Merge pull request #795 from avirar/razorscale_final

Ulduar-Razorscale strategy
This commit is contained in:
Yunfan Li
2024-12-27 22:26:32 +08:00
committed by GitHub
9 changed files with 1456 additions and 5 deletions

View File

@@ -17,11 +17,25 @@ public:
{
creators["flame leviathan vehicle"] = &RaidUlduarActionContext::flame_leviathan_vehicle;
creators["flame leviathan enter vehicle"] = &RaidUlduarActionContext::flame_leviathan_enter_vehicle;
creators["razorscale avoid devouring flames"] = &RaidUlduarActionContext::razorscale_avoid_devouring_flames;
creators["razorscale avoid sentinel"] = &RaidUlduarActionContext::razorscale_avoid_sentinel;
creators["razorscale ignore flying alone"] = &RaidUlduarActionContext::razorscale_ignore_flying_alone;
creators["razorscale avoid whirlwind"] = &RaidUlduarActionContext::razorscale_avoid_whirlwind;
creators["razorscale grounded"] = &RaidUlduarActionContext::razorscale_grounded;
creators["razorscale harpoon action"] = &RaidUlduarActionContext::razorscale_harpoon_action;
creators["razorscale fuse armor action"] = &RaidUlduarActionContext::razorscale_fuse_armor_action;
}
private:
static Action* flame_leviathan_vehicle(PlayerbotAI* ai) { return new FlameLeviathanVehicleAction(ai); }
static Action* flame_leviathan_enter_vehicle(PlayerbotAI* ai) { return new FlameLeviathanEnterVehicleAction(ai); }
static Action* razorscale_avoid_devouring_flames(PlayerbotAI* ai) { return new RazorscaleAvoidDevouringFlameAction(ai); }
static Action* razorscale_avoid_sentinel(PlayerbotAI* ai) { return new RazorscaleAvoidSentinelAction(ai); }
static Action* razorscale_ignore_flying_alone(PlayerbotAI* ai) { return new RazorscaleIgnoreBossAction(ai); }
static Action* razorscale_avoid_whirlwind(PlayerbotAI* ai) { return new RazorscaleAvoidWhirlwindAction(ai); }
static Action* razorscale_grounded(PlayerbotAI* ai) { return new RazorscaleGroundedAction(ai); }
static Action* razorscale_harpoon_action(PlayerbotAI* ai) { return new RazorscaleHarpoonAction(ai); }
static Action* razorscale_fuse_armor_action(PlayerbotAI* ai) { return new RazorscaleFuseArmorAction(ai); }
};
#endif
#endif

View File

@@ -3,17 +3,22 @@
#include <cmath>
#include "AiObjectContext.h"
#include "DBCEnums.h"
#include "GameObject.h"
#include "Group.h"
#include "LastMovementValue.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "Player.h"
#include "Playerbots.h"
#include "Position.h"
#include "RaidUlduarBossHelper.h"
#include "RaidUlduarScripts.h"
#include "RaidUlduarStrategy.h"
#include "RtiValue.h"
#include "ScriptedCreature.h"
#include "ServerFacade.h"
#include "SharedDefines.h"
@@ -392,4 +397,760 @@ bool FlameLeviathanEnterVehicleAction::AllMainVehiclesOnUse()
Difficulty diff = bot->GetRaidDifficulty();
int maxC = (diff == RAID_DIFFICULTY_10MAN_NORMAL || diff == RAID_DIFFICULTY_10MAN_HEROIC) ? 2 : 5;
return demolisher >= maxC && siege >= maxC;
}
}
bool RazorscaleAvoidDevouringFlameAction::Execute(Event event)
{
RazorscaleBossHelper razorscaleHelper(botAI);
if (!razorscaleHelper.UpdateBossAI())
{
return false;
}
bool isMainTank = botAI->IsMainTank(bot);
const float flameRadius = 3.5f;
// Main tank moves further so they can hold adds away from flames, but only during the air phases
const float safeDistanceMultiplier = (isMainTank && !razorscaleHelper.IsGroundPhase()) ? 2.3f : 1.0f;
const float safeDistance = flameRadius * safeDistanceMultiplier;
// Get the boss
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
{
return false;
}
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
Unit* closestFlame = nullptr;
float closestDistance = std::numeric_limits<float>::max();
// Find the closest Devouring Flame
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == RazorscaleBossHelper::UNIT_DEVOURING_FLAME)
{
float distance = bot->GetDistance2d(unit);
if (distance < closestDistance)
{
closestDistance = distance;
closestFlame = unit;
}
}
}
// Off tanks are following the main tank during grounded and should prioritise stacking
if (razorscaleHelper.IsGroundPhase() && (botAI->IsTank(bot) && !botAI->IsMainTank(bot)))
{
return false;
}
// Handle movement from flames
if (closestDistance < safeDistance)
{
return MoveAway(closestFlame, safeDistance);
}
return false;
}
bool RazorscaleAvoidDevouringFlameAction::isUseful()
{
bool isMainTank = botAI->IsMainTank(bot);
const float flameRadius = 3.5f;
const float safeDistanceMultiplier = isMainTank ? 2.3f : 1.0f;
const float safeDistance = flameRadius * safeDistanceMultiplier;
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)
{
float distance = bot->GetDistance2d(unit);
if (distance < safeDistance)
{
return true; // Bot is within the danger distance
}
}
}
return false; // No nearby flames or bot is at a safe distance
}
bool RazorscaleAvoidSentinelAction::Execute(Event event)
{
bool isTank = botAI->IsTank(bot);
bool isMainTank = botAI->IsMainTank(bot);
bool isRanged = botAI->IsRanged(bot);
const float radius = 8.0f;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
Unit* lowestHealthSentinel = nullptr;
uint32 lowestHealth = UINT32_MAX;
bool movedAway = false;
// Iterate through all nearby NPCs
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == RazorscaleBossHelper::UNIT_DARK_RUNE_SENTINEL)
{
// Check if this sentinel has the lowest health
if (unit->GetHealth() < lowestHealth)
{
lowestHealth = unit->GetHealth();
lowestHealthSentinel = unit;
}
// Move away if ranged and too close
if (isRanged && bot->GetDistance2d(unit) < radius)
{
movedAway = MoveAway(unit, radius) || movedAway;
}
}
}
// 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
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 && lowestHealthSentinel)
{
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))
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), lowestHealthSentinel->GetGUID());
}
}
break; // Stop after finding the first valid bot tank
}
}
}
else if (isMainTank && lowestHealthSentinel) // Bot is the main tank
{
Group* group = bot->GetGroup();
if (group)
{
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))
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), lowestHealthSentinel->GetGUID());
}
}
}
return movedAway; // Return true if moved
}
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
{
for (int i = 0; i < 3; ++i)
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot)) // Bot is a valid tank
{
return true; // This bot should assist with marking
}
}
}
bool isRanged = botAI->IsRanged(bot);
const float radius = 8.0f;
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)
{
if (isRanged && bot->GetDistance2d(unit) < radius)
{
return true;
}
}
}
return false;
}
bool RazorscaleAvoidWhirlwindAction::Execute(Event event)
{
if (botAI->IsTank(bot))
{
return false;
}
const float radius = 8.0f;
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)
{
float currentDistance = bot->GetDistance2d(unit);
if (currentDistance < radius)
{
return MoveAway(unit, radius);
}
}
}
return false;
}
bool RazorscaleAvoidWhirlwindAction::isUseful()
{
// Tanks do not avoid Whirlwind
if (botAI->IsTank(bot))
{
return false;
}
const float radius = 8.0f;
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)
{
if (unit->HasAura(RazorscaleBossHelper::SPELL_SENTINEL_WHIRLWIND) || unit->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
{
if (bot->GetDistance2d(unit) < radius)
{
return true;
}
}
}
}
return false;
}
bool RazorscaleIgnoreBossAction::isUseful()
{
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)
{
// Check if the bot is outside the designated area
if (bot->GetDistance2d(
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y) > RazorscaleBossHelper::RAZORSCALE_ARENA_RADIUS + 25.0f)
{
return true; // Movement to the center is the top priority for all bots
}
if (!botAI->IsTank(bot))
{
return false;
}
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
// Check if the boss is already set as the moon marker
int8 moonIndex = 4; // Moon marker index
ObjectGuid currentMoonTarget = group->GetTargetIcon(moonIndex);
if (currentMoonTarget == boss->GetGUID())
{
return false; // Moon marker is already correctly set, no further action needed
}
// Proceed to tank-specific logic
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
// If this bot is the main tank, it needs to set the moon marker
if (mainTankUnit == bot)
{
return true;
}
// If the main tank is a human, check if this bot is the lowest-indexed bot tank
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a human player
{
for (int i = 0; i < 3; ++i) // Only iterate through the first 3 indexes
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot)) // Valid bot tank
{
return true; // This bot should assign the marker
}
}
}
}
return false;
}
bool RazorscaleIgnoreBossAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
{
return false;
}
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
// Check if the bot is outside the designated area and move inside first
if (bot->GetDistance2d(
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y) > RazorscaleBossHelper::RAZORSCALE_ARENA_RADIUS + 25.0f)
{
return MoveInside(
ULDUAR_MAP_ID,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y,
bot->GetPositionZ(),
RazorscaleBossHelper::RAZORSCALE_ARENA_RADIUS - 10.0f,
MovementPriority::MOVEMENT_NORMAL
);
}
if (!botAI->IsTank(bot))
{
return false;
}
// Check if the boss is already set as the moon marker
int8 moonIndex = 4;
ObjectGuid currentMoonTarget = group->GetTargetIcon(moonIndex);
if (currentMoonTarget == boss->GetGUID())
{
return false; // Moon marker is already correctly set
}
// Get the main tank and determine role
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
// If the main tank is a human, assign the moon marker using the lowest-indexed bot tank
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a real player
{
for (int i = 0; i < 3; ++i) // Only iterate through the first 3 indexes
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot)) // Bot is a valid tank
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), boss->GetGUID());
SetNextMovementDelay(1000);
break; // Assign the moon marker and stop
}
}
}
else if (mainTankUnit == bot) // If this bot is the main tank
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), boss->GetGUID());
SetNextMovementDelay(1000);
}
// Tanks move inside the arena
return MoveInside(
ULDUAR_MAP_ID,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y,
bot->GetPositionZ(),
RazorscaleBossHelper::RAZORSCALE_ARENA_RADIUS - 10.0f,
MovementPriority::MOVEMENT_NORMAL
);
}
bool RazorscaleGroundedAction::isUseful()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss || !boss->IsAlive() || boss->GetPositionZ() > RazorscaleBossHelper::RAZORSCALE_FLYING_Z_THRESHOLD)
{
return false;
}
if (botAI->IsMainTank(bot))
{
Group* group = bot->GetGroup();
if (!group)
return false;
// Check if the boss is marked with Moon
int8 moonIndex = 4;
ObjectGuid currentMoonTarget = group->GetTargetIcon(moonIndex);
// Useful only if the boss is currently marked with Moon
return currentMoonTarget == boss->GetGUID();
}
if (botAI->IsTank(bot) && !botAI->IsMainTank(bot))
{
Group* group = bot->GetGroup();
if (!group)
return false;
// Find the main tank
Player* mainTank = nullptr;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && botAI->IsMainTank(member))
{
mainTank = member;
break;
}
}
if (mainTank)
{
constexpr float maxDistance = 2.0f;
float distanceToMainTank = bot->GetDistance2d(mainTank);
return (distanceToMainTank > maxDistance);
}
}
if (botAI->IsMelee(bot))
{
return false;
}
if (botAI->IsRanged(bot))
{
constexpr float landingX = 588.0f;
constexpr float landingY = -166.0f;
constexpr float landingZ = 391.1f;
float bossX = boss->GetPositionX();
float bossY = boss->GetPositionY();
float bossZ = boss->GetPositionZ();
bool atInitialLandingPosition = (fabs(bossX - landingX) < 2.0f) &&
(fabs(bossY - landingY) < 2.0f) &&
(fabs(bossZ - landingZ) < 1.0f);
constexpr float initialLandingRadius = 14.0f;
constexpr float normalRadius = 12.0f;
if (atInitialLandingPosition)
{
float adjustedCenterX = RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X;
float adjustedCenterY = RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y - 20.0f;
float distanceToAdjustedCenter = bot->GetDistance2d(adjustedCenterX, adjustedCenterY);
return distanceToAdjustedCenter > initialLandingRadius;
}
float distanceToCenter = bot->GetDistance2d(RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X, RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y);
return distanceToCenter > normalRadius;
}
return false;
}
bool RazorscaleGroundedAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss || !boss->IsAlive() || boss->GetPositionZ() > RazorscaleBossHelper::RAZORSCALE_FLYING_Z_THRESHOLD)
return false;
Group* group = bot->GetGroup();
if (!group)
return false;
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
for (int i = 0; i < 3; ++i)
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot)) // Bot is a valid tank
{
int8 moonIndex = 4;
ObjectGuid currentMoonTarget = group->GetTargetIcon(moonIndex);
// If the moon marker is set to the boss, reset it
if (currentMoonTarget == boss->GetGUID())
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), ObjectGuid::Empty);
SetNextMovementDelay(1000);
return true;
}
}
}
}
else if (botAI->IsMainTank(bot)) // Bot is the main tank
{
int8 moonIndex = 4;
ObjectGuid currentMoonTarget = group->GetTargetIcon(moonIndex);
// If the moon marker is set to the boss, reset it
if (currentMoonTarget == boss->GetGUID())
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), ObjectGuid::Empty);
SetNextMovementDelay(1000);
return true;
}
}
if (mainTank && (botAI->IsTank(bot) && !botAI->IsMainTank(bot)))
{
constexpr float followDistance = 2.0f;
return MoveNear(mainTank, followDistance, MovementPriority::MOVEMENT_COMBAT);
}
if (botAI->IsRanged(bot))
{
constexpr float landingX = 588.0f;
constexpr float landingY = -166.0f;
constexpr float landingZ = 391.1f;
float bossX = boss->GetPositionX();
float bossY = boss->GetPositionY();
float bossZ = boss->GetPositionZ();
bool atInitialLandingPosition = (fabs(bossX - landingX) < 2.0f) &&
(fabs(bossY - landingY) < 2.0f) &&
(fabs(bossZ - landingZ) < 1.0f);
if (atInitialLandingPosition)
{
// If at the initial landing position, use 12-yard radius with a
// 20 yard offset on the Y axis so everyone is behind the boss
return MoveInside(
ULDUAR_MAP_ID,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y - 20.0f,
bot->GetPositionZ(),
RazorscaleBossHelper::RAZORSCALE_ARENA_RADIUS - 12.0f,
MovementPriority::MOVEMENT_COMBAT
);
}
// Otherwise, move inside a 12-yard radius around the arena center
return MoveInside(
ULDUAR_MAP_ID,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y,
bot->GetPositionZ(),
12.0f,
MovementPriority::MOVEMENT_COMBAT
);
}
return false;
}
bool RazorscaleHarpoonAction::Execute(Event event)
{
RazorscaleBossHelper razorscaleHelper(botAI);
// Update the boss AI context
if (!razorscaleHelper.UpdateBossAI())
return false;
Unit* boss = razorscaleHelper.GetBoss();
if (!boss || !boss->IsAlive())
return false;
// Retrieve harpoon data from the helper
const std::vector<RazorscaleBossHelper::HarpoonData>& harpoonData = razorscaleHelper.GetHarpoonData();
GameObject* closestHarpoon = nullptr;
float minDistance = std::numeric_limits<float>::max();
// Find the nearest harpoon that hasn't been fired and is not on cooldown
for (const auto& harpoon : harpoonData)
{
if (razorscaleHelper.IsHarpoonFired(harpoon.chainSpellId))
continue;
if (GameObject* harpoonGO = bot->FindNearestGameObject(harpoon.gameObjectEntry, 200.0f))
{
if (RazorscaleBossHelper::IsHarpoonReady(harpoonGO))
{
float distance = bot->GetDistance2d(harpoonGO);
if (distance < minDistance)
{
minDistance = distance;
closestHarpoon = harpoonGO;
}
}
}
}
if (!closestHarpoon)
return false;
// Find the nearest ranged DPS (not a healer) to the harpoon
Player* closestRangedDPS = nullptr;
minDistance = std::numeric_limits<float>::max();
GuidVector groupBots = AI_VALUE(GuidVector, "group members");
for (auto& guid : groupBots)
{
Player* member = ObjectAccessor::FindPlayer(guid);
if (member && member->IsAlive() && botAI->IsRanged(member) && botAI->IsDps(member) && !botAI->IsHeal(member))
{
float distance = member->GetDistance2d(closestHarpoon);
if (distance < minDistance)
{
minDistance = distance;
closestRangedDPS = member;
}
}
}
// Only proceed if this bot is the closest ranged DPS
if (closestRangedDPS != bot)
return false;
float botDist = bot->GetDistance(closestHarpoon);
if (botDist > INTERACTION_DISTANCE - 1.0f)
{
return MoveTo(bot->GetMapId(),
closestHarpoon->GetPositionX(),
closestHarpoon->GetPositionY(),
closestHarpoon->GetPositionZ());
}
SetNextMovementDelay(1000);
// Interact with the harpoon
{
WorldPacket usePacket(CMSG_GAMEOBJ_USE);
usePacket << closestHarpoon->GetGUID();
bot->GetSession()->HandleGameObjectUseOpcode(usePacket);
}
{
WorldPacket reportPacket(CMSG_GAMEOBJ_REPORT_USE);
reportPacket << closestHarpoon->GetGUID();
bot->GetSession()->HandleGameobjectReportUse(reportPacket);
}
RazorscaleBossHelper::SetHarpoonOnCooldown(closestHarpoon);
return true;
}
bool RazorscaleHarpoonAction::isUseful()
{
RazorscaleBossHelper razorscaleHelper(botAI);
// Update the boss AI context to ensure we have the latest info
if (!razorscaleHelper.UpdateBossAI())
return false;
Unit* boss = razorscaleHelper.GetBoss();
if (!boss || !boss->IsAlive())
return false;
const std::vector<RazorscaleBossHelper::HarpoonData>& harpoonData = razorscaleHelper.GetHarpoonData();
for (const auto& harpoon : harpoonData)
{
if (razorscaleHelper.IsHarpoonFired(harpoon.chainSpellId))
continue;
if (GameObject* harpoonGO = bot->FindNearestGameObject(harpoon.gameObjectEntry, 200.0f))
{
if (RazorscaleBossHelper::IsHarpoonReady(harpoonGO))
{
// Check if this bot is a ranged DPS (not a healer)
if (botAI->IsRanged(bot) && botAI->IsDps(bot) && !botAI->IsHeal(bot))
return true;
}
}
}
return false;
}
bool RazorscaleFuseArmorAction::isUseful()
{
// If this bot cannot tank at all, no need to do anything
if (!botAI->IsTank(bot))
return false;
// If this bot is the main tank AND has Fuse Armor at the threshold, return true immediately
if (botAI->IsMainTank(bot))
{
Aura* fuseArmor = bot->GetAura(RazorscaleBossHelper::SPELL_FUSEARMOR);
if (fuseArmor && fuseArmor->GetStackAmount() >= RazorscaleBossHelper::FUSEARMOR_THRESHOLD)
return true;
}
// Otherwise, check if there's any other main tank with high Fuse Armor
Group* group = bot->GetGroup();
if (!group)
return false;
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member)
continue;
if (botAI->IsMainTank(member) && member != bot)
{
Aura* fuseArmor = member->GetAura(RazorscaleBossHelper::SPELL_FUSEARMOR);
if (fuseArmor && fuseArmor->GetStackAmount() >= RazorscaleBossHelper::FUSEARMOR_THRESHOLD)
{
// There is another main tank with high Fuse Armor
return true;
}
}
}
return false;
}
bool RazorscaleFuseArmorAction::Execute(Event event)
{
// We already know from isUseful() that:
// 1) This bot can tank, AND
// 2) There is at least one main tank (possibly this bot) with Fuse Armor >= threshold.
RazorscaleBossHelper bossHelper(botAI);
// Attempt to reassign the roles based on health/Fuse Armor debuff
bossHelper.AssignRolesBasedOnHealth();
return true;
}

View File

@@ -11,6 +11,10 @@
#include "RaidUlduarBossHelper.h"
#include "Vehicle.h"
//
// Flame Leviathan
//
class FlameLeviathanVehicleAction : public MovementAction
{
public:
@@ -42,4 +46,64 @@ protected:
bool AllMainVehiclesOnUse();
};
#endif
//
// Razorscale
//
class RazorscaleAvoidDevouringFlameAction : public MovementAction
{
public:
RazorscaleAvoidDevouringFlameAction(PlayerbotAI* botAI) : MovementAction(botAI, "razorscale avoid devouring flames") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class RazorscaleAvoidSentinelAction : public MovementAction
{
public:
RazorscaleAvoidSentinelAction(PlayerbotAI* botAI) : MovementAction(botAI, "razorscale avoid sentinel") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class RazorscaleIgnoreBossAction : public AttackAction
{
public:
RazorscaleIgnoreBossAction(PlayerbotAI* botAI) : AttackAction(botAI, "razorscale ignore flying alone") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class RazorscaleAvoidWhirlwindAction : public MovementAction
{
public:
RazorscaleAvoidWhirlwindAction(PlayerbotAI* botAI) : MovementAction(botAI, "razorscale avoid whirlwind") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class RazorscaleGroundedAction : public AttackAction
{
public:
RazorscaleGroundedAction(PlayerbotAI* botAI) : AttackAction(botAI, "razorscale grounded") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class RazorscaleHarpoonAction : public MovementAction
{
public:
RazorscaleHarpoonAction(PlayerbotAI* botAI) : MovementAction(botAI, "razorscale harpoon action") {}
bool Execute(Event event) override;
bool isUseful() override;
};
class RazorscaleFuseArmorAction : public MovementAction
{
public:
RazorscaleFuseArmorAction(PlayerbotAI* botAI) : MovementAction(botAI, "razorscale fuse armor action") {}
bool Execute(Event event) override;
bool isUseful() override;
};
#endif

View File

@@ -0,0 +1,226 @@
#include "ChatHelper.h"
#include "RaidUlduarBossHelper.h"
#include "ObjectAccessor.h"
#include "GameObject.h"
#include "Group.h"
#include "ScriptedCreature.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "World.h"
// Prevent harpoon spam
std::unordered_map<ObjectGuid, time_t> RazorscaleBossHelper::_harpoonCooldowns;
// Prevent role assignment spam
std::unordered_map<ObjectGuid, std::time_t> RazorscaleBossHelper::_lastRoleSwapTime;
const std::time_t RazorscaleBossHelper::_roleSwapCooldown;
bool RazorscaleBossHelper::UpdateBossAI()
{
_boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (_boss)
{
Group* group = bot->GetGroup();
if (group && !AreRolesAssigned())
{
AssignRolesBasedOnHealth();
}
return true;
}
return false;
}
Unit* RazorscaleBossHelper::GetBoss() const
{
return _boss;
}
bool RazorscaleBossHelper::IsGroundPhase() const
{
return _boss && _boss->IsAlive() &&
(_boss->GetPositionZ() <= RAZORSCALE_FLYING_Z_THRESHOLD) &&
(_boss->GetHealthPct() < 50.0f) &&
!_boss->HasAura(SPELL_STUN_AURA);
}
bool RazorscaleBossHelper::IsFlyingPhase() const
{
return _boss && (!IsGroundPhase() || _boss->GetPositionZ() >= RAZORSCALE_FLYING_Z_THRESHOLD);
}
bool RazorscaleBossHelper::IsHarpoonFired(uint32 chainSpellId) const
{
return _boss && _boss->HasAura(chainSpellId);
}
bool RazorscaleBossHelper::IsHarpoonReady(GameObject* harpoonGO)
{
if (!harpoonGO)
return false;
auto it = _harpoonCooldowns.find(harpoonGO->GetGUID());
if (it != _harpoonCooldowns.end())
{
time_t currentTime = std::time(nullptr);
time_t elapsedTime = currentTime - it->second;
if (elapsedTime < HARPOON_COOLDOWN_DURATION)
return false;
}
return harpoonGO->GetGoState() == GO_STATE_READY;
}
void RazorscaleBossHelper::SetHarpoonOnCooldown(GameObject* harpoonGO)
{
if (!harpoonGO)
return;
time_t currentTime = std::time(nullptr);
_harpoonCooldowns[harpoonGO->GetGUID()] = currentTime;
}
GameObject* RazorscaleBossHelper::FindNearestHarpoon(float x, float y, float z) const
{
GameObject* nearestHarpoon = nullptr;
float minDistanceSq = std::numeric_limits<float>::max();
for (const auto& harpoon : GetHarpoonData())
{
if (GameObject* harpoonGO = bot->FindNearestGameObject(harpoon.gameObjectEntry, 200.0f))
{
float dx = harpoonGO->GetPositionX() - x;
float dy = harpoonGO->GetPositionY() - y;
float dz = harpoonGO->GetPositionZ() - z;
float distanceSq = dx * dx + dy * dy + dz * dz;
if (distanceSq < minDistanceSq)
{
minDistanceSq = distanceSq;
nearestHarpoon = harpoonGO;
}
}
}
return nearestHarpoon;
}
const std::vector<RazorscaleBossHelper::HarpoonData>& RazorscaleBossHelper::GetHarpoonData()
{
static const std::vector<HarpoonData> harpoonData =
{
{ GO_RAZORSCALE_HARPOON_1, SPELL_CHAIN_1 },
{ GO_RAZORSCALE_HARPOON_2, SPELL_CHAIN_2 },
{ GO_RAZORSCALE_HARPOON_3, SPELL_CHAIN_3 },
{ GO_RAZORSCALE_HARPOON_4, SPELL_CHAIN_4 },
};
return harpoonData;
}
bool RazorscaleBossHelper::AreRolesAssigned() const
{
Group* group = bot->GetGroup();
if (!group)
return false;
// Retrieve the group member slot list (GUID + flags + other info)
Group::MemberSlotList const& slots = group->GetMemberSlots();
for (auto const& slot : slots)
{
// Check if this member has the MAINTANK flag
if (slot.flags & MEMBER_FLAG_MAINTANK)
{
return true;
}
}
return false;
}
bool RazorscaleBossHelper::CanSwapRoles() const
{
// Identify the GUID of the current bot
ObjectGuid botGuid = bot->GetGUID();
if (!botGuid)
return false;
// If no entry exists yet for this bot, initialize it to 0
auto it = _lastRoleSwapTime.find(botGuid);
if (it == _lastRoleSwapTime.end())
{
_lastRoleSwapTime[botGuid] = 0;
it = _lastRoleSwapTime.find(botGuid);
}
// Compare the current time against the stored time
std::time_t currentTime = std::time(nullptr);
std::time_t lastSwapTime = it->second;
return (currentTime - lastSwapTime) >= _roleSwapCooldown;
}
void RazorscaleBossHelper::AssignRolesBasedOnHealth()
{
// Check if enough time has passed since last swap
if (!CanSwapRoles())
return;
Group* group = bot->GetGroup();
if (!group)
return;
// Gather all tank-capable players (bots + real players), excluding those with too many Fuse Armor stacks
std::vector<Player*> tankCandidates;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !botAI->IsTank(member, true) || !member->IsAlive())
continue;
Aura* fuseArmor = member->GetAura(SPELL_FUSEARMOR);
if (fuseArmor && fuseArmor->GetStackAmount() >= FUSEARMOR_THRESHOLD)
continue;
tankCandidates.push_back(member);
}
// If there are no viable tanks, do nothing
if (tankCandidates.empty())
return;
// Sort by highest max health first
std::sort(tankCandidates.begin(), tankCandidates.end(),
[](Player* a, Player* b)
{
return a->GetMaxHealth() > b->GetMaxHealth();
}
);
// Pick the top candidate
Player* newMainTank = tankCandidates[0];
if (!newMainTank) // Safety check
return;
// Unflag everyone from main tank
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && botAI->IsMainTank(member))
group->SetGroupMemberFlag(member->GetGUID(), false, MEMBER_FLAG_MAINTANK);
}
// Assign the single main tank
group->SetGroupMemberFlag(newMainTank->GetGUID(), true, MEMBER_FLAG_MAINTANK);
// Yell a message regardless of whether the new main tank is a bot or a real player
const std::string playerName = newMainTank->GetName();
const std::string text = playerName + " set as main tank!";
bot->Yell(text, LANG_UNIVERSAL);
ObjectGuid botGuid = bot->GetGUID();
if (!botGuid)
return;
// Set current time in the cooldown map for this bot to start cooldown
_lastRoleSwapTime[botGuid] = std::time(nullptr);
}

View File

@@ -2,6 +2,11 @@
#define _PLAYERBOT_RAIDULDUARBOSSHELPER_H
#include <string>
#include <unordered_map>
#include <vector>
#include <cmath>
#include <ctime>
#include <limits>
#include "AiObject.h"
#include "AiObjectContext.h"
@@ -16,6 +21,88 @@
const uint32 ULDUAR_MAP_ID = 603;
class RazorscaleBossHelper : public AiObject
{
public:
// Enums and constants specific to Razorscale
enum RazorscaleUnits : uint32
{
UNIT_RAZORSCALE = 33186,
UNIT_DARK_RUNE_SENTINEL = 33846,
UNIT_DARK_RUNE_WATCHER = 33453,
UNIT_DARK_RUNE_GUARDIAN = 33388,
UNIT_DEVOURING_FLAME = 34188,
};
enum RazorscaleGameObjects : uint32
{
GO_RAZORSCALE_HARPOON_1 = 194519,
GO_RAZORSCALE_HARPOON_2 = 194541,
GO_RAZORSCALE_HARPOON_3 = 194542,
GO_RAZORSCALE_HARPOON_4 = 194543,
};
enum RazorscaleSpells : uint32
{
SPELL_CHAIN_1 = 49679,
SPELL_CHAIN_2 = 49682,
SPELL_CHAIN_3 = 49683,
SPELL_CHAIN_4 = 49684,
SPELL_SENTINEL_WHIRLWIND = 63806,
SPELL_STUN_AURA = 62794,
SPELL_FUSEARMOR = 64771
};
static constexpr uint32 FUSEARMOR_THRESHOLD = 2;
// Constants for arena parameters
static constexpr float RAZORSCALE_FLYING_Z_THRESHOLD = 440.0f;
static constexpr float RAZORSCALE_ARENA_CENTER_X = 587.54f;
static constexpr float RAZORSCALE_ARENA_CENTER_Y = -175.04f;
static constexpr float RAZORSCALE_ARENA_RADIUS = 30.0f;
// Harpoon cooldown (seconds)
static constexpr time_t HARPOON_COOLDOWN_DURATION = 5;
// Structure for harpoon data
struct HarpoonData
{
uint32 gameObjectEntry;
uint32 chainSpellId;
};
explicit RazorscaleBossHelper(PlayerbotAI* botAI)
: AiObject(botAI), _boss(nullptr) {}
bool UpdateBossAI();
Unit* GetBoss() const;
bool IsGroundPhase() const;
bool IsFlyingPhase() const;
bool IsHarpoonFired(uint32 chainSpellId) const;
static bool IsHarpoonReady(GameObject* harpoonGO);
static void SetHarpoonOnCooldown(GameObject* harpoonGO);
GameObject* FindNearestHarpoon(float x, float y, float z) const;
static const std::vector<HarpoonData>& GetHarpoonData();
void AssignRolesBasedOnHealth();
bool AreRolesAssigned() const;
bool CanSwapRoles() const;
private:
Unit* _boss;
// A map to track the last role swap *per bot* by their GUID
static std::unordered_map<ObjectGuid, std::time_t> _lastRoleSwapTime;
// The cooldown that applies to every bot
static const std::time_t _roleSwapCooldown = 10;
static std::unordered_map<ObjectGuid, time_t> _harpoonCooldowns;
};
// template <class BossAiType>
// class GenericBossHelper : public AiObject
// {

View File

@@ -4,7 +4,9 @@
void RaidUlduarStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
//
// Flame Leviathan
//
triggers.push_back(new TriggerNode(
"flame leviathan vehicle near",
NextAction::array(0, new NextAction("flame leviathan enter vehicle", ACTION_RAID + 2), nullptr)));
@@ -12,7 +14,38 @@ void RaidUlduarStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode(
"flame leviathan on vehicle",
NextAction::array(0, new NextAction("flame leviathan vehicle", ACTION_RAID + 1), nullptr)));
//
// Razorscale
//
triggers.push_back(new TriggerNode(
"razorscale avoid devouring flames",
NextAction::array(0, new NextAction("razorscale avoid devouring flames", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode(
"razorscale avoid sentinel",
NextAction::array(0, new NextAction("razorscale avoid sentinel", ACTION_RAID + 2), nullptr)));
triggers.push_back(new TriggerNode(
"razorscale flying alone",
NextAction::array(0, new NextAction("razorscale ignore flying alone", ACTION_MOVE + 5), nullptr)));
triggers.push_back(new TriggerNode(
"razorscale avoid whirlwind",
NextAction::array(0, new NextAction("razorscale avoid whirlwind", ACTION_RAID + 3), nullptr)));
triggers.push_back(new TriggerNode(
"razorscale grounded",
NextAction::array(0, new NextAction("razorscale grounded", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"razorscale harpoon trigger",
NextAction::array(0, new NextAction("razorscale harpoon action", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode(
"razorscale fuse armor trigger",
NextAction::array(0, new NextAction("razorscale fuse armor action", ACTION_RAID + 2), nullptr)));
}
void RaidUlduarStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)

View File

@@ -17,11 +17,25 @@ public:
{
creators["flame leviathan on vehicle"] = &RaidUlduarTriggerContext::flame_leviathan_on_vehicle;
creators["flame leviathan vehicle near"] = &RaidUlduarTriggerContext::flame_leviathan_vehicle_near;
creators["razorscale flying alone"] = &RaidUlduarTriggerContext::razorscale_flying_alone;
creators["razorscale avoid devouring flames"] = &RaidUlduarTriggerContext::razorscale_avoid_devouring_flames;
creators["razorscale avoid sentinel"] = &RaidUlduarTriggerContext::razorscale_avoid_sentinel;
creators["razorscale avoid whirlwind"] = &RaidUlduarTriggerContext::razorscale_avoid_whirlwind;
creators["razorscale grounded"] = &RaidUlduarTriggerContext::razorscale_grounded;
creators["razorscale harpoon trigger"] = &RaidUlduarTriggerContext::razorscale_harpoon_trigger;
creators["razorscale fuse armor trigger"] = &RaidUlduarTriggerContext::razorscale_fuse_armor_trigger;
}
private:
static Trigger* flame_leviathan_on_vehicle(PlayerbotAI* ai) { return new FlameLeviathanOnVehicleTrigger(ai); }
static Trigger* flame_leviathan_vehicle_near(PlayerbotAI* ai) { return new FlameLeviathanVehicleNearTrigger(ai); }
static Trigger* razorscale_flying_alone(PlayerbotAI* ai) { return new RazorscaleFlyingAloneTrigger(ai); }
static Trigger* razorscale_avoid_devouring_flames(PlayerbotAI* ai) { return new RazorscaleDevouringFlamesTrigger(ai); }
static Trigger* razorscale_avoid_sentinel(PlayerbotAI* ai) { return new RazorscaleAvoidSentinelTrigger(ai); }
static Trigger* razorscale_avoid_whirlwind(PlayerbotAI* ai) { return new RazorscaleAvoidWhirlwindTrigger(ai); }
static Trigger* razorscale_grounded(PlayerbotAI* ai) { return new RazorscaleGroundedTrigger(ai); }
static Trigger* razorscale_harpoon_trigger(PlayerbotAI* ai) { return new RazorscaleHarpoonAvailableTrigger(ai); }
static Trigger* razorscale_fuse_armor_trigger(PlayerbotAI* ai) { return new RazorscaleFuseArmorTrigger(ai); }
};
#endif

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 +46,198 @@ 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()
{
// Get the boss entity
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss || !boss->IsAlive())
{
return false;
}
// Only proceed if this bot can actually tank
if (!botAI->IsTank(bot))
return false;
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;
}

View File

@@ -7,7 +7,9 @@
#include "RaidUlduarBossHelper.h"
#include "Trigger.h"
//
// Flame Levi
//
class FlameLeviathanOnVehicleTrigger : public Trigger
{
public:
@@ -22,4 +24,56 @@ public:
bool IsActive() override;
};
#endif
//
// Razorscale
//
class RazorscaleFlyingAloneTrigger : public Trigger
{
public:
RazorscaleFlyingAloneTrigger(PlayerbotAI* ai) : Trigger(ai, "razorscale flying alone") {}
bool IsActive() override;
};
class RazorscaleDevouringFlamesTrigger : public Trigger
{
public:
RazorscaleDevouringFlamesTrigger(PlayerbotAI* ai) : Trigger(ai, "razorscale avoid devouring flames") {}
bool IsActive() override;
};
class RazorscaleAvoidSentinelTrigger : public Trigger
{
public:
RazorscaleAvoidSentinelTrigger(PlayerbotAI* ai) : Trigger(ai, "razorscale avoid sentinel") {}
bool IsActive() override;
};
class RazorscaleAvoidWhirlwindTrigger : public Trigger
{
public:
RazorscaleAvoidWhirlwindTrigger(PlayerbotAI* ai) : Trigger(ai, "razorscale avoid whirlwind") {}
bool IsActive() override;
};
class RazorscaleGroundedTrigger : public Trigger
{
public:
RazorscaleGroundedTrigger(PlayerbotAI* ai) : Trigger(ai, "razorscale grounded") {}
bool IsActive() override;
};
class RazorscaleHarpoonAvailableTrigger : public Trigger
{
public:
RazorscaleHarpoonAvailableTrigger(PlayerbotAI* ai) : Trigger(ai, "razorscale harpoon trigger") {}
bool IsActive() override;
};
class RazorscaleFuseArmorTrigger : public Trigger
{
public:
RazorscaleFuseArmorTrigger(PlayerbotAI* ai) : Trigger(ai, "razorscale fuse armor trigger") {}
bool IsActive() override;
};
#endif