance_action(PlayerbotAI* ai) { return new KologarnNatureResistanceAction(ai); }
static Action* hodir_move_snowpacked_icicle(PlayerbotAI* ai) { return new HodirMoveSnowpackedIcicleAction(ai); }
static Action* hodir_biting_cold_jump(PlayerbotAI* ai) { return new HodirBitingColdJumpAction(ai); }
static Action* freya_move_away_nature_bomb(PlayerbotAI* ai) { return new FreyaMoveAwayNatureBombAction(ai); }

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@@ -12,7 +12,6 @@
#include "ObjectGuid.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "Player.h"
#include "Playerbots.h"
#include "Position.h"
#include "RaidUlduarBossHelper.h"
@@ -25,6 +24,7 @@
#include "SharedDefines.h"
#include "Unit.h"
#include "Vehicle.h"
#include <HunterBuffStrategies.h>
const std::vector<uint32> availableVehicles = {NPC_VEHICLE_CHOPPER, NPC_SALVAGED_DEMOLISHER,
NPC_SALVAGED_DEMOLISHER_TURRET, NPC_SALVAGED_SIEGE_ENGINE,
@@ -33,6 +33,9 @@ const std::vector<uint32> availableVehicles = {NPC_VEHICLE_CHOPPER, NPC_SALVAGED
const std::vector<Position> corners = {
{183.53f, 66.53f, 409.80f}, {383.03f, 75.10f, 411.71f}, {379.74f, -133.05f, 410.88f}, {158.67f, -137.54f, 409.80f}};
const Position ULDUAR_KOLOGARN_CRUNCH_ARMOR_RESET_SPOT = Position(1752.4803f, -43.44299f, 448.805f);
const Position ULDUAR_KOLOGARN_RESTORE_POSITION = Position(1764.3749f, -24.02903f, 448.0f, 0.00087690353);
bool FlameLeviathanVehicleAction::Execute(Event event)
{
vehicleBase_ = bot->GetVehicleBase();
@@ -273,14 +276,14 @@ bool FlameLeviathanEnterVehicleAction::Execute(Event event)
if (!ShouldEnter(vehicleBase))
continue;
if (!vehicleToEnter || bot->GetExactDist(vehicleToEnter) > bot->GetExactDist(vehicleBase))
vehicleToEnter = vehicleBase;
}
if (!vehicleToEnter)
return false;
if (EnterVehicle(vehicleToEnter, true))
return true;
@@ -290,7 +293,7 @@ bool FlameLeviathanEnterVehicleAction::Execute(Event event)
bool FlameLeviathanEnterVehicleAction::EnterVehicle(Unit* vehicleBase, bool moveIfFar)
{
float dist = bot->GetDistance(vehicleBase);
if (dist > INTERACTION_DISTANCE && !moveIfFar)
return false;
@@ -517,7 +520,7 @@ bool RazorscaleAvoidSentinelAction::Execute(Event event)
// Check if the main tank is a human player
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a real player
{
// Iterate through the first 3 bot tanks to assign the Skull marker
@@ -530,7 +533,7 @@ bool RazorscaleAvoidSentinelAction::Execute(Event event)
{
int8 skullIndex = 7; // Skull
ObjectGuid currentSkullTarget = group->GetTargetIcon(skullIndex);
// If there's no skull set yet, or the skull is on a different target, set the sentinel
if (!currentSkullTarget || (lowestHealthSentinel->GetGUID() != currentSkullTarget))
{
@@ -548,7 +551,7 @@ bool RazorscaleAvoidSentinelAction::Execute(Event event)
{
int8 skullIndex = 7; // Skull
ObjectGuid currentSkullTarget = group->GetTargetIcon(skullIndex);
// If there's no skull set yet, or the skull is on a different target, set the sentinel
if (!currentSkullTarget || (lowestHealthSentinel->GetGUID() != currentSkullTarget))
{
@@ -566,13 +569,13 @@ bool RazorscaleAvoidSentinelAction::isUseful()
bool isMainTank = botAI->IsMainTank(bot);
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
// If this bot is the main tank, it should always try to mark
if (isMainTank)
{
return true;
}
// If the main tank is a human, check if this bot is one of the first three valid bot tanks
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a human player
{
@@ -586,7 +589,7 @@ bool RazorscaleAvoidSentinelAction::isUseful()
}
bool isRanged = botAI->IsRanged(bot);
const float radius = 8.0f;
const float radius = 8.0f;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
@@ -596,7 +599,7 @@ bool RazorscaleAvoidSentinelAction::isUseful()
{
if (isRanged && bot->GetDistance2d(unit) < radius)
{
return true;
return true;
}
}
}
@@ -647,7 +650,7 @@ bool RazorscaleAvoidWhirlwindAction::isUseful()
{
if (bot->GetDistance2d(unit) < radius)
{
return true;
return true;
}
}
}
@@ -679,7 +682,7 @@ bool RazorscaleIgnoreBossAction::isUseful()
{
return false;
}
Group* group = bot->GetGroup();
if (!group)
{
@@ -843,7 +846,7 @@ bool RazorscaleGroundedAction::isUseful()
if (mainTank)
{
constexpr float maxDistance = 2.0f;
constexpr float maxDistance = 2.0f;
float distanceToMainTank = bot->GetDistance2d(mainTank);
return (distanceToMainTank > maxDistance);
}
@@ -899,7 +902,7 @@ bool RazorscaleGroundedAction::Execute(Event event)
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a human player
{
// Iterate through the first 3 bot tanks to handle the moon marker
@@ -909,7 +912,7 @@ bool RazorscaleGroundedAction::Execute(Event event)
{
int8 moonIndex = 4;
ObjectGuid currentMoonTarget = group->GetTargetIcon(moonIndex);
// If the moon marker is set to the boss, reset it
if (currentMoonTarget == boss->GetGUID())
{
@@ -924,7 +927,7 @@ bool RazorscaleGroundedAction::Execute(Event event)
{
int8 moonIndex = 4;
ObjectGuid currentMoonTarget = group->GetTargetIcon(moonIndex);
// If the moon marker is set to the boss, reset it
if (currentMoonTarget == boss->GetGUID())
{
@@ -934,12 +937,10 @@ bool RazorscaleGroundedAction::Execute(Event event)
}
}
if (mainTank && (botAI->IsTank(bot) && !botAI->IsMainTank(bot)))
{
constexpr float followDistance = 2.0f;
return MoveNear(mainTank, followDistance, MovementPriority::MOVEMENT_COMBAT);
constexpr float followDistance = 2.0f;
return MoveNear(mainTank, followDistance, MovementPriority::MOVEMENT_COMBAT);
}
if (botAI->IsRanged(bot))
@@ -1214,6 +1215,154 @@ bool IronAssemblyOverloadAction::Execute(Event event)
return false;
}
bool KologarnMarkDpsTargetAction::isUseful()
{
KologarnMarkDpsTargetTrigger kologarnMarkDpsTargetTrigger(botAI);
return kologarnMarkDpsTargetTrigger.IsActive();
}
bool KologarnMarkDpsTargetAction::Execute(Event event)
{
Unit* targetToMark = nullptr;
Unit* targetToCcMark = nullptr;
int8 skullIndex = 7; // Skull
int8 moonIndex = 4; // Moon
// Check that there is rubble to mark
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
Unit* target = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
target = botAI->GetUnit(*i);
if (!target)
continue;
uint32 creatureId = target->GetEntry();
if (target->GetEntry() == NPC_RUBBLE && target->IsAlive())
{
targetToMark = target;
}
}
if (!targetToMark)
{
Unit* rightArm = AI_VALUE2(Unit*, "find target", "right arm");
if (rightArm && rightArm->IsAlive())
{
targetToMark = rightArm;
}
}
if (!targetToMark)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "kologarn");
if (boss && boss->IsAlive())
{
targetToMark = boss;
}
}
if (!targetToMark)
{
return false; // No target to mark
}
Unit* leftArm = AI_VALUE2(Unit*, "find target", "left arm");
if (leftArm && leftArm->IsAlive())
{
targetToCcMark = leftArm;
}
bool isMainTank = botAI->IsMainTank(bot);
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a real player
{
// Iterate through the first 3 bot tanks to assign the Skull marker
for (int i = 0; i < 3; ++i)
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot)) // Bot is a valid tank
{
Group* group = bot->GetGroup();
if (group)
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), targetToMark->GetGUID());
if (targetToCcMark)
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), targetToCcMark->GetGUID());
}
return true;
}
break; // Stop after finding the first valid bot tank
}
}
}
else if (isMainTank && bot->IsAlive()) // Bot is the main tank
{
Group* group = bot->GetGroup();
if (group)
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), targetToMark->GetGUID());
if (targetToCcMark)
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), targetToCcMark->GetGUID());
}
return true;
}
}
else
{
for (int i = 0; i < 3; ++i)
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot) && bot->IsAlive()) // Bot is a valid tank
{
Group* group = bot->GetGroup();
if (group)
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), targetToMark->GetGUID());
if (targetToCcMark)
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), targetToCcMark->GetGUID());
}
return true;
}
break; // Stop after finding the first valid bot tank
}
}
}
return false;
}
bool KologarnFallFromFloorAction::Execute(Event event)
{
return bot->TeleportTo(bot->GetMapId(), ULDUAR_KOLOGARN_RESTORE_POSITION.GetPositionX(),
ULDUAR_KOLOGARN_RESTORE_POSITION.GetPositionY(),
ULDUAR_KOLOGARN_RESTORE_POSITION.GetPositionZ(),
ULDUAR_KOLOGARN_RESTORE_POSITION.GetOrientation());
}
bool KologarnFallFromFloorAction::isUseful()
{
KologarnFallFromFloorTrigger kologarnFallFromFloorTrigger(botAI);
return kologarnFallFromFloorTrigger.IsActive();
}
bool KologarnNatureResistanceAction::Execute(Event event)
{
HunterNatureResistanceStrategy hunterNatureResistanceStrategy(botAI);
botAI->ChangeStrategy(std::string("+") + hunterNatureResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);
return true;
}
bool KologarnNatureResistanceAction::isUseful()
{
KologarnNatureResistanceTrigger kologarnNatureResistanceTrigger(botAI);
return kologarnNatureResistanceTrigger.IsActive();
}
bool HodirMoveSnowpackedIcicleAction::isUseful()
{
// Check boss and it is alive

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@@ -130,6 +130,30 @@ public:
bool isUseful() override;
};
class KologarnMarkDpsTargetAction : public Action
{
public:
KologarnMarkDpsTargetAction(PlayerbotAI* botAI) : Action(botAI, "kologarn mark dps target action") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class KologarnFallFromFloorAction : public Action
{
public:
KologarnFallFromFloorAction(PlayerbotAI* botAI) : Action(botAI, "kologarn fall from floor action") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class KologarnNatureResistanceAction : public Action
{
public:
KologarnNatureResistanceAction(PlayerbotAI* botAI) : Action(botAI, "kologarn nature resistance action") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class HodirBitingColdJumpAction : public MovementAction
{
public:

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@@ -57,6 +57,21 @@ void RaidUlduarStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
"iron assembly overload trigger",
NextAction::array(0, new NextAction("iron assembly overload action", ACTION_RAID), nullptr)));
//
// Kologarn
//
triggers.push_back(new TriggerNode(
"kologarn fall from floor trigger",
NextAction::array(0, new NextAction("kologarn fall from floor action", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode(
"kologarn mark dps target trigger",
NextAction::array(0, new NextAction("kologarn mark dps target action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"kologarn nature resistance trigger",
NextAction::array(0, new NextAction("kologarn nature resistance action", ACTION_RAID), nullptr)));
//
// Hodir
//

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@@ -26,6 +26,9 @@ public:
creators["razorscale fuse armor trigger"] = &RaidUlduarTriggerContext::razorscale_fuse_armor_trigger;
creators["iron assembly lightning tendrils trigger"] = &RaidUlduarTriggerContext::iron_assembly_lightning_tendrils_trigger;
creators["iron assembly overload trigger"] = &RaidUlduarTriggerContext::iron_assembly_overload_trigger;
creators["kologarn mark dps target trigger"] = &RaidUlduarTriggerContext::kologarn_mark_dps_target_trigger;
creators["kologarn fall from floor trigger"] = &RaidUlduarTriggerContext::kologarn_fall_from_floor_trigger;
creators["kologarn nature resistance trigger"] = &RaidUlduarTriggerContext::kologarn_nature_resistance_trigger;
creators["hodir biting cold"] = &RaidUlduarTriggerContext::hodir_biting_cold;
creators["hodir near snowpacked icicle"] = &RaidUlduarTriggerContext::hodir_near_snowpacked_icicle;
creators["freya near nature bomb"] = &RaidUlduarTriggerContext::freya_near_nature_bomb;
@@ -44,6 +47,9 @@ private:
static Trigger* razorscale_fuse_armor_trigger(PlayerbotAI* ai) { return new RazorscaleFuseArmorTrigger(ai); }
static Trigger* iron_assembly_lightning_tendrils_trigger(PlayerbotAI* ai) { return new IronAssemblyLightningTendrilsTrigger(ai); }
static Trigger* iron_assembly_overload_trigger(PlayerbotAI* ai) { return new IronAssemblyOverloadTrigger(ai); }
static Trigger* kologarn_mark_dps_target_trigger(PlayerbotAI* ai) { return new KologarnMarkDpsTargetTrigger(ai); }
static Trigger* kologarn_fall_from_floor_trigger(PlayerbotAI* ai) { return new KologarnFallFromFloorTrigger(ai); }
static Trigger* kologarn_nature_resistance_trigger(PlayerbotAI* ai) { return new KologarnNatureResistanceTrigger(ai); }
static Trigger* hodir_biting_cold(PlayerbotAI* ai) { return new HodirBitingColdTrigger(ai); }
static Trigger* hodir_near_snowpacked_icicle(PlayerbotAI* ai) { return new HodirNearSnowpackedIcicleTrigger(ai); }
static Trigger* freya_near_nature_bomb(PlayerbotAI* ai) { return new FreyaNearNatureBombTrigger(ai); }

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@@ -11,6 +11,7 @@
#include "SharedDefines.h"
#include "Trigger.h"
#include "Vehicle.h"
#include <HunterBuffStrategies.h>
const std::vector<uint32> availableVehicles = {NPC_VEHICLE_CHOPPER, NPC_SALVAGED_DEMOLISHER,
NPC_SALVAGED_DEMOLISHER_TURRET, NPC_SALVAGED_SIEGE_ENGINE,
@@ -36,11 +37,11 @@ bool FlameLeviathanVehicleNearTrigger::IsActive()
{
if (bot->GetVehicle())
return false;
Player* master = botAI->GetMaster();
if (!master)
return false;
if (!master->GetVehicle())
return false;
@@ -50,22 +51,22 @@ bool FlameLeviathanVehicleNearTrigger::IsActive()
bool RazorscaleFlyingAloneTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
if (!boss)
{
return false;
return false;
}
// Check if the boss is flying
if (boss->GetPositionZ() < RazorscaleBossHelper::RAZORSCALE_FLYING_Z_THRESHOLD)
{
return false;
return false;
}
// Get the list of attackers
GuidVector attackers = context->GetValue<GuidVector>("attackers")->Get();
if (attackers.empty())
{
return true; // No attackers implies flying alone
return true; // No attackers implies flying alone
}
std::vector<Unit*> dark_rune_adds;
@@ -80,8 +81,8 @@ bool RazorscaleFlyingAloneTrigger::IsActive()
uint32 entry = unit->GetEntry();
// Check for valid dark rune entries
if (entry == RazorscaleBossHelper::UNIT_DARK_RUNE_WATCHER ||
entry == RazorscaleBossHelper::UNIT_DARK_RUNE_GUARDIAN ||
if (entry == RazorscaleBossHelper::UNIT_DARK_RUNE_WATCHER ||
entry == RazorscaleBossHelper::UNIT_DARK_RUNE_GUARDIAN ||
entry == RazorscaleBossHelper::UNIT_DARK_RUNE_SENTINEL)
{
dark_rune_adds.push_back(unit);
@@ -92,11 +93,10 @@ bool RazorscaleFlyingAloneTrigger::IsActive()
return dark_rune_adds.empty();
}
bool RazorscaleDevouringFlamesTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
if (!boss)
return false;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
@@ -115,7 +115,7 @@ bool RazorscaleDevouringFlamesTrigger::IsActive()
bool RazorscaleAvoidSentinelTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
if (!boss)
return false;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
@@ -134,7 +134,7 @@ bool RazorscaleAvoidSentinelTrigger::IsActive()
bool RazorscaleAvoidWhirlwindTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
if (!boss)
return false;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
@@ -142,7 +142,8 @@ bool RazorscaleAvoidWhirlwindTrigger::IsActive()
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == RazorscaleBossHelper::UNIT_DARK_RUNE_SENTINEL &&
(unit->HasAura(RazorscaleBossHelper::SPELL_SENTINEL_WHIRLWIND) || unit->GetCurrentSpell(CURRENT_CHANNELED_SPELL)))
(unit->HasAura(RazorscaleBossHelper::SPELL_SENTINEL_WHIRLWIND) ||
unit->GetCurrentSpell(CURRENT_CHANNELED_SPELL)))
{
return true;
}
@@ -154,15 +155,15 @@ bool RazorscaleAvoidWhirlwindTrigger::IsActive()
bool RazorscaleGroundedTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
if (!boss)
{
return false;
return false;
}
// Check if the boss is flying
if (boss->GetPositionZ() < RazorscaleBossHelper::RAZORSCALE_FLYING_Z_THRESHOLD)
{
return true;
return true;
}
return false;
}
@@ -201,7 +202,7 @@ bool RazorscaleHarpoonAvailableTrigger::IsActive()
{
if (RazorscaleBossHelper::IsHarpoonReady(harpoonGO))
{
return true; // At least one harpoon is available and ready to be fired
return true; // At least one harpoon is available and ready to be fired
}
}
}
@@ -277,6 +278,115 @@ bool IronAssemblyOverloadTrigger::IsActive()
boss->HasAura(SPELL_OVERLOAD_10_MAN_2) || boss->HasAura(SPELL_OVERLOAD_25_MAN_2);
}
bool KologarnMarkDpsTargetTrigger::IsActive()
{
// Check boss and it is alive
Unit* boss = AI_VALUE2(Unit*, "find target", "kologarn");
if (!boss || !boss->IsAlive())
return false;
// Only tank bot can mark target
if (!botAI->IsTank(bot))
return false;
// Get current raid dps target
Group* group = bot->GetGroup();
if (!group)
return false;
int8 skullIndex = 7;
ObjectGuid currentSkullTarget = group->GetTargetIcon(skullIndex);
Unit* currentSkullUnit = botAI->GetUnit(currentSkullTarget);
// Check that rubble is marked
if (currentSkullUnit && currentSkullUnit->IsAlive() && currentSkullUnit->GetEntry() == NPC_RUBBLE)
{
return false; // Skull marker is already set on rubble
}
// Check that there is rubble to mark
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
Unit* target = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
target = botAI->GetUnit(*i);
if (!target)
continue;
uint32 creatureId = target->GetEntry();
if (target->GetEntry() == NPC_RUBBLE && target->IsAlive())
{
return true; // Found a rubble to mark
}
}
// Check that right arm is marked
if (currentSkullUnit && currentSkullUnit->IsAlive() && currentSkullUnit->GetEntry() == NPC_RIGHT_ARM)
{
return false; // Skull marker is already set on right arm
}
// Check that there is right arm to mark
Unit* rightArm = AI_VALUE2(Unit*, "find target", "right arm");
if (rightArm && rightArm->IsAlive())
{
return true; // Found a right arm to mark
}
// Check that main body is marked
if (currentSkullUnit && currentSkullUnit->IsAlive() && currentSkullUnit->GetEntry() == NPC_KOLOGARN)
{
return false; // Skull marker is already set on main body
}
// Main body is not marked
return true;
}
bool KologarnFallFromFloorTrigger::IsActive()
{
// Check boss and it is alive
Unit* boss = AI_VALUE2(Unit*, "find target", "kologarn");
if (!boss || !boss->IsAlive())
{
return false;
}
// Check if bot is on the floor
return bot->GetPositionZ() < ULDUAR_KOLOGARN_AXIS_Z_PATHING_ISSUE_DETECT;
}
bool KologarnNatureResistanceTrigger::IsActive()
{
// Check boss and it is alive
Unit* boss = AI_VALUE2(Unit*, "find target", "kologarn");
if (!boss || !boss->IsAlive())
return false;
// Check if bot is alive
if (!bot->IsAlive())
return false;
// Check if bot is hunter
if (bot->getClass() != CLASS_HUNTER)
return false;
// Check if bot have nature resistance aura
if (bot->HasAura(SPELL_ASPECT_OF_THE_WILD))
return false;
// Check if bot dont have already setted nature resistance aura
HunterNatureResistanceStrategy hunterNatureResistanceStrategy(botAI);
if (botAI->HasStrategy(hunterNatureResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT))
return false;
// Check that the bot actually knows Aspect of the Wild
if (!bot->HasActiveSpell(SPELL_ASPECT_OF_THE_WILD))
return false;
return true;
}
bool HodirBitingColdTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "hodir");
@@ -295,7 +405,7 @@ bool HodirBitingColdTrigger::IsActive()
!botAI->GetAura("biting cold", master, false, false, 2);
}
//Snowpacked Icicle Target
// Snowpacked Icicle Target
bool HodirNearSnowpackedIcicleTrigger::IsActive()
{
// Check boss and it is alive

View File

@@ -17,6 +17,16 @@ enum UlduarIDs
SPELL_OVERLOAD_10_MAN_2 = 63485,
SPELL_OVERLOAD_25_MAN_2 = 61886,
//Kologarn
NPC_RIGHT_ARM = 32934,
NPC_RUBBLE = 33768,
SPELL_CRUNCH_ARMOR = 64002,
SPELL_FOCUSED_EYEBEAM_10_2 = 63346,
SPELL_FOCUSED_EYEBEAM_10 = 63347,
SPELL_FOCUSED_EYEBEAM_25_2 = 63976,
SPELL_FOCUSED_EYEBEAM_25 = 63977,
// Hodir
NPC_SNOWPACKED_ICICLE = 33174,
NPC_TOASTY_FIRE = 33342,
@@ -26,8 +36,13 @@ enum UlduarIDs
// Freya
NPC_EONARS_GIFT = 33228,
GOBJECT_NATURE_BOMB = 194902,
// Buffs
SPELL_ASPECT_OF_THE_WILD = 49071,
};
const float ULDUAR_KOLOGARN_AXIS_Z_PATHING_ISSUE_DETECT = 420.0f;
//
// Flame Levi
//
@@ -114,6 +129,30 @@ public:
bool IsActive() override;
};
//
// Kologarn
//
class KologarnMarkDpsTargetTrigger : public Trigger
{
public:
KologarnMarkDpsTargetTrigger(PlayerbotAI* ai) : Trigger(ai, "kologarn mark dps target trigger") {}
bool IsActive() override;
};
class KologarnFallFromFloorTrigger : public Trigger
{
public:
KologarnFallFromFloorTrigger(PlayerbotAI* ai) : Trigger(ai, "kologarn fall from floor trigger") {}
bool IsActive() override;
};
class KologarnNatureResistanceTrigger : public Trigger
{
public:
KologarnNatureResistanceTrigger(PlayerbotAI* ai) : Trigger(ai, "kologarn nature resistance trigger") {}
bool IsActive() override;
};
//
// Hodir
//