Update RaidUlduarTriggers.cpp

This commit is contained in:
avirar
2024-12-18 16:18:58 +11:00
committed by GitHub
parent 09f648eb9f
commit a8d42fbe03

View File

@@ -1,8 +1,11 @@
#include "RaidUlduarTriggers.h"
#include "EventMap.h"
#include "GameObject.h"
#include "Object.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "RaidUlduarBossHelper.h"
#include "RaidUlduarScripts.h"
#include "ScriptedCreature.h"
#include "SharedDefines.h"
@@ -43,3 +46,187 @@ bool FlameLeviathanVehicleNearTrigger::IsActive()
return true;
}
bool RazorscaleFlyingAloneTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
{
return false;
}
// Check if the boss is flying
if (boss->GetPositionZ() < RazorscaleBossHelper::RAZORSCALE_FLYING_Z_THRESHOLD)
{
return false;
}
// Get the list of attackers
GuidVector attackers = context->GetValue<GuidVector>("attackers")->Get();
if (attackers.empty())
{
return true; // No attackers implies flying alone
}
std::vector<Unit*> dark_rune_adds;
// Loop through attackers to find dark rune adds
for (ObjectGuid const& guid : attackers)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit)
continue;
uint32 entry = unit->GetEntry();
// Check for valid dark rune entries
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);
}
}
// Return whether there are no dark rune adds
return dark_rune_adds.empty();
}
bool RazorscaleDevouringFlamesTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
return false;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == RazorscaleBossHelper::UNIT_DEVOURING_FLAME)
{
return true;
}
}
return false;
}
bool RazorscaleAvoidSentinelTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
return false;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == RazorscaleBossHelper::UNIT_DARK_RUNE_SENTINEL)
{
return true;
}
}
return false;
}
bool RazorscaleAvoidWhirlwindTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
return false;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
{
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)))
{
return true;
}
}
return false;
}
bool RazorscaleGroundedTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
{
return false;
}
// Check if the boss is flying
if (boss->GetPositionZ() < RazorscaleBossHelper::RAZORSCALE_FLYING_Z_THRESHOLD)
{
return true;
}
return false;
}
bool RazorscaleHarpoonAvailableTrigger::IsActive()
{
// Get harpoon data from the helper
const std::vector<RazorscaleBossHelper::HarpoonData>& harpoonData = RazorscaleBossHelper::GetHarpoonData();
// Get the boss entity
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss || !boss->IsAlive())
{
return false;
}
// Update the boss AI context in the helper
RazorscaleBossHelper razorscaleHelper(botAI);
if (!razorscaleHelper.UpdateBossAI())
{
return false;
}
// Check each harpoon entry
for (const auto& harpoon : harpoonData)
{
// Skip harpoons whose chain spell is already active on the boss
if (razorscaleHelper.IsHarpoonFired(harpoon.chainSpellId))
{
continue;
}
// Find the nearest harpoon GameObject within 200 yards
if (GameObject* harpoonGO = bot->FindNearestGameObject(harpoon.gameObjectEntry, 200.0f))
{
if (RazorscaleBossHelper::IsHarpoonReady(harpoonGO))
{
return true; // At least one harpoon is available and ready to be fired
}
}
}
// No harpoons are available or need to be fired
return false;
}
bool RazorscaleFuseArmorTrigger::IsActive()
{
Group* group = bot->GetGroup();
if (!group)
return false;
// Iterate through group members to find the main tank with Fuse Armor
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member || !botAI->IsMainTank(member))
continue;
Aura* fuseArmor = member->GetAura(RazorscaleBossHelper::SPELL_FUSEARMOR);
if (fuseArmor && fuseArmor->GetStackAmount() >= RazorscaleBossHelper::FUSEARMOR_THRESHOLD)
return true;
}
return false;
}