ICC Refactor, All bosses improved NM/HC (#1370)

* ICC PP WIP

WIP

* added mutated plague for PP

* BPC added (kinetic and boss targeting need to be done by player)

OT collects dark nucles, bots spread on vortex and other stuff they do ok on their own.
Tested only on 10NM, should work on 25NM

* Tank pos. correction

* BQL, ranged spread, link, flame, bite, tanking tested 10NM

to do (better fire spread, hc tacti, melee spread when in air)

* LDW improved

improved shadow logic, ranged spread for easier shadow handling

* dbs update, fixed teleporting

Bots should only go and teleport to the mage that is actually below zero now

* DBS ranged fix

Ranged should spread more quickly and freak out less

* Festergut && DBS

fixed ranged spread (both)
fixed spore logic (fester)

* Rotface fix

Improved big ooze tanking (static pos, todo kiting)
ooze explosion spread mechanic fix
ooze pool fix
Player needs to mark rotface with skull icon, oterwise bots try to attack oozes

* BQL fixed for 25nm

todo: better melee logic in air phase, better melee flame spread

* VDW, Sister Svalna, Sindy update

Sister Svalna, bots can pickup spears and throw at svalna when she has shield up

VDW added healer strats to use portal and heal boss (atm druids are for raid healing only, so use druide + any other healer, ideally player should be healer)
todo (focus on supressers, add healer rotations, atm they use quickest spell they can)

Sindragosa
Added tank boss manipulation (boss orientation and position)
bots detect (buffet, unchained magic and chilled to the bone and act accordingly)
bots detect frost beacon move to safe spot and los frost bombs around them, while dpsing tombs (todo stop dps if only one tomb is left, if we have frost bombs around, not a big deal atm since in nm they dont one shot)
Last phase bots los behind tomb to loose buffet, tanks swap when they have hi buffet count.
Player should tell bots with skull rti if they should kill tomb or focus boss.
todo (dynamic tomb los in last phase so that healers can see tank but also hide behind tomb to break los from boss)

Removed some debug messages, improved LM spike action (nearest bots also try to help kill it)

Improved Lady Deathwshiper shade action (only targeted bots will run away instead of every bot that is near it)

dbs improved tank switch

I recommend to use 3 healers (just to be safe) and 2 paladin tanks (warr seems to struggle with agro) in 10 man
25 man 6-7 healers (just to be safe) Since most of the bosses are about survival and not dps

* LK Update (doable)

LK added

Improved tank switching for all bosses

Fixed PP gas cloud kiting
Malleable goo todo (dont know how to detect it since its not object or npc) just summon ranged bots to safe position to bypass

BPC  fixed OT sometimes not tanking kele
kinectic bombs todo (for now player should take care of them)

Sindragosa fixed rare case when she is in air phase but tombs went to last phase position

LK
Bots can handle necrotic
Bots can handle adds
Bots should focus valkyre that actually grabbed someone (if unlucky and player just use attack command and summon bots to you if they are far away from you) if they grab bots you can either summon to make them useless or let bots cc them and do it legit way.

Defile should be watched by player and once it was cast just summon bots to you
Vile spirits for some reason go to the ground and get nuked by bots aoe spells so there is not much to be done

**Player needs to be alive the whole LK fight since you will have to watch out for frost spehers (sometimes bots ignore them), summon bots when defile is up and summon ranged bots if they get stuck near shambling or raging spirits since their aoe will wipe you)

all in all LK  is doable both 10 and 25nm, player needs to have knowledge of lk fight and needs to know how to use multibot addon and make macros for eg summoning or commanding groups of bots or individual bots)

Dont forget frost/shadow/nature resist auras in whole ICC since it will help alot

I have done whole icc 10 and 25 with 2 pala tanks, 2/5 heals and rest dps,  if you use +1 or +2 heals it should be easier (since I was testing I did close to 0 dmg in fights same with heals)

* fixed changes made by mistake

fix

* Malleable fix (simple spread mechanic)

Malleable mechanic added (simple spread for now)
Gas cloud fixed (Bots sometimes got stuck between puddle and kite location)

* Defile Update

Bots detect and avoid defile (they struggle to find a way back to the boss around it tho, use summon to help them)

Melee bots should be able to stand behind/to the flank of shambling/spirits

* GS fixed bots not returning to their ship for A and H

Bots will return back to ship after killing mage

* PP gas cloud kiting improved

PP gas cloud kiting improved

* BPC targeting fixed

Bots will mark valid prince with skull RTI now

* BQL added melee spread in air pahse

BQL added melee spread

* VDW healing rotation improved

Healers will now use strong heals and hots

* Fixed Necrotic Plague

Fixed issue with Necrotic where it would get dispelled too soon, or would not get dispelled at all

* LK Update

Refined defile logic
Added 3 points for ranged and melee in winter phase (east, west, south when facing throne)
fixed frost spheres targeting (hunter will focus them)
Atm bots will reset z axis if they fall underground or if they get teleported by lk
Better positioning in 1st phase

* 10HC update until PP

LK defile improved for 10nm (bots sometimes stood 2 close to defile until it grew few times)

Improved rotface for HC

PP remade for 10HC.
Gas cloud is now properly kited
Fixed a rare case of server crash when there were ooze and gas cloud alive at same time.
Bots will move around puddles according to its size now.
Bots that get unboud plague will simply move away from raid and die thus loosing it from raid.
Volatile ooze improved stacking.
Fixed ranged sometimes glitching thru walls when spreading out from other members.

10HC PP is now doable but its hard without summoning (summoning break gascloud and ooze targets so its easier to do). You need to watch boss so you dont phase 2 soon otherwise you will get 2x ooze and cloud which is almoust always a wipe. If abo is not played near perfection bots will struggle with oozes and gas clouds if they are not slowed on time. Always save energy to slow gas cloud since it will wipe the group if it reach its target.
Bots will sometimes stand in puddle, just command them to move and they will figure out what to do.

todo (proper malleable handling)

* Up until Sindy 10HC

BPC added shadow prison handling, bots stop moving if more than 12 stack, tanks more than 18
Improved spreading logic

VDW
fixed issue where bots in portal wold move at half speed compared to real player

* fixed accidental change

* LK 10HC update

Added Shadow trap logic
(if they stand in it, not a big deal since bots wont get yeeted only players will)
When harvest soul, only player will be in another dimension (you must survive)

**Sindy and LK can be done, but I must dissapoint purist, at my skill level I could not achieve to do HC without using summon or other "cheat" bot functions.

Other bosses are all doable now in 10hc

* ICC fixes GS, PP; BQL, SINDY

Minor fixes, bite action improved

* ICC improve Sindy

Bots will now choose non beacon position based on difficulty, 10/25

* ICC fixed missing A/H buff

Fixed missing ICC buff for A and H

Buff will only be present when logged on and in ICC, once any bot or player leave ICC the buff is gone to prevent abuse.

This will make ICC easier now and with recent DPS update and movement improvement bots will now actully do decent dps and even greater healing.

Ally buff
https://www.wowhead.com/wotlk/spell=73828/strength-of-wrynn

Horde buff
https://www.wowhead.com/wotlk/spell=73822/hellscreams-warsong

* revert last change

revert buff

* ICC improve Rotface

Bots will now mark Rotface with skull icon, which will make them focus boss instead of oozes automatically

* ICC Festergut 10 Man fix

There was a rare case in 10 Man when 2 tanks would get spores which made them both stack at melee spot. Now the code will check if any of the spored player is main tank, if it is, it will stay at melee and other spores will go at ranged spot since off tank doesn't really need to stand near main tank all the time.

* ICC BPC major update, fix and improve

Fixed main tank sometimes not tanking both bosses (vala and talda)

Improved marking of current prince

Empowered vortex: bots will now spread out when it is being cast, instead of always spreading(ranged). This will make melee also spread better now since bots will calculate and move to optimal positions.

Added Kinetic bomb handling.
Hunters will take care of bombs, if no hunter is present then any ranged dps will take care of kinetic bombs.

* ICC BQL/VDW major update + minor fixes/improvements

LDW improved spreading for ranged, tanks will move boss in the middle of the room now when shield is depleted which will make bots bug less around pillars

GS Assist tank will not teleport to enemy ship and will keep tanking adds on our ship now

DBS ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum), fixed bug where in 25 man ranged bots would go behind walls, making them unable to dps boss, improved rune of blood tanking

Festergut ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum)

BQL Melee spread improved, bite logic improved, added swarming shadows logic (not perfect but at least it wont be all over the room anymore), Tanks will properly handle blood mirror now

VDW boss and raid healers will be automatically assinged depening by number of healers(if more than 3 healers in group, 2 will focus on raid and others will heal boss, otherwise one healer will heal raid). Druid will be assigned to raid healing if no druid present then some other random heal class. Added rotations for druid healers if they end up healing the boss. Raid healers will not use portals anymore. Healers will come to the ground now after using portals (they were stuck in air)

* ICC LK minor update

PP

Removed pre stacking for ranged when volatile ooze spawn (they will kill it much faster now and only stack if someone actually gets targeted by ooze)

LK

Hunters will use trnaq shot to remove enrage from shamblings

Improved valkyr cc

Minimized ping-ponging during winter phase

* ICC minor Sindy improve

Reduced position tolerances and forced movement for beacon and non beacon positions which will make bots move to spot that they actually need to be at instead of randomly running to sindragosa or beaconed players.

* ICC minor update

GS

Bots will mark mage with skull rti

Rotface

Fixed bots glitching thru walls and floors (added check if position is valid before moving)

PP

Bots will mark volatile ooze with skull rti now which will help them focus it and kill asap (usefull for heroic when both volatile ooze and gas cloud are present at the same time)

VDW

Added default group position in the middle if the room so that bots don't spread out too much which will force them to focus supressers more

Fixed Boss healers not keeping themself alive when low on HP

* ICC LK minor update

Commented out z axis bypass since it was fixed with recent core updates.

Bots no longer fall thru buggy platforms so its no longer needed which in return makes valkyrs works as they should.

* ICC LM & LDW Improved

LM

Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS)

Simplified trigger for spike action, since attack logic is handled by skull RTI now.

Bots (tanks) will mark spikes with skull RTI, which will make bots instantly switch to Spike targets. If no spike is present, the boss will be marked.

Added logic that will make non-tank bots move away from LM to a fixed position behind LM if they happened to be in front of LM (No more insta kills with cleave).
If LM is casting Bone Storm, bots will ignore the above logic and do max dps.

LDW

Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS)

Bots (tanks) will mark adds with skull RTI, which will make bots instantly switch to adds targets. If no spike is present, the boss will be marked, which will help with keeping allies alive when they get mind controlled by LDW.

Moved 2nd phase position deeper into the room and reduced boss hp trigger to 95%, which will keep tanks where they should be during 1st phase (sometimes the boss dropped below 98% and tanks would ping pong around the room).

Ranged bots will now spread closer to each other now and will ignore spreading if they are 2 far or 2 close to the boss so they can properly reposition.

These changes should also fix recent bugs with bots not casting/standing still on LM and LDW.

* ICC DBS Improve

Replaced attack action with RTI. (Improved DPS)

Ranged bots will move away from blood beast if targeted by it now.

* ICC Sindragosa and LK Improve

Sindragosa

Improved tomb los for frost bombs. Bots will now mark tomb with moon rti to avoid killing it too soon. (If they still attack the tomb, simply reset and after bombs are over, simply attack the tomb to kill or mark with a skull.)
Main Tank will reset mystic buffet stacks now to avoid tank swapping since it's really unreliable which will make sindy less frustrating to kill (other bots will need to do mechanics properly by hiding behind ice tombs).

LK

Necrotic plague action

Bots will now check before moving to the Shambling if they are in front of the Shambling to avoid getting one shoted by shockwave.
Improved multiplier, which will now properly handle dispelling of necrotic plague.

Winter phase action

Bots will properly move behind adds to avoid getting one shoted by shamblings or raging spirits.
If there is a hunter in the grouphunter will focus on spheres; if not, any ranged DPS will focus spheres.

Adds action

Bots will now be in proper positions during the 1st phase, and when the off tank is done collecting shamblings, it will move away from the group.
Bots (non-tanks) will move behind the shambling if they are in front of it to avoid getting one shoted in the 1st phase.
Restored action for checking if bots are at ground level, since they were still sometimes glitching through the floor (valkrys will be able to carry bots and drop them off the edge if not killed in time).
Improved defile calculations for 10 man and 25 man raids since defile was growing differently for 10 and 25, which would make bots in 25 man move very far away from somewhat small defile puddle.
Bots will now properly CC any valkyr that wasn't CC'd, and they won't freak out anymore if multiple valkyrs are present. (They can't tell which valkyr is holding bots/ players, so we should command an attack on valkyrs that are holding someone.)
Bots will now run away from Vile Spirits if they are targeted by them during the last phase.

* ICC 25HC ldw shades fix

Fixed bots could not detect shade if there were multiple present

* ICC trigger optimization

Optimized trigger and action for:

KineticBomb
OozePuddle

* ICC LK Improve

Improved Shadow Trap, Winter phase and 1st phase.

Bots will now have fixed positions for 1st phase if no shadow trap is present.

Tanks will now take care of taunting adds during winter phase. (Assist tank will collect adds and bring them to main tank, main tank will take over the adds so we have minimal chance of adds rotating towards the raid)

Fixed shadow trap detection.

* ToC dungeon update

Added TOC dungeon strategies for 1st encounter.

Other encounters are pretty easy and straightforward so they do not require strategies. They can be all done with follow, reset, summon, attack, skull icon etc...

Bots (A/H) will automatically check if they have lance equiped or in inventory. If they don't have lance they will pick it up from nearest lance stand and equip it.

Bots will mount nearest mount if they have lance equipped.

Once mounted they will keep Defend aura at 3 stacks (top priority).
In fight they will cast charge if more than 5f away, they will cast shield break if target has Defended aura active and they will use Thrust if they cant use anything else.
In short they will melt any target and enemies wont stand a chance keeping their defend aura up.

Once champions are defeated bot will automatically equip best weapon they have in inventory (weapon that was swapped with lance)

* ICC minor update

LM

Bots will now move in smaller increments to get behind boss
They will still move towards fixed position, but as soon they are not in front of boss, they will stop moving and do other actions.

GS

Fixed cannon trigger, now will return true if cannon is 100f from bots.
It used to return true all the time.

* ToC added Eadric strat

bots will look away during radiance cast

* ICC LK minor fix

fixed crash in icclichkingsaddsaction

* ICC GS fix

While encountering edge case when playing horde, the logic was to detect mages, there are usually 2 around, but the longer the fight last the bigger the chance that cannons would kill all the mages thus once we kill the mage that was casting deep freeze bots could not execute action that would return them back to the ship, so the boss had the time to nuke them one by one.
Even tanks have hard time surviving the boss.
I have changed it now (both A/H) so that we keep track of the enemy boss (which is hard if not impossible to kill as main trigger) and we are keeping track of the  mage that is actually casting deep freeze, we mark it with skull, and now as soon the mage is dead, bots will remove the mark so there is 0 confusion about what to do next on their side, and they will come back asap.

* FoS Improved and fixed, ICC LM, LDW and PP updates

FoS

Improved/fixed triggers, Improved/fixed actions.

Bronjahm

Tank will properly kite soul fragment around the room
Replaced attack action with skull rti to focus soul fragments
Non-tank bots will only try to stay within 10f of boss only once we enter last phase, tank will be in the middle of the room if it is not kiting soul fragment

Devourer of Souls

DPS bots will stop dps if boss is casting mirrored soul
Laser can be easily avoided with follow/summon

ICC

LM

Tank will only move to tank position if it actually have the agro, it used to move there without agro and few of the bots would get killed since tank was unable to reach bot

LDW

Fixed edge case where tank would be target of shade and it would be unable to move away it from it due to tank position restrictions, now if Tank is targeted by shade it will be able to move and run away from it (in hc this could cause wipes since explosion is aoe + tons of dmg)

PP

When oozes spawn, tank will move towards green ooze spawn to keep raid near green ooze (faster kill) and far away from gas cloud (better chance to kill if abo didn't manage to slow it)

* PoS Strategies

Ick and Krick

All boss mechanics implemented

Forgemaster Garfrost

Easily doable with follow/stay/summon

Scourgelord Tyrannus

Ranged bots will spread so that they all don't get frozen by dragon

They avoid everything else on their own

* ICC Refactor, All bosses improved NM and HC

Major Update

* Update playerbots.conf.dist
This commit is contained in:
Noscopezz
2025-06-11 23:27:44 +02:00
committed by GitHub
parent 6fbaf6510b
commit e739f7820b
12 changed files with 8756 additions and 3554 deletions

View File

@@ -1888,3 +1888,9 @@ AiPlayerbot.TargetPosRecalcDistance = 0.1
# Allow bots to be summoned near innkeepers
AiPlayerbot.SummonAtInnkeepersEnabled = 1
# Enable buffs in ICC to make Heroic easier and more casual.
# 30% more damage, 40% damage reduction (tank bots), increased all resistances, reduced threat for non tank bots, increased threat for tank bots.
# Buffs will be applied on PP, Sindragosa and Lich King
AiPlayerbot.EnableICCBuffs = 1

View File

@@ -190,6 +190,10 @@ bool PlayerbotAIConfig::Initialize()
sConfigMgr->GetOption<int32>("AiPlayerbot.MaxRandomBotsPriceChangeInterval", 48 * HOUR);
randomBotJoinLfg = sConfigMgr->GetOption<bool>("AiPlayerbot.RandomBotJoinLfg", true);
//////////////////////////// ICC
EnableICCBuffs = sConfigMgr->GetOption<bool>("AiPlayerbot.EnableICCBuffs", true);
//////////////////////////// CHAT
enableBroadcasts = sConfigMgr->GetOption<bool>("AiPlayerbot.EnableBroadcasts", true);
randomBotTalk = sConfigMgr->GetOption<bool>("AiPlayerbot.RandomBotTalk", false);

View File

@@ -56,6 +56,7 @@ public:
bool enabled;
bool disabledWithoutRealPlayer;
bool EnableICCBuffs;
bool allowAccountBots, allowGuildBots, allowTrustedAccountBots;
bool randomBotGuildNearby, randomBotInvitePlayer, inviteChat;
uint32 globalCoolDown, reactDelay, maxWaitForMove, disableMoveSplinePath, maxMovementSearchTime, expireActionTime,

View File

@@ -12,40 +12,52 @@ public:
{
creators["icc lm tank position"] = &RaidIccActionContext::icc_lm_tank_position;
creators["icc spike"] = &RaidIccActionContext::icc_spike;
creators["icc dark reckoning"] = &RaidIccActionContext::icc_dark_reckoning;
creators["icc ranged position lady deathwhisper"] = &RaidIccActionContext::icc_ranged_position_lady_deathwhisper;
creators["icc adds lady deathwhisper"] = &RaidIccActionContext::icc_adds_lady_deathwhisper;
creators["icc shade lady deathwhisper"] = &RaidIccActionContext::icc_shade_lady_deathwhisper;
creators["icc rotting frost giant tank position"] = &RaidIccActionContext::icc_rotting_frost_giant_tank_position;
creators["icc cannon fire"] = &RaidIccActionContext::icc_cannon_fire;
creators["icc gunship enter cannon"] = &RaidIccActionContext::icc_gunship_enter_cannon;
creators["icc gunship teleport ally"] = &RaidIccActionContext::icc_gunship_teleport_ally;
creators["icc gunship teleport horde"] = &RaidIccActionContext::icc_gunship_teleport_horde;
creators["icc dbs tank position"] = &RaidIccActionContext::icc_dbs_tank_position;
creators["icc adds dbs"] = &RaidIccActionContext::icc_adds_dbs;
creators["icc festergut tank position"] = &RaidIccActionContext::icc_festergut_tank_position;
creators["icc festergut group position"] = &RaidIccActionContext::icc_festergut_group_position;
creators["icc festergut spore"] = &RaidIccActionContext::icc_festergut_spore;
creators["icc rotface tank position"] = &RaidIccActionContext::icc_rotface_tank_position;
creators["icc rotface group position"] = &RaidIccActionContext::icc_rotface_group_position;
creators["icc rotface move away from explosion"] = &RaidIccActionContext::icc_rotface_move_away_from_explosion;
creators["icc putricide volatile ooze"] = &RaidIccActionContext::icc_putricide_volatile_ooze;
creators["icc putricide gas cloud"] = &RaidIccActionContext::icc_putricide_gas_cloud;
creators["icc putricide growing ooze puddle"] = &RaidIccActionContext::icc_putricide_growing_ooze_puddle;
creators["avoid malleable goo"] = &RaidIccActionContext::avoid_malleable_goo;
creators["icc putricide avoid malleable goo"] = &RaidIccActionContext::icc_putricide_avoid_malleable_goo;
creators["icc bpc keleseth tank"] = &RaidIccActionContext::icc_bpc_keleseth_tank;
creators["icc bpc nucleus"] = &RaidIccActionContext::icc_bpc_nucleus;
creators["icc bpc main tank"] = &RaidIccActionContext::icc_bpc_main_tank;
creators["icc bpc empowered vortex"] = &RaidIccActionContext::icc_bpc_empowered_vortex;
creators["icc bpc kinetic bomb"] = &RaidIccActionContext::icc_bpc_kinetic_bomb;
creators["icc bql tank position"] = &RaidIccActionContext::icc_bql_tank_position;
creators["icc bpc ball of flame"] = &RaidIccActionContext::icc_bpc_ball_of_flame;
creators["icc bql group position"] = &RaidIccActionContext::icc_bql_group_position;
creators["icc bql pact of darkfallen"] = &RaidIccActionContext::icc_bql_pact_of_darkfallen;
creators["icc bql vampiric bite"] = &RaidIccActionContext::icc_bql_vampiric_bite;
creators["icc valkyre spear"] = &RaidIccActionContext::icc_valkyre_spear;
creators["icc sister svalna"] = &RaidIccActionContext::icc_sister_svalna;
creators["icc valithria group"] = &RaidIccActionContext::icc_valithria_group;
creators["icc valithria portal"] = &RaidIccActionContext::icc_valithria_portal;
creators["icc valithria heal"] = &RaidIccActionContext::icc_valithria_heal;
creators["icc valithria dream cloud"] = &RaidIccActionContext::icc_valithria_dream_cloud;
creators["icc sindragosa tank position"] = &RaidIccActionContext::icc_sindragosa_tank_position;
creators["icc sindragosa group position"] = &RaidIccActionContext::icc_sindragosa_group_position;
creators["icc sindragosa frost beacon"] = &RaidIccActionContext::icc_sindragosa_frost_beacon;
creators["icc sindragosa blistering cold"] = &RaidIccActionContext::icc_sindragosa_blistering_cold;
creators["icc sindragosa unchained magic"] = &RaidIccActionContext::icc_sindragosa_unchained_magic;
@@ -53,6 +65,7 @@ public:
creators["icc sindragosa mystic buffet"] = &RaidIccActionContext::icc_sindragosa_mystic_buffet;
creators["icc sindragosa frost bomb"] = &RaidIccActionContext::icc_sindragosa_frost_bomb;
creators["icc sindragosa tank swap position"] = &RaidIccActionContext::icc_sindragosa_tank_swap_position;
creators["icc lich king shadow trap"] = &RaidIccActionContext::icc_lich_king_shadow_trap;
creators["icc lich king necrotic plague"] = &RaidIccActionContext::icc_lich_king_necrotic_plague;
creators["icc lich king winter"] = &RaidIccActionContext::icc_lich_king_winter;
@@ -62,40 +75,52 @@ public:
private:
static Action* icc_lm_tank_position(PlayerbotAI* ai) { return new IccLmTankPositionAction(ai); }
static Action* icc_spike(PlayerbotAI* ai) { return new IccSpikeAction(ai); }
static Action* icc_dark_reckoning(PlayerbotAI* ai) { return new IccDarkReckoningAction(ai); }
static Action* icc_ranged_position_lady_deathwhisper(PlayerbotAI* ai) { return new IccRangedPositionLadyDeathwhisperAction(ai); }
static Action* icc_adds_lady_deathwhisper(PlayerbotAI* ai) { return new IccAddsLadyDeathwhisperAction(ai); }
static Action* icc_shade_lady_deathwhisper(PlayerbotAI* ai) { return new IccShadeLadyDeathwhisperAction(ai); }
static Action* icc_rotting_frost_giant_tank_position(PlayerbotAI* ai) { return new IccRottingFrostGiantTankPositionAction(ai); }
static Action* icc_cannon_fire(PlayerbotAI* ai) { return new IccCannonFireAction(ai); }
static Action* icc_gunship_enter_cannon(PlayerbotAI* ai) { return new IccGunshipEnterCannonAction(ai); }
static Action* icc_gunship_teleport_ally(PlayerbotAI* ai) { return new IccGunshipTeleportAllyAction(ai); }
static Action* icc_gunship_teleport_horde(PlayerbotAI* ai) { return new IccGunshipTeleportHordeAction(ai); }
static Action* icc_dbs_tank_position(PlayerbotAI* ai) { return new IccDbsTankPositionAction(ai); }
static Action* icc_adds_dbs(PlayerbotAI* ai) { return new IccAddsDbsAction(ai); }
static Action* icc_festergut_tank_position(PlayerbotAI* ai) { return new IccFestergutTankPositionAction(ai); }
static Action* icc_festergut_group_position(PlayerbotAI* ai) { return new IccFestergutGroupPositionAction(ai); }
static Action* icc_festergut_spore(PlayerbotAI* ai) { return new IccFestergutSporeAction(ai); }
static Action* icc_rotface_tank_position(PlayerbotAI* ai) { return new IccRotfaceTankPositionAction(ai); }
static Action* icc_rotface_group_position(PlayerbotAI* ai) { return new IccRotfaceGroupPositionAction(ai); }
static Action* icc_rotface_move_away_from_explosion(PlayerbotAI* ai) { return new IccRotfaceMoveAwayFromExplosionAction(ai); }
static Action* icc_putricide_volatile_ooze(PlayerbotAI* ai) { return new IccPutricideVolatileOozeAction(ai); }
static Action* icc_putricide_gas_cloud(PlayerbotAI* ai) { return new IccPutricideGasCloudAction(ai); }
static Action* icc_putricide_growing_ooze_puddle(PlayerbotAI* ai) { return new IccPutricideGrowingOozePuddleAction(ai); }
static Action* avoid_malleable_goo(PlayerbotAI* ai) { return new AvoidMalleableGooAction(ai); }
static Action* icc_putricide_avoid_malleable_goo(PlayerbotAI* ai) { return new IccPutricideAvoidMalleableGooAction(ai); }
static Action* icc_bpc_keleseth_tank(PlayerbotAI* ai) { return new IccBpcKelesethTankAction(ai); }
static Action* icc_bpc_nucleus(PlayerbotAI* ai) { return new IccBpcNucleusAction(ai); }
static Action* icc_bpc_main_tank(PlayerbotAI* ai) { return new IccBpcMainTankAction(ai); }
static Action* icc_bpc_empowered_vortex(PlayerbotAI* ai) { return new IccBpcEmpoweredVortexAction(ai); }
static Action* icc_bpc_kinetic_bomb(PlayerbotAI* ai) { return new IccBpcKineticBombAction(ai); }
static Action* icc_bql_tank_position(PlayerbotAI* ai) { return new IccBqlTankPositionAction(ai); }
static Action* icc_bpc_ball_of_flame(PlayerbotAI* ai) { return new IccBpcBallOfFlameAction(ai); }
static Action* icc_bql_group_position(PlayerbotAI* ai) { return new IccBqlGroupPositionAction(ai); }
static Action* icc_bql_pact_of_darkfallen(PlayerbotAI* ai) { return new IccBqlPactOfDarkfallenAction(ai); }
static Action* icc_bql_vampiric_bite(PlayerbotAI* ai) { return new IccBqlVampiricBiteAction(ai); }
static Action* icc_valkyre_spear(PlayerbotAI* ai) { return new IccValkyreSpearAction(ai); }
static Action* icc_sister_svalna(PlayerbotAI* ai) { return new IccSisterSvalnaAction(ai); }
static Action* icc_valithria_group(PlayerbotAI* ai) { return new IccValithriaGroupAction(ai); }
static Action* icc_valithria_portal(PlayerbotAI* ai) { return new IccValithriaPortalAction(ai); }
static Action* icc_valithria_heal(PlayerbotAI* ai) { return new IccValithriaHealAction(ai); }
static Action* icc_valithria_dream_cloud(PlayerbotAI* ai) { return new IccValithriaDreamCloudAction(ai); }
static Action* icc_sindragosa_tank_position(PlayerbotAI* ai) { return new IccSindragosaTankPositionAction(ai); }
static Action* icc_sindragosa_group_position(PlayerbotAI* ai) { return new IccSindragosaGroupPositionAction(ai); }
static Action* icc_sindragosa_frost_beacon(PlayerbotAI* ai) { return new IccSindragosaFrostBeaconAction(ai); }
static Action* icc_sindragosa_blistering_cold(PlayerbotAI* ai) { return new IccSindragosaBlisteringColdAction(ai); }
static Action* icc_sindragosa_unchained_magic(PlayerbotAI* ai) { return new IccSindragosaUnchainedMagicAction(ai); }
@@ -103,6 +128,7 @@ private:
static Action* icc_sindragosa_mystic_buffet(PlayerbotAI* ai) { return new IccSindragosaMysticBuffetAction(ai); }
static Action* icc_sindragosa_frost_bomb(PlayerbotAI* ai) { return new IccSindragosaFrostBombAction(ai); }
static Action* icc_sindragosa_tank_swap_position(PlayerbotAI* ai) { return new IccSindragosaTankSwapPositionAction(ai); }
static Action* icc_lich_king_shadow_trap(PlayerbotAI* ai) { return new IccLichKingShadowTrapAction(ai); }
static Action* icc_lich_king_necrotic_plague(PlayerbotAI* ai) { return new IccLichKingNecroticPlagueAction(ai); }
static Action* icc_lich_king_winter(PlayerbotAI* ai) { return new IccLichKingWinterAction(ai); }

File diff suppressed because it is too large Load Diff

View File

@@ -12,12 +12,17 @@
#include "RaidIccStrategy.h"
#include "ScriptedCreature.h"
#include "SharedDefines.h"
#include "Trigger.h"
#include "CellImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Vehicle.h"
#include "RaidIccTriggers.h"
const Position ICC_LM_TANK_POSITION = Position(-391.0f, 2259.0f, 42.0f);
const Position ICC_DARK_RECKONING_SAFE_POSITION = Position(-523.33386f, 2211.2031f, 62.823116f);
const Position ICC_LDW_TANK_POSTION = Position(-570.1f, 2211.2456f, 49.476616f); //-590.0f
const Position ICC_ROTTING_FROST_GIANT_TANK_POSITION = Position(-265.90125f, 2209.0605f, 199.97006f);
const Position ICC_ROTTING_FROST_GIANT_TANK_POSITION = Position(-328.5085f, 2225.5142f, 199.97298f);
const Position ICC_GUNSHIP_TELEPORT_ALLY = Position (-370.04645f, 1993.3536f, 466.65656f);
const Position ICC_GUNSHIP_TELEPORT_ALLY2 = Position (-392.66208f, 2064.893f, 466.5672f, 5.058196f);
const Position ICC_GUNSHIP_TELEPORT_HORDE = Position (-449.5343f, 2477.2024f, 470.17648f);
@@ -29,33 +34,49 @@ const Position ICC_FESTERGUT_MELEE_SPORE = Position(4269.1772f, 3144.7673f, 360.
const Position ICC_ROTFACE_TANK_POSITION = Position(4447.061f, 3150.9758f, 360.38568f);
const Position ICC_ROTFACE_BIG_OOZE_POSITION = Position(4432.687f, 3142.3035f, 360.38623f);
const Position ICC_ROTFACE_SAFE_POSITION = Position(4446.557f, 3065.6594f, 360.51843f);
const Position ICC_PUTRICIDE_TANK_POSITION = Position(4393.7676f, 3214.9375f, 389.3997f);
//const Position ICC_PUTRICIDE_GAS1_POSITION = Position(4350.772f, 3249.9773f, 389.39508f);
//const Position ICC_PUTRICIDE_GAS2_POSITION = Position(4390.002f, 3204.8855f, 389.39938f);
const Position ICC_ROTFACE_CENTER_POSITION = Position(4446.0547f, 3144.8677f, 360.38593f); //actual center 4.74089 4445.6616f, 3137.1526f, 360.38608
const Position ICC_PUTRICIDE_TANK_POSITION = Position(4373.227f, 3222.058f, 389.4029f);
const Position ICC_PUTRICIDE_GREEN_POSITION = Position(4423.4126f, 3194.2715f, 389.37683f);
const Position ICC_PUTRICIDE_BAD_POSITION = Position(4356.1724f, 3261.5232f, 389.3985f);
//const Position ICC_PUTRICIDE_GAS3_POSITION = Position(4367.753f, 3177.5894f, 389.39575f);
//const Position ICC_PUTRICIDE_GAS4_POSITION = Position(4321.8486f, 3206.464f, 389.3982f);
const Position ICC_BPC_OT_POSITION = Position(4649.2236f, 2796.0972f, 361.1815f);
const Position ICC_BPC_MT_POSITION = Position(4648.5674f, 2744.847f, 361.18222f);
const Position ICC_BQL_CENTER_POSITION = Position(4595.0f, 2769.0f, 400.0f);
const Position ICC_BQL_TANK_POSITION = Position(4616.102f, 2768.9167f, 400.13797f);
const Position ICC_VDW_GROUP_POSITION = Position(4204.839f, 2484.9338f, 364.87f);
const Position ICC_BQL_LWALL1_POSITION = Position(4624.685f, 2789.4895f, 400.13834f);
const Position ICC_BQL_LWALL2_POSITION = Position(4600.749f, 2805.7568f, 400.1374f);
const Position ICC_BQL_LWALL3_POSITION = Position(4572.857f, 2797.3872f, 400.1374f);
const Position ICC_BQL_RWALL1_POSITION = Position(4625.724f, 2748.9917f, 400.13693f);
const Position ICC_BQL_RWALL2_POSITION = Position(4608.3774f, 2735.7466f, 400.13693f);
const Position ICC_BQL_RWALL3_POSITION = Position(4576.813f, 2739.6067f, 400.13693f);
const Position ICC_BQL_LRWALL4_POSITION = Position(4539.345f, 2769.3853f, 403.7267f);
const Position ICC_BQL_TANK_POSITION = Position(4629.746f, 2769.6396f, 401.7479f); //old just in front of stairs 4616.102f, 2768.9167f, 400.13797f
const Position ICC_VDW_HEAL_POSITION = Position(4203.752f, 2483.4343f, 364.87274f);
const Position ICC_VDW_GROUP1_POSITION = Position(4203.585f, 2464.422f, 364.86887f);
const Position ICC_VDW_GROUP2_POSITION = Position(4203.5806f, 2505.2383f, 364.87677f);
const Position ICC_VDW_PORTALSTART_POSITION = Position(4202.637f, 2488.171f, 375.00256f);
const Position ICC_SINDRAGOSA_TANK_POSITION = Position(4408.016f, 2508.0647f, 203.37955f);
const Position ICC_SINDRAGOSA_RANGED_POSITION = Position(4373.7686f, 2498.0042f, 203.38176f);
const Position ICC_SINDRAGOSA_MELEE_POSITION = Position(4389.22f, 2499.5237f, 203.38033f);
const Position ICC_SINDRAGOSA_BLISTERING_COLD_POSITION = Position(4345.922f, 2484.708f, 206.22516f);
const Position ICC_SINDRAGOSA_THOMB1_POSITION = Position(4381.819f, 2471.1448f, 203.37704f); // Westmost position
const Position ICC_SINDRAGOSA_THOMB2_POSITION = Position(4381.819f, 2483.1448f, 203.37704f); // 12y east from pos1
const Position ICC_SINDRAGOSA_THOMB3_POSITION = Position(4381.819f, 2471.1448f, 203.37704f); // Same as pos1
const Position ICC_SINDRAGOSA_THOMB4_POSITION = Position(4381.819f, 2483.1448f, 203.37704f); // Same as pos2
const Position ICC_SINDRAGOSA_THOMB5_POSITION = Position(4381.819f, 2495.1448f, 203.37704f); // 12y east from pos2/4
const Position ICC_SINDRAGOSA_FLYING_POSITION = Position(4525.6f, 2485.15f, 245.082f);
const Position ICC_SINDRAGOSA_RANGED_POSITION = Position(4441.572f, 2484.482f, 203.37836f);
const Position ICC_SINDRAGOSA_MELEE_POSITION = Position(4423.4546f, 2491.7175f, 203.37686f);
const Position ICC_SINDRAGOSA_BLISTERING_COLD_POSITION = Position(4473.6616f, 2484.8489f, 203.38258f);
const Position ICC_SINDRAGOSA_THOMB1_POSITION = Position(4433.6484f, 2469.4133f, 203.3806f);
const Position ICC_SINDRAGOSA_THOMB2_POSITION = Position(4434.143f, 2486.201f, 203.37473f);
const Position ICC_SINDRAGOSA_THOMB3_POSITION = Position(4436.1147f, 2501.464f, 203.38266f);
const Position ICC_SINDRAGOSA_UNCHAINEDMAGIC1_POSITION = Position(4444.9707f, 2455.7322f, 203.38701f);
const Position ICC_SINDRAGOSA_UNCHAINEDMAGIC2_POSITION = Position(4461.3945f, 2463.5513f, 203.38727f);
const Position ICC_SINDRAGOSA_UNCHAINEDMAGIC3_POSITION = Position(4473.6616f, 2484.8489f, 203.38258f);
const Position ICC_SINDRAGOSA_UNCHAINEDMAGIC4_POSITION = Position(4459.9336f, 2507.409f, 203.38606f);
const Position ICC_SINDRAGOSA_UNCHAINEDMAGIC5_POSITION = Position(4442.3096f, 2512.4688f, 203.38647f);
const Position ICC_SINDRAGOSA_CENTER_POSITION = Position(4408.0464f, 2484.478f, 203.37529f);
const Position ICC_SINDRAGOSA_THOMBMB2_POSITION = Position(4382.6113f, 2505.4922f, 203.38197f);
const Position ICC_SINDRAGOSA_FBOMB_POSITION = Position(4400.031f, 2507.0295f, 203.37929f); //old 4400.031f, 2507.0295f, 203.37929f //alternate for 10 man 4366.0225f, 2501.569f, 203.38226f
const Position ICC_SINDRAGOSA_FBOMB10_POSITION = Position(4366.0225f, 2501.569f, 203.38226f);
const Position ICC_SINDRAGOSA_LOS2_POSITION = Position(4376.0938f, 2511.103f, 203.38303f);
const Position ICC_SINDRAGOSA_THOMBMB2_POSITION = Position(4436.895f, 2498.1401f, 203.38133f);
const Position ICC_SINDRAGOSA_FBOMB_POSITION = Position(4449.3647f, 2486.4524f, 203.379f);
const Position ICC_SINDRAGOSA_FBOMB10_POSITION = Position(4449.3647f, 2486.4524f, 203.379f);
const Position ICC_SINDRAGOSA_LOS2_POSITION = Position(4441.8286f, 2501.946f, 203.38435f);
const Position ICC_LICH_KING_ADDS_POSITION = Position(476.7332f, -2095.3894f, 840.857f); // old 486.63647f, -2095.7915f, 840.857f
const Position ICC_LICH_KING_MELEE_POSITION = Position(503.5546f, -2106.8213f, 840.857f);
const Position ICC_LICH_KING_RANGED_POSITION = Position(501.3563f, -2085.1816f, 840.857f);
const Position ICC_LICH_KING_ASSISTHC_POSITION = Position(517.2145f, -2125.0674f, 840.857f);
const Position ICC_LK_FROST1_POSITION = Position(503.96548f, -2183.216f, 840.857f);
const Position ICC_LK_FROST2_POSITION = Position(563.07166f, -2125.7578f, 840.857f);
const Position ICC_LK_FROST3_POSITION = Position(503.40182f, -2067.3435f, 840.857f);
@@ -70,6 +91,8 @@ public:
IccLmTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc lm tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool MoveTowardPosition(const Position& position, float incrementSize);
};
class IccSpikeAction : public AttackAction
@@ -77,6 +100,10 @@ class IccSpikeAction : public AttackAction
public:
IccSpikeAction(PlayerbotAI* botAI) : AttackAction(botAI, "icc spike") {}
bool Execute(Event event) override;
bool HandleSpikeTargeting(Unit* boss);
bool MoveTowardPosition(const Position& position, float incrementSize);
void UpdateRaidTargetIcon(Unit* target);
};
//Lady Deathwhisper
@@ -94,6 +121,8 @@ public:
IccRangedPositionLadyDeathwhisperAction(PlayerbotAI* botAI, std::string const name = "icc ranged position lady deathwhisper")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool MaintainRangedSpacing();
};
class IccAddsLadyDeathwhisperAction : public AttackAction
@@ -102,6 +131,12 @@ public:
IccAddsLadyDeathwhisperAction(PlayerbotAI* botAI, std::string const name = "icc adds lady deathwhisper")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool IsTargetedByShade(uint32 shadeEntry);
bool MoveTowardPosition(const Position& position, float incrementSize);
bool HandleAddTargeting(Unit* boss);
void UpdateRaidTargetIcon(Unit* target);
};
class IccShadeLadyDeathwhisperAction : public MovementAction
@@ -127,6 +162,9 @@ public:
IccCannonFireAction(PlayerbotAI* botAI, std::string const name = "icc cannon fire")
: Action(botAI, name) {}
bool Execute(Event event) override;
Unit* FindValidCannonTarget();
bool TryCastCannonSpell(uint32 spellId, Unit* target, Unit* vehicleBase);
};
class IccGunshipEnterCannonAction : public MovementAction
@@ -135,7 +173,10 @@ public:
IccGunshipEnterCannonAction(PlayerbotAI* botAI, std::string const name = "icc gunship enter cannon")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
bool EnterVehicle(Unit* vehicleBase, bool moveIfFar);
Unit* FindBestAvailableCannon();
bool IsValidCannon(Unit* vehicle, const uint32 validEntries[]);
};
class IccGunshipTeleportAllyAction : public AttackAction
@@ -144,6 +185,10 @@ public:
IccGunshipTeleportAllyAction(PlayerbotAI* botAI, std::string const name = "icc gunship teleport ally")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool TeleportTo(const Position& position);
void CleanupSkullIcon(uint8_t SKULL_ICON_INDEX);
void UpdateBossSkullIcon(Unit* boss, uint8_t SKULL_ICON_INDEX);
};
class IccGunshipTeleportHordeAction : public AttackAction
@@ -152,6 +197,10 @@ public:
IccGunshipTeleportHordeAction(PlayerbotAI* botAI, std::string const name = "icc gunship teleport horde")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool TeleportTo(const Position& position);
void CleanupSkullIcon(uint8_t SKULL_ICON_INDEX);
void UpdateBossSkullIcon(Unit* boss, uint8_t SKULL_ICON_INDEX);
};
//DBS
@@ -161,6 +210,10 @@ public:
IccDbsTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc dbs tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool CrowdControlBloodBeasts();
bool EvadeBloodBeasts();
bool PositionInRangedFormation();
};
class IccAddsDbsAction : public AttackAction
@@ -169,15 +222,22 @@ public:
IccAddsDbsAction(PlayerbotAI* botAI, std::string const name = "icc adds dbs")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
Unit* FindPriorityTarget(Unit* boss);
void UpdateSkullMarker(Unit* priorityTarget);
};
//FESTERGUT
class IccFestergutTankPositionAction : public AttackAction
class IccFestergutGroupPositionAction : public AttackAction
{
public:
IccFestergutTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc festergut tank position")
IccFestergutGroupPositionAction(PlayerbotAI* botAI, std::string const name = "icc festergut group position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool HasSporesInGroup();
bool PositionNonTankMembers();
int CalculatePositionIndex(Group* group);
};
class IccFestergutSporeAction : public AttackAction
@@ -186,6 +246,17 @@ public:
IccFestergutSporeAction(PlayerbotAI* botAI, std::string const name = "icc festergut spore")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
Position CalculateSpreadPosition();
struct SporeInfo
{
std::vector<Unit*> sporedPlayers;
ObjectGuid lowestGuid;
bool hasLowestGuid = false;
};
SporeInfo FindSporedPlayers();
Position DetermineTargetPosition(bool hasSpore, const SporeInfo& sporeInfo, const Position& spreadRangedPos);
bool CheckMainTankSpore();
};
//Rotface
@@ -195,6 +266,11 @@ public:
IccRotfaceTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc rotface tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
void MarkBossWithSkull(Unit* boss);
bool PositionMainTankAndMelee(Unit *boss);
bool HandleAssistTankPositioning(Unit* boss);
bool HandleBigOozePositioning(Unit* boss);
};
class IccRotfaceGroupPositionAction : public AttackAction
@@ -203,6 +279,14 @@ public:
IccRotfaceGroupPositionAction(PlayerbotAI* botAI, std::string const name = "icc rotface group position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
//bool MoveAwayFromBigOoze(Unit* bigOoze);
bool HandlePuddleAvoidance(Unit* boss);
bool MoveAwayFromPuddle(Unit* boss, Unit* puddle, float puddleDistance);
bool HandleOozeTargeting();
bool HandleOozeMemberPositioning();
bool PositionRangedAndHealers(Unit* boss,Unit* smallOoze);
bool FindAndMoveFromClosestMember(Unit* boss, Unit* smallOoze);
};
class IccRotfaceMoveAwayFromExplosionAction : public MovementAction
@@ -210,18 +294,25 @@ class IccRotfaceMoveAwayFromExplosionAction : public MovementAction
public:
IccRotfaceMoveAwayFromExplosionAction(PlayerbotAI* botAI, std::string const name = "icc rotface move away from explosion")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
bool MoveToRandomSafeLocation();
};
//PP
class IccPutricideGrowingOozePuddleAction : public AttackAction
{
public:
IccPutricideGrowingOozePuddleAction(PlayerbotAI* botAI, std::string const name = "icc putricide growing ooze puddle")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
Unit* FindClosestThreateningPuddle();
Position CalculateSafeMovePosition(Unit* closestPuddle);
bool IsPositionTooCloseToOtherPuddles(float x, float y, Unit* ignorePuddle);
};
class IccPutricideVolatileOozeAction : public AttackAction
@@ -230,6 +321,9 @@ public:
IccPutricideVolatileOozeAction(PlayerbotAI* botAI, std::string const name = "icc putricide volatile ooze")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
void MarkOozeWithSkull(Unit* ooze);
Unit* FindAuraTarget();
};
class IccPutricideGasCloudAction : public AttackAction
@@ -238,14 +332,30 @@ class IccPutricideGasCloudAction : public AttackAction
IccPutricideGasCloudAction(PlayerbotAI* botAI, std::string const name = "icc putricide gas cloud")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool HandleGaseousBloatMovement(Unit* gasCloud);
Position CalculateEmergencyPosition(const Position& botPos, float dx, float dy);
bool FindSafeMovementPosition(const Position& botPos, const Position& cloudPos, float dx, float dy, int numAngles,
Position& resultPos);
bool HandleGroupAuraSituation(Unit* gasCloud);
bool GroupHasGaseousBloat(Group* group);
};
class AvoidMalleableGooAction : public MovementAction
class IccPutricideAvoidMalleableGooAction : public MovementAction
{
public:
AvoidMalleableGooAction(PlayerbotAI* botAI, std::string const name = "avoid malleable goo" )
IccPutricideAvoidMalleableGooAction(PlayerbotAI* botAI, std::string const name = "icc putricide avoid malleable goo")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
bool HandleTankPositioning(Unit* boss);
bool HandleUnboundPlague(Unit* boss);
bool HandleBossPositioning(Unit* boss);
Position CalculateBossPosition(Unit* boss, float distance);
bool HasObstacleBetween(const Position& from, const Position& to);
bool IsOnPath(const Position& from, const Position& to, const Position& point, float threshold);
Position CalculateArcPoint(const Position& current, const Position& target, const Position& center);
Position CalculateIncrementalMove(const Position& current, const Position& target, float maxDistance);
};
//BPC
@@ -257,20 +367,14 @@ public:
bool Execute(Event event) override;
};
class IccBpcNucleusAction : public AttackAction
{
public:
IccBpcNucleusAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bpc nucleus") {}
bool Execute(Event event) override;
};
class IccBpcMainTankAction : public AttackAction
{
public:
IccBpcMainTankAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bpc main tank") {}
bool Execute(Event event) override;
void MarkEmpoweredPrince();
};
class IccBpcEmpoweredVortexAction : public MovementAction
@@ -279,6 +383,9 @@ public:
IccBpcEmpoweredVortexAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc bpc empowered vortex") {}
bool Execute(Event event) override;
bool MaintainRangedSpacing();
bool HandleEmpoweredVortexSpread();
};
class IccBpcKineticBombAction : public AttackAction
@@ -287,15 +394,45 @@ public:
IccBpcKineticBombAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bpc kinetic bomb") {}
bool Execute(Event event) override;
Unit* FindOptimalKineticBomb();
bool IsBombAlreadyHandled(Unit* bomb, Group* group);
};
class IccBpcBallOfFlameAction : public MovementAction
{
public:
IccBpcBallOfFlameAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc bpc ball of flame") {}
bool Execute(Event event) override;
};
//Blood Queen Lana'thel
class IccBqlTankPositionAction : public AttackAction
class IccBqlGroupPositionAction : public AttackAction
{
public:
IccBqlTankPositionAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bql tank position") {}
IccBqlGroupPositionAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc group tank position") {}
bool Execute(Event event) override;
bool HandleTankPosition(Unit* boss, Aura* frenzyAura, Aura* shadowAura);
bool HandleShadowsMovement();
Position AdjustControlPoint(const Position& wall, const Position& center, float factor);
Position CalculateBezierPoint(float t, const Position path[4]);
bool HandleGroupPosition(Unit* boss, Aura* frenzyAura, Aura* shadowAura);
private:
// Evaluate curves
struct CurveInfo
{
Position moveTarget;
int curveIdx = 0;
bool foundSafe = false;
float minDist = 0.0f;
float score = 0.0f;
Position closestPoint;
float t_closest = 0.0f;
};
};
class IccBqlPactOfDarkfallenAction : public MovementAction
@@ -304,6 +441,9 @@ public:
IccBqlPactOfDarkfallenAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc bql pact of darkfallen") {}
bool Execute(Event event) override;
void CalculateCenterPosition(Position& targetPos, Player* otherPlayer);
bool MoveToTargetPosition(const Position& targetPos, int auraCount);
};
class IccBqlVampiricBiteAction : public AttackAction
@@ -312,9 +452,14 @@ public:
IccBqlVampiricBiteAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bql vampiric bite") {}
bool Execute(Event event) override;
Player* FindBestBiteTarget(Group* group);
bool IsInvalidTarget(Player* player);
bool MoveTowardsTarget(Player* target);
bool CastVampiricBite(Player* target);
};
//VDW
// Sister Svalna
class IccValkyreSpearAction : public AttackAction
{
public:
@@ -331,6 +476,21 @@ public:
bool Execute(Event event) override;
};
// Valithria Dreamwalker
class IccValithriaGroupAction : public AttackAction
{
public:
IccValithriaGroupAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc valithria group") {}
bool Execute(Event event) override;
bool MoveTowardsPosition(const Position& pos, float increment);
bool Handle25ManGroupLogic();
bool HandleMarkingLogic(bool inGroup1, bool inGroup2, const Position& group1Pos, const Position& group2Pos);
bool Handle10ManGroupLogic();
};
class IccValithriaPortalAction : public MovementAction
{
public:
@@ -356,12 +516,16 @@ public:
};
//Sindragosa
class IccSindragosaTankPositionAction : public AttackAction
class IccSindragosaGroupPositionAction : public AttackAction
{
public:
IccSindragosaTankPositionAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sindragosa tank position") {}
IccSindragosaGroupPositionAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sindragosa group position") {}
bool Execute(Event event) override;
bool HandleTankPositioning(Unit* boss);
bool HandleNonTankPositioning();
bool MoveIncrementallyToPosition(const Position& targetPos, float maxStep);
};
class IccSindragosaFrostBeaconAction : public MovementAction
@@ -370,6 +534,21 @@ public:
IccSindragosaFrostBeaconAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc sindragosa frost beacon") {}
bool Execute(Event event) override;
void HandleSupportActions();
bool HandleBeaconedPlayer(const Unit* boss);
bool HandleNonBeaconedPlayer(const Unit* boss);
bool MoveToPositionIfNeeded(const Position& position, float tolerance);
bool MoveToPosition(const Position& position);
bool IsBossFlying(const Unit* boss);
private:
static constexpr uint32 FROST_BEACON_AURA_ID = SPELL_FROST_BEACON;
static constexpr uint32 HAND_OF_FREEDOM_SPELL_ID = 1044;
static constexpr float POSITION_TOLERANCE = 1.0f;
static constexpr float TOMB_POSITION_TOLERANCE = 0.5f;
static constexpr float MIN_SAFE_DISTANCE = 13.0f;
static constexpr float MOVE_TOLERANCE = 2.0f;
};
class IccSindragosaBlisteringColdAction : public MovementAction
@@ -396,11 +575,11 @@ public:
bool Execute(Event event) override;
};
class IccSindragosaMysticBuffetAction : public AttackAction
class IccSindragosaMysticBuffetAction : public MovementAction
{
public:
IccSindragosaMysticBuffetAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sindragosa mystic buffet") {}
: MovementAction(botAI, "icc sindragosa mystic buffet") {}
bool Execute(Event event) override;
};
@@ -444,6 +623,21 @@ class IccLichKingWinterAction : public AttackAction
IccLichKingWinterAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc lich king winter") {}
bool Execute(Event event) override;
void HandlePositionCorrection();
bool IsValidCollectibleAdd(Unit* unit);
bool IsPositionSafeFromDefile(float x, float y, float z, float minSafeDistance);
void HandleTankPositioning();
void HandleMeleePositioning();
void HandleRangedPositioning();
void HandleMainTankAddManagement(Unit* boss, const Position* tankPos);
void HandleAssistTankAddManagement(Unit* boss, const Position* tankPos);
private:
const Position* GetMainTankPosition();
const Position* GetMainTankRangedPosition();
bool TryMoveToPosition(float targetX, float targetY, float targetZ, bool isForced = true);
};
class IccLichKingAddsAction : public AttackAction
@@ -452,6 +646,28 @@ class IccLichKingAddsAction : public AttackAction
IccLichKingAddsAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc lich king adds") {}
bool Execute(Event event) override;
void HandleTeleportationFixes(Difficulty diff, Unit* terenasMenethilHC);
bool HandleSpiritBombAvoidance(Difficulty diff, Unit* terenasMenethilHC);
void HandleHeroicNonTankPositioning(Difficulty diff, Unit* terenasMenethilHC);
void HandleSpiritMarkingAndTargeting(Difficulty diff, Unit* terenasMenethilHC);
bool HandleQuakeMechanics(Unit* boss);
void HandleShamblingHorrors(Unit* boss, bool hasPlague);
bool HandleAssistTankAddManagement(Unit* boss, Difficulty diff);
void HandleMeleePositioning(Unit* boss, bool hasPlague, Difficulty diff);
void HandleMainTankTargeting(Unit* boss, Difficulty diff);
void HandleNonTankHeroicPositioning(Unit* boss, Difficulty diff, bool hasPlague);
void HandleRangedPositioning(Unit* boss, bool hasPlague, Difficulty diff);
void HandleDefileMechanics(Unit* boss, Difficulty diff);
void HandleValkyrMechanics(Difficulty diff);
std::vector<size_t> CalculateBalancedGroupSizes(size_t totalAssist, size_t numValkyrs);
size_t GetAssignedValkyrIndex(size_t assistIndex, const std::vector<size_t>& groupSizes);
std::string GetRTIValueForValkyr(size_t valkyrIndex);
void HandleValkyrMarking(const std::vector<Unit*>& grabbingValkyrs, Difficulty diff);
void HandleValkyrAssignment(const std::vector<Unit*>& grabbingValkyrs);
void ApplyCCToValkyr(Unit* valkyr);
bool IsValkyr(Unit* unit);
void HandleVileSpiritMechanics();
};

File diff suppressed because it is too large Load Diff

View File

@@ -68,20 +68,13 @@ public:
};
//BQL
class IccBqlPactOfDarkfallenMultiplier : public Multiplier
class IccBqlMultiplier : public Multiplier
{
public:
IccBqlPactOfDarkfallenMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "icc bql pact of darkfallen multiplier") {}
IccBqlMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "icc bql multiplier") {}
virtual float GetValue(Action* action) override;
};
class IccBqlVampiricBiteMultiplier : public Multiplier
{
public:
IccBqlVampiricBiteMultiplier(PlayerbotAI* ai) : Multiplier(ai, "icc bql vampiric bite") {}
virtual float GetValue(Action* action);
};
//VDW
class IccValithriaDreamCloudMultiplier : public Multiplier
{
@@ -91,56 +84,14 @@ public:
};
//SINDRAGOSA
class IccSindragosaTankPositionMultiplier : public Multiplier
class IccSindragosaMultiplier : public Multiplier
{
public:
IccSindragosaTankPositionMultiplier(PlayerbotAI* ai) : Multiplier(ai, "icc sindragosa tank position") {}
virtual float GetValue(Action* action);
};
class IccSindragosaFrostBeaconMultiplier : public Multiplier
{
public:
IccSindragosaFrostBeaconMultiplier(PlayerbotAI* ai) : Multiplier(ai, "icc sindragosa frost beacon") {}
virtual float GetValue(Action* action);
};
/*class IccSindragosaFlyingMultiplier : public Multiplier
{
public:
IccSindragosaFlyingMultiplier(PlayerbotAI* ai) : Multiplier(ai, "icc sindragosa flying") {}
virtual float GetValue(Action* action);
};*/
class IccSindragosaMysticBuffetMultiplier : public Multiplier
{
public:
IccSindragosaMysticBuffetMultiplier(PlayerbotAI* ai) : Multiplier(ai, "icc sindragosa mystic buffet") {}
virtual float GetValue(Action* action);
};
class IccSindragosaBlisteringColdPriorityMultiplier : public Multiplier
{
public:
IccSindragosaBlisteringColdPriorityMultiplier(PlayerbotAI* ai) : Multiplier(ai, "sindragosa blistering cold priority") {}
virtual float GetValue(Action* action) override;
};
class IccSindragosaFrostBombMultiplier : public Multiplier
{
public:
IccSindragosaFrostBombMultiplier(PlayerbotAI* ai) : Multiplier(ai, "icc sindragosa frost bomb") {}
virtual float GetValue(Action* action);
};
class IccLichKingNecroticPlagueMultiplier : public Multiplier
{
public:
IccLichKingNecroticPlagueMultiplier(PlayerbotAI* ai) : Multiplier(ai, "icc lich king necrotic plague") {}
IccSindragosaMultiplier(PlayerbotAI* ai) : Multiplier(ai, "icc sindragosa") {}
virtual float GetValue(Action* action);
};
//LK
class IccLichKingAddsMultiplier : public Multiplier
{
public:

View File

@@ -5,24 +5,18 @@
void RaidIccStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
//Lord Marrogwar
triggers.push_back(new TriggerNode("icc lm tank position",
NextAction::array(0, new NextAction("icc lm tank position", ACTION_RAID + 5), nullptr)));
triggers.push_back(new TriggerNode("icc spike near",
NextAction::array(0, new NextAction("icc spike", ACTION_RAID + 3), nullptr)));
triggers.push_back(new TriggerNode("icc lm",
NextAction::array(0, new NextAction("icc lm tank position", ACTION_RAID + 5),
new NextAction("icc spike", ACTION_RAID + 3), nullptr)));
//Lady Deathwhisper
triggers.push_back(new TriggerNode("icc dark reckoning",
NextAction::array(0, new NextAction("icc dark reckoning", ACTION_MOVE + 5), nullptr)));
triggers.push_back(new TriggerNode("icc ranged position lady deathwhisper",
NextAction::array(0, new NextAction("icc ranged position lady deathwhisper", ACTION_MOVE + 2), nullptr)));
triggers.push_back(new TriggerNode("icc adds lady deathwhisper",
NextAction::array(0, new NextAction("icc adds lady deathwhisper", ACTION_RAID + 3), nullptr)));
triggers.push_back(new TriggerNode("icc shade lady deathwhisper",
NextAction::array(0, new NextAction("icc shade lady deathwhisper", ACTION_MOVE + 5), nullptr)));
triggers.push_back(new TriggerNode("icc lady deathwhisper",
NextAction::array(0, new NextAction("icc ranged position lady deathwhisper", ACTION_MOVE + 2),
new NextAction("icc adds lady deathwhisper", ACTION_RAID + 3),
new NextAction("icc shade lady deathwhisper", ACTION_RAID + 4), nullptr)));
//Gunship Battle
triggers.push_back(new TriggerNode("icc rotting frost giant tank position",
@@ -41,22 +35,20 @@ void RaidIccStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
NextAction::array(0, new NextAction("icc gunship teleport horde", ACTION_RAID + 4), nullptr)));
//DBS
triggers.push_back(new TriggerNode("icc dbs tank position",
NextAction::array(0, new NextAction("icc dbs tank position", ACTION_RAID + 3), nullptr)));
triggers.push_back(new TriggerNode("icc dbs",
NextAction::array(0, new NextAction("icc dbs tank position", ACTION_RAID + 3),
new NextAction("icc adds dbs", ACTION_RAID + 5), nullptr)));
triggers.push_back(new TriggerNode("icc dbs main tank rune of blood",
NextAction::array(0, new NextAction("taunt spell", ACTION_EMERGENCY + 4), nullptr)));
triggers.push_back(new TriggerNode("icc adds dbs",
NextAction::array(0, new NextAction("icc adds dbs", ACTION_RAID + 5), nullptr)));
//DOGS
triggers.push_back(new TriggerNode("icc stinky precious main tank mortal wound",
NextAction::array(0, new NextAction("taunt spell", ACTION_EMERGENCY + 4), nullptr)));
//FESTERGUT
triggers.push_back(new TriggerNode("icc festergut tank position",
NextAction::array(0, new NextAction("icc festergut tank position", ACTION_MOVE + 4), nullptr)));
triggers.push_back(new TriggerNode("icc festergut group position",
NextAction::array(0, new NextAction("icc festergut group position", ACTION_MOVE + 4), nullptr)));
triggers.push_back(new TriggerNode("icc festergut main tank gastric bloat",
NextAction::array(0, new NextAction("taunt spell", ACTION_EMERGENCY + 6), nullptr)));
@@ -85,18 +77,15 @@ void RaidIccStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
NextAction::array(0, new NextAction("icc putricide growing ooze puddle", ACTION_RAID + 3), nullptr)));
triggers.push_back(new TriggerNode("icc putricide main tank mutated plague",
NextAction::array(0, new NextAction("taunt spell", ACTION_RAID + 6), nullptr)));
NextAction::array(0, new NextAction("taunt spell", ACTION_RAID + 10), nullptr)));
triggers.push_back(new TriggerNode("icc putricide malleable goo",
NextAction::array(0, new NextAction("avoid malleable goo", ACTION_RAID + 2), nullptr)));
NextAction::array(0, new NextAction("icc putricide avoid malleable goo", ACTION_RAID + 2), nullptr)));
//BPC
triggers.push_back(new TriggerNode("icc bpc keleseth tank",
NextAction::array(0, new NextAction("icc bpc keleseth tank", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode("icc bpc nucleus",
NextAction::array(0, new NextAction("icc bpc nucleus", ACTION_RAID + 2), nullptr)));
triggers.push_back(new TriggerNode("icc bpc main tank",
NextAction::array(0, new NextAction("icc bpc main tank", ACTION_RAID + 3), nullptr)));
@@ -106,9 +95,12 @@ void RaidIccStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("icc bpc kinetic bomb",
NextAction::array(0, new NextAction("icc bpc kinetic bomb", ACTION_RAID + 6), nullptr)));
triggers.push_back(new TriggerNode("icc bpc ball of flame",
NextAction::array(0, new NextAction("icc bpc ball of flame", ACTION_RAID + 7), nullptr)));
//BQL
triggers.push_back(new TriggerNode("icc bql tank position",
NextAction::array(0, new NextAction("icc bql tank position", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode("icc bql group position",
NextAction::array(0, new NextAction("icc bql group position", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode("icc bql pact of darkfallen",
NextAction::array(0, new NextAction("icc bql pact of darkfallen", ACTION_RAID +1), nullptr)));
@@ -116,25 +108,30 @@ void RaidIccStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("icc bql vampiric bite",
NextAction::array(0, new NextAction("icc bql vampiric bite", ACTION_EMERGENCY + 5), nullptr)));
//VDW
//Sister Svalna
triggers.push_back(new TriggerNode("icc valkyre spear",
NextAction::array(0, new NextAction("icc valkyre spear", ACTION_EMERGENCY + 5), nullptr)));
triggers.push_back(new TriggerNode("icc sister svalna",
NextAction::array(0, new NextAction("icc sister svalna", ACTION_RAID + 5), nullptr)));
//VDW
triggers.push_back(new TriggerNode("icc valithria group",
NextAction::array(0, new NextAction("icc valithria group", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode("icc valithria portal",
NextAction::array(0, new NextAction("icc valithria portal", ACTION_RAID + 5), nullptr)));
triggers.push_back(new TriggerNode("icc valithria heal",
NextAction::array(0, new NextAction("icc valithria heal", ACTION_RAID+1), nullptr)));
NextAction::array(0, new NextAction("icc valithria heal", ACTION_RAID+2), nullptr)));
triggers.push_back(new TriggerNode("icc valithria dream cloud",
NextAction::array(0, new NextAction("icc valithria dream cloud", ACTION_RAID + 4), nullptr)));
//SINDRAGOSA
triggers.push_back(new TriggerNode("icc sindragosa tank position",
NextAction::array(0, new NextAction("icc sindragosa tank position", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode("icc sindragosa group position",
NextAction::array(0, new NextAction("icc sindragosa group position", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode("icc sindragosa frost beacon",
NextAction::array(0, new NextAction("icc sindragosa frost beacon", ACTION_RAID + 5), nullptr)));
@@ -181,18 +178,10 @@ void RaidIccStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
multipliers.push_back(new IccDogsMultiplier(botAI));
multipliers.push_back(new IccFestergutMultiplier(botAI));
multipliers.push_back(new IccRotfaceMultiplier(botAI));
//multipliers.push_back(new IccRotfaceGroupPositionMultiplier(botAI));
multipliers.push_back(new IccAddsPutricideMultiplier(botAI));
multipliers.push_back(new IccBpcAssistMultiplier(botAI));
multipliers.push_back(new IccBqlPactOfDarkfallenMultiplier(botAI));
multipliers.push_back(new IccBqlVampiricBiteMultiplier(botAI));
multipliers.push_back(new IccBqlMultiplier(botAI));
multipliers.push_back(new IccValithriaDreamCloudMultiplier(botAI));
multipliers.push_back(new IccSindragosaTankPositionMultiplier(botAI));
multipliers.push_back(new IccSindragosaFrostBeaconMultiplier(botAI));
//multipliers.push_back(new IccSindragosaFlyingMultiplier(botAI));
multipliers.push_back(new IccSindragosaMysticBuffetMultiplier(botAI));
multipliers.push_back(new IccSindragosaBlisteringColdPriorityMultiplier(botAI));
multipliers.push_back(new IccSindragosaFrostBombMultiplier(botAI));
multipliers.push_back(new IccLichKingNecroticPlagueMultiplier(botAI));
multipliers.push_back(new IccSindragosaMultiplier(botAI));
multipliers.push_back(new IccLichKingAddsMultiplier(botAI));
}

View File

@@ -10,46 +10,55 @@ class RaidIccTriggerContext : public NamedObjectContext<Trigger>
public:
RaidIccTriggerContext()
{
creators["icc lm tank position"] = &RaidIccTriggerContext::icc_lm_tank_position;
creators["icc spike near"] = &RaidIccTriggerContext::icc_spike_near;
creators["icc lm"] = &RaidIccTriggerContext::icc_lm;
creators["icc dark reckoning"] = &RaidIccTriggerContext::icc_dark_reckoning;
creators["icc ranged position lady deathwhisper"] = &RaidIccTriggerContext::icc_ranged_position_lady_deathwhisper;
creators["icc adds lady deathwhisper"] = &RaidIccTriggerContext::icc_adds_lady_deathwhisper;
creators["icc shade lady deathwhisper"] = &RaidIccTriggerContext::icc_shade_lady_deathwhisper;
creators["icc lady deathwhisper"] = &RaidIccTriggerContext::icc_lady_deathwhisper;
creators["icc rotting frost giant tank position"] = &RaidIccTriggerContext::icc_rotting_frost_giant_tank_position;
creators["icc in cannon"] = &RaidIccTriggerContext::icc_in_cannon;
creators["icc gunship cannon near"] = &RaidIccTriggerContext::icc_gunship_cannon_near;
creators["icc gunship teleport ally"] = &RaidIccTriggerContext::icc_gunship_teleport_ally;
creators["icc gunship teleport horde"] = &RaidIccTriggerContext::icc_gunship_teleport_horde;
creators["icc dbs tank position"] = &RaidIccTriggerContext::icc_dbs_tank_position;
creators["icc dbs"] = &RaidIccTriggerContext::icc_dbs;
creators["icc dbs main tank rune of blood"] = &RaidIccTriggerContext::icc_dbs_main_tank_rune_of_blood;
creators["icc adds dbs"] = &RaidIccTriggerContext::icc_adds_dbs;
creators["icc stinky precious main tank mortal wound"] = &RaidIccTriggerContext::icc_stinky_precious_main_tank_mortal_wound;
creators["icc festergut tank position"] = &RaidIccTriggerContext::icc_festergut_tank_position;
creators["icc festergut group position"] = &RaidIccTriggerContext::icc_festergut_group_position;
creators["icc festergut main tank gastric bloat"] = &RaidIccTriggerContext::icc_festergut_main_tank_gastric_bloat;
creators["icc festergut spore"] = &RaidIccTriggerContext::icc_festergut_spore;
creators["icc rotface tank position"] = &RaidIccTriggerContext::icc_rotface_tank_position;
creators["icc rotface group position"] = &RaidIccTriggerContext::icc_rotface_group_position;
creators["icc rotface move away from explosion"] = &RaidIccTriggerContext::icc_rotface_move_away_from_explosion;
creators["icc putricide volatile ooze"] = &RaidIccTriggerContext::icc_putricide_volatile_ooze;
creators["icc putricide gas cloud"] = &RaidIccTriggerContext::icc_putricide_gas_cloud;
creators["icc putricide growing ooze puddle"] = &RaidIccTriggerContext::icc_putricide_growing_ooze_puddle;
creators["icc putricide main tank mutated plague"] = &RaidIccTriggerContext::icc_putricide_main_tank_mutated_plague;
creators["icc putricide malleable goo"] = &RaidIccTriggerContext::icc_putricide_malleable_goo;
creators["icc bpc keleseth tank"] = &RaidIccTriggerContext::icc_bpc_keleseth_tank;
creators["icc bpc nucleus"] = &RaidIccTriggerContext::icc_bpc_nucleus;
creators["icc bpc main tank"] = &RaidIccTriggerContext::icc_bpc_main_tank;
creators["icc bpc empowered vortex"] = &RaidIccTriggerContext::icc_bpc_empowered_vortex;
creators["icc bpc kinetic bomb"] = &RaidIccTriggerContext::icc_bpc_kinetic_bomb;
creators["icc bql tank position"] = &RaidIccTriggerContext::icc_bql_tank_position;
creators["icc bpc ball of flame"] = &RaidIccTriggerContext::icc_bpc_ball_of_flame;
creators["icc bql group position"] = &RaidIccTriggerContext::icc_bql_group_position;
creators["icc bql pact of darkfallen"] = &RaidIccTriggerContext::icc_bql_pact_of_darkfallen;
creators["icc bql vampiric bite"] = &RaidIccTriggerContext::icc_bql_vampiric_bite;
creators["icc valkyre spear"] = &RaidIccTriggerContext::icc_valkyre_spear;
creators["icc sister svalna"] = &RaidIccTriggerContext::icc_sister_svalna;
creators["icc valithria group"] = &RaidIccTriggerContext::icc_valithria_group;
creators["icc valithria portal"] = &RaidIccTriggerContext::icc_valithria_portal;
creators["icc valithria heal"] = &RaidIccTriggerContext::icc_valithria_heal;
creators["icc valithria dream cloud"] = &RaidIccTriggerContext::icc_valithria_dream_cloud;
creators["icc sindragosa tank position"] = &RaidIccTriggerContext::icc_sindragosa_tank_position;
creators["icc sindragosa group position"] = &RaidIccTriggerContext::icc_sindragosa_group_position;
creators["icc sindragosa frost beacon"] = &RaidIccTriggerContext::icc_sindragosa_frost_beacon;
creators["icc sindragosa blistering cold"] = &RaidIccTriggerContext::icc_sindragosa_blistering_cold;
creators["icc sindragosa unchained magic"] = &RaidIccTriggerContext::icc_sindragosa_unchained_magic;
@@ -58,6 +67,7 @@ public:
creators["icc sindragosa main tank mystic buffet"] = &RaidIccTriggerContext::icc_sindragosa_main_tank_mystic_buffet;
creators["icc sindragosa frost bomb"] = &RaidIccTriggerContext::icc_sindragosa_frost_bomb;
creators["icc sindragosa tank swap position"] = &RaidIccTriggerContext::icc_sindragosa_tank_swap_position;
creators["icc lich king shadow trap"] = &RaidIccTriggerContext::icc_lich_king_shadow_trap;
creators["icc lich king necrotic plague"] = &RaidIccTriggerContext::icc_lich_king_necrotic_plague;
creators["icc lich king winter"] = &RaidIccTriggerContext::icc_lich_king_winter;
@@ -65,46 +75,55 @@ public:
}
private:
static Trigger* icc_lm_tank_position(PlayerbotAI* ai) { return new IccLmTankPositionTrigger(ai); }
static Trigger* icc_spike_near(PlayerbotAI* ai) { return new IccSpikeNearTrigger(ai); }
static Trigger* icc_lm(PlayerbotAI* ai) { return new IccLmTrigger(ai); }
static Trigger* icc_dark_reckoning(PlayerbotAI* ai) { return new IccDarkReckoningTrigger(ai); }
static Trigger* icc_ranged_position_lady_deathwhisper(PlayerbotAI* ai) { return new IccRangedPositionLadyDeathwhisperTrigger(ai); }
static Trigger* icc_adds_lady_deathwhisper(PlayerbotAI* ai) { return new IccAddsLadyDeathwhisperTrigger(ai); }
static Trigger* icc_shade_lady_deathwhisper(PlayerbotAI* ai) { return new IccShadeLadyDeathwhisperTrigger(ai); }
static Trigger* icc_lady_deathwhisper(PlayerbotAI* ai) { return new IccLadyDeathwhisperTrigger(ai); }
static Trigger* icc_rotting_frost_giant_tank_position(PlayerbotAI* ai) { return new IccRottingFrostGiantTankPositionTrigger(ai); }
static Trigger* icc_in_cannon(PlayerbotAI* ai) { return new IccInCannonTrigger(ai); }
static Trigger* icc_gunship_cannon_near(PlayerbotAI* ai) { return new IccGunshipCannonNearTrigger(ai); }
static Trigger* icc_gunship_teleport_ally(PlayerbotAI* ai) { return new IccGunshipTeleportAllyTrigger(ai); }
static Trigger* icc_gunship_teleport_horde(PlayerbotAI* ai) { return new IccGunshipTeleportHordeTrigger(ai); }
static Trigger* icc_dbs_tank_position(PlayerbotAI* ai) { return new IccDbsTankPositionTrigger(ai); }
static Trigger* icc_dbs(PlayerbotAI* ai) { return new IccDbsTrigger(ai); }
static Trigger* icc_dbs_main_tank_rune_of_blood(PlayerbotAI* ai) { return new IccDbsMainTankRuneOfBloodTrigger(ai); }
static Trigger* icc_adds_dbs(PlayerbotAI* ai) { return new IccAddsDbsTrigger(ai); }
static Trigger* icc_stinky_precious_main_tank_mortal_wound(PlayerbotAI* ai) { return new IccStinkyPreciousMainTankMortalWoundTrigger(ai); }
static Trigger* icc_festergut_tank_position(PlayerbotAI* ai) { return new IccFestergutTankPositionTrigger(ai); }
static Trigger* icc_festergut_group_position(PlayerbotAI* ai) { return new IccFestergutGroupPositionTrigger(ai); }
static Trigger* icc_festergut_main_tank_gastric_bloat(PlayerbotAI* ai) { return new IccFestergutMainTankGastricBloatTrigger(ai); }
static Trigger* icc_festergut_spore(PlayerbotAI* ai) { return new IccFestergutSporeTrigger(ai); }
static Trigger* icc_rotface_tank_position(PlayerbotAI* ai) { return new IccRotfaceTankPositionTrigger(ai); }
static Trigger* icc_rotface_group_position(PlayerbotAI* ai) { return new IccRotfaceGroupPositionTrigger(ai); }
static Trigger* icc_rotface_move_away_from_explosion(PlayerbotAI* ai) { return new IccRotfaceMoveAwayFromExplosionTrigger(ai); }
static Trigger* icc_putricide_volatile_ooze(PlayerbotAI* ai) { return new IccPutricideVolatileOozeTrigger(ai); }
static Trigger* icc_putricide_gas_cloud(PlayerbotAI* ai) { return new IccPutricideGasCloudTrigger(ai); }
static Trigger* icc_putricide_growing_ooze_puddle(PlayerbotAI* ai) { return new IccPutricideGrowingOozePuddleTrigger(ai); }
static Trigger* icc_putricide_main_tank_mutated_plague(PlayerbotAI* ai) { return new IccPutricideMainTankMutatedPlagueTrigger(ai); }
static Trigger* icc_putricide_malleable_goo(PlayerbotAI* ai) { return new IccPutricideMalleableGooTrigger(ai); }
static Trigger* icc_bpc_keleseth_tank(PlayerbotAI* ai) { return new IccBpcKelesethTankTrigger(ai); }
static Trigger* icc_bpc_nucleus(PlayerbotAI* ai) { return new IccBpcNucleusTrigger(ai); }
static Trigger* icc_bpc_main_tank(PlayerbotAI* ai) { return new IccBpcMainTankTrigger(ai); }
static Trigger* icc_bpc_empowered_vortex(PlayerbotAI* ai) { return new IccBpcEmpoweredVortexTrigger(ai); }
static Trigger* icc_bpc_kinetic_bomb(PlayerbotAI* ai) { return new IccBpcKineticBombTrigger(ai); }
static Trigger* icc_bql_tank_position(PlayerbotAI* ai) { return new IccBqlTankPositionTrigger(ai); }
static Trigger* icc_bpc_ball_of_flame(PlayerbotAI* ai) { return new IccBpcBallOfFlameTrigger(ai); }
static Trigger* icc_bql_group_position(PlayerbotAI* ai) { return new IccBqlGroupPositionTrigger(ai); }
static Trigger* icc_bql_pact_of_darkfallen(PlayerbotAI* ai) { return new IccBqlPactOfDarkfallenTrigger(ai); }
static Trigger* icc_bql_vampiric_bite(PlayerbotAI* ai) { return new IccBqlVampiricBiteTrigger(ai); }
static Trigger* icc_valkyre_spear(PlayerbotAI* ai) { return new IccValkyreSpearTrigger(ai); }
static Trigger* icc_sister_svalna(PlayerbotAI* ai) { return new IccSisterSvalnaTrigger(ai); }
static Trigger* icc_valithria_group(PlayerbotAI* ai) { return new IccValithriaGroupTrigger(ai); }
static Trigger* icc_valithria_portal(PlayerbotAI* ai) { return new IccValithriaPortalTrigger(ai); }
static Trigger* icc_valithria_heal(PlayerbotAI* ai) { return new IccValithriaHealTrigger(ai); }
static Trigger* icc_valithria_dream_cloud(PlayerbotAI* ai) { return new IccValithriaDreamCloudTrigger(ai); }
static Trigger* icc_sindragosa_tank_position(PlayerbotAI* ai) { return new IccSindragosaTankPositionTrigger(ai); }
static Trigger* icc_sindragosa_group_position(PlayerbotAI* ai) { return new IccSindragosaGroupPositionTrigger(ai); }
static Trigger* icc_sindragosa_frost_beacon(PlayerbotAI* ai) { return new IccSindragosaFrostBeaconTrigger(ai); }
static Trigger* icc_sindragosa_blistering_cold(PlayerbotAI* ai) { return new IccSindragosaBlisteringColdTrigger(ai); }
static Trigger* icc_sindragosa_unchained_magic(PlayerbotAI* ai) { return new IccSindragosaUnchainedMagicTrigger(ai); }
@@ -113,6 +132,7 @@ private:
static Trigger* icc_sindragosa_main_tank_mystic_buffet(PlayerbotAI* ai) { return new IccSindragosaMainTankMysticBuffetTrigger(ai); }
static Trigger* icc_sindragosa_frost_bomb(PlayerbotAI* ai) { return new IccSindragosaFrostBombTrigger(ai); }
static Trigger* icc_sindragosa_tank_swap_position(PlayerbotAI* ai) { return new IccSindragosaTankSwapPositionTrigger(ai); }
static Trigger* icc_lich_king_shadow_trap(PlayerbotAI* ai) { return new IccLichKingShadowTrapTrigger(ai); }
static Trigger* icc_lich_king_necrotic_plague(PlayerbotAI* ai) { return new IccLichKingNecroticPlagueTrigger(ai); }
static Trigger* icc_lich_king_winter(PlayerbotAI* ai) { return new IccLichKingWinterTrigger(ai); }

File diff suppressed because it is too large Load Diff

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@@ -5,18 +5,223 @@
#include "Playerbots.h"
#include "Trigger.h"
//Lord Marrowgar
class IccLmTankPositionTrigger : public Trigger
enum CreatureIdsICC
{
public:
IccLmTankPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc lm tank position") {}
bool IsActive() override;
// Lord Marrowgar
NPC_SPIKE1 = 36619,
NPC_SPIKE2 = 38711,
NPC_SPIKE3 = 38712,
// Lady Deathwhisper
NPC_SHADE = 38222,
// Gunship Battle
NPC_KOR_KRON_BATTLE_MAGE = 37117,
NPC_KOR_KRON_AXETHROWER = 36968,
NPC_KOR_KRON_ROCKETEER = 36982,
NPC_SKYBREAKER_SORCERER = 37116,
NPC_SKYBREAKER_RIFLEMAN = 36969,
NPC_SKYBREAKER_MORTAR_SOLDIER = 36978,
NPC_IGB_HIGH_OVERLORD_SAURFANG = 36939,
NPC_IGB_MURADIN_BRONZEBEARD = 36948,
NPC_CANNONA = 36838,
NPC_CANNONH = 36839,
NPC_MURADIN_BRONZEBEARD = 36948,
NPC_HIGH_OVERLORD_SAURFANG = 36939,
// Deathbringer Saurfang
NPC_BLOOD_BEAST1 = 38508,
NPC_BLOOD_BEAST2 = 38596,
NPC_BLOOD_BEAST3 = 38597,
NPC_BLOOD_BEAST4 = 38598,
// Rotface
NPC_PUDDLE = 37013,
NPC_BIG_OOZE = 36899,
// Putricide
NPC_MALLEABLE_OOZE_STALKER = 38556,
NPC_GROWING_OOZE_PUDDLE = 37690,
NPC_CHOKING_GAS_BOMB = 38159,
// Blood Prince Council
NPC_DARK_NUCLEUS = 38369,
NPC_PRINCE_KELESETH = 37972,
NPC_PRINCE_TALDARAM = 37973,
NPC_PRINCE_VALANAR = 37970,
NPC_KINETIC_BOMB1 = 38454,
NPC_KINETIC_BOMB2 = 38775,
NPC_KINETIC_BOMB3 = 38776,
NPC_KINETIC_BOMB4 = 38777,
NPC_BALL_OF_FLAME = 38332,
NPC_BALL_OF_INFERNO_FLAME = 38451,
// Blood Queen Lana'thel
NPC_SWARMING_SHADOWS = 38163,
// Sister Svalna
NPC_SPEAR = 38248,
ITEM_SPEAR = 50307,
// Valithria Dreamwalker
NPC_VALITHRIA_DREAMWALKER = 36789,
NPC_DREAM_PORTAL = 37945,
NPC_NIGHTMARE_PORTAL = 38430,
NPC_DREAM_CLOUD = 37985,
NPC_NIGHTMARE_CLOUD = 38421,
NPC_RISEN_ARCHMAGE = 37868,
NPC_BLAZING_SKELETON = 36791,
NPC_SUPPRESSER = 37863,
NPC_BLISTERING_ZOMBIE = 37934,
NPC_GLUTTONOUS_ABOMINATION = 37886,
NPC_ROT_WORM = 37907,
NPC_COLUMN_OF_FROST = 37918,
NPC_MANA_VOID = 38068,
NPC_DREAM_PORTAL_PRE_EFFECT = 38186,
NPC_NIGHTMARE_PORTAL_PRE_EFFECT = 38429,
// Sindragosa
NPC_SINDRAGOSA = 36853,
NPC_TOMB1 = 36980,
NPC_TOMB2 = 38320,
NPC_TOMB3 = 38321,
NPC_TOMB4 = 38322,
// Lich King
NPC_THE_LICH_KING = 36597,
NPC_TERENAS_MENETHIL = 36823,
NPC_TERENAS_MENETHIL_HC = 39217,
NPC_SPIRIT_BOMB = 39189,
NPC_WICKED_SPIRIT1 = 39190,
NPC_WICKED_SPIRIT2 = 39287,
NPC_WICKED_SPIRIT3 = 39288,
NPC_WICKED_SPIRIT4 = 39289,
NPC_SHADOW_TRAP = 39137,
NPC_SHAMBLING_HORROR1 = 37698,
NPC_SHAMBLING_HORROR2 = 39299,
NPC_SHAMBLING_HORROR3 = 39300,
NPC_SHAMBLING_HORROR4 = 39301,
NPC_ICE_SPHERE1 = 36633,
NPC_ICE_SPHERE2 = 39305,
NPC_ICE_SPHERE3 = 39306,
NPC_ICE_SPHERE4 = 39307,
NPC_RAGING_SPIRIT1 = 36701,
NPC_RAGING_SPIRIT2 = 39302,
NPC_RAGING_SPIRIT3 = 39303,
NPC_RAGING_SPIRIT4 = 39304,
NPC_DRUDGE_GHOUL1 = 37695,
NPC_DRUDGE_GHOUL2 = 39309,
NPC_DRUDGE_GHOUL3 = 39310,
NPC_DRUDGE_GHOUL4 = 39311,
NPC_VALKYR_SHADOWGUARD1 = 36609,
NPC_VALKYR_SHADOWGUARD2 = 39120,
NPC_VALKYR_SHADOWGUARD3 = 39121,
NPC_VALKYR_SHADOWGUARD4 = 39122,
NPC_VILE_SPIRIT1 = 37799,
NPC_VILE_SPIRIT2 = 39284,
NPC_VILE_SPIRIT3 = 39285,
NPC_VILE_SPIRIT4 = 39286,
};
class IccSpikeNearTrigger : public Trigger
enum SpellIdsICC
{
// ICC cheat spells
SPELL_EMPOWERED_BLOOD = 70304, //70304 -->50%, 70227 /*100% more dmg, 100% more att speed*/
SPELL_EXPERIENCED = 71188, //dmg 30% 20% att speed
SPELL_NO_THREAT = 70115, //reduce threat
SPELL_SPITEFULL_FURY = 36886, //500% more threat
SPELL_NITRO_BOOSTS = 54861, //Speed
SPELL_PAIN_SUPPRESION = 69910, //40% dmg reduction
SPELL_AGEIS_OF_DALARAN = 71638, //268 all ress
SPELL_CYCLONE = 33786,
SPELL_HAMMER_OF_JUSTICE = 10308, //stun
// Lady Deathwhisper
SPELL_DARK_RECKONING = 69483,
// Gunship Battle
SPELL_DEATH_PLAGUE = 72865,
SPELL_BELOW_ZERO = 69705,
// Festergut
SPELL_GAS_SPORE = 69279,
// Rotface
SPELL_SLIME_SPRAY = 69508,
SPELL_OOZE_FLOOD = 71215,
SPELL_UNSTABLE_OOZE_EXPLOSION = 69839,
SPELL_OOZE_FLOOD_VISUAL = 69785,
// Putricide
SPELL_MALLEABLE_GOO = 70852,
SPELL_GROW_AURA = 70347,
// Blood Prince Council
SPELL_EMPOWERED_SHOCK_VORTEX1 = 72039,
SPELL_EMPOWERED_SHOCK_VORTEX2 = 73037,
SPELL_EMPOWERED_SHOCK_VORTEX3 = 73038,
SPELL_EMPOWERED_SHOCK_VORTEX4 = 73039,
// Blood Queen Lana'thel
SPELL_PACT_OF_THE_DARKFALLEN = 71340,
// Sister Svalna
SPELL_AETHER_SHIELD = 71463,
// Valithria Dreamwalker
SPELL_DREAM_STATE = 70766,
SPELL_EMERALD_VIGOR = 70873,
// Sindragosa
SPELL_FROST_BEACON = 70126,
SPELL_ICE_TOMB = 70157,
SPELL_FROST_BOMB_VISUAL = 70022,
SPELL_BLISTERING_COLD1 = 70123,
SPELL_BLISTERING_COLD2 = 71047,
SPELL_BLISTERING_COLD3 = 71048,
SPELL_BLISTERING_COLD4 = 71049,
// The Lich King
SPELL_HARVEST_SOUL_VALKYR = 68985,
SPELL_QUAKE = 72262,
SPELL_REMORSELESS_WINTER1 = 72259,
SPELL_REMORSELESS_WINTER2 = 74273,
SPELL_REMORSELESS_WINTER3 = 74274,
SPELL_REMORSELESS_WINTER4 = 74275,
SPELL_REMORSELESS_WINTER5 = 68981,
SPELL_REMORSELESS_WINTER6 = 74270,
SPELL_REMORSELESS_WINTER7 = 74271,
SPELL_REMORSELESS_WINTER8 = 74272,
};
const uint32 DEFILE_AURAS[] = {72756, 74162, 74163, 74164};
const uint32 DEFILE_CAST_ID = 72762;
const uint32 DEFILE_NPC_ID = 38757;
const size_t DEFILE_AURA_COUNT = 4;
// All fanatics and adherents entry ids Lady Deathwhisper
static const std::array<uint32, 23> addEntriesLady = {
37949, 38394, 38625, 38626, 38010, 38397, 39000, 39001,
38136, 38396, 38632, 38633, 37890, 38393, 38628, 38629,
38135, 38395, 38634, 38009, 38398, 38630, 38631};
const std::vector<uint32> spellEntriesFlood = {
69782, 69783, 69796, 69797, 69798,
69799, 69801, 69802, 69795};
const std::vector<uint32> availableTargetsGS = {
NPC_KOR_KRON_AXETHROWER, NPC_KOR_KRON_ROCKETEER, NPC_KOR_KRON_BATTLE_MAGE, NPC_IGB_HIGH_OVERLORD_SAURFANG,
NPC_SKYBREAKER_RIFLEMAN, NPC_SKYBREAKER_MORTAR_SOLDIER, NPC_SKYBREAKER_SORCERER, NPC_IGB_MURADIN_BRONZEBEARD};
static std::vector<ObjectGuid> sporeOrder;
//Lord Marrowgar
class IccLmTrigger : public Trigger
{
public:
IccSpikeNearTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc spike near") {}
IccLmTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc lm") {}
bool IsActive() override;
};
@@ -28,24 +233,10 @@ public:
bool IsActive() override;
};
class IccRangedPositionLadyDeathwhisperTrigger : public Trigger
class IccLadyDeathwhisperTrigger : public Trigger
{
public:
IccRangedPositionLadyDeathwhisperTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc ranged position lady deathwhisper") {}
bool IsActive() override;
};
class IccAddsLadyDeathwhisperTrigger : public Trigger
{
public:
IccAddsLadyDeathwhisperTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc adds lady deathwhisper") {}
bool IsActive() override;
};
class IccShadeLadyDeathwhisperTrigger : public Trigger
{
public:
IccShadeLadyDeathwhisperTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc shade lady deathwhisper") {}
IccLadyDeathwhisperTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc lady deathwhisper") {}
bool IsActive() override;
};
@@ -86,10 +277,10 @@ public:
};
//DBS
class IccDbsTankPositionTrigger : public Trigger
class IccDbsTrigger : public Trigger
{
public:
IccDbsTankPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc dbs tank position") {}
IccDbsTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc dbs") {}
bool IsActive() override;
};
@@ -100,13 +291,6 @@ public:
bool IsActive() override;
};
class IccAddsDbsTrigger : public Trigger
{
public:
IccAddsDbsTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc adds dbs") {}
bool IsActive() override;
};
//DOGS
class IccStinkyPreciousMainTankMortalWoundTrigger : public Trigger
{
@@ -116,10 +300,10 @@ public:
};
//FESTERGUT
class IccFestergutTankPositionTrigger : public Trigger
class IccFestergutGroupPositionTrigger : public Trigger
{
public:
IccFestergutTankPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc festergut tank position") {}
IccFestergutGroupPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc festergut group position") {}
bool IsActive() override;
};
@@ -205,13 +389,6 @@ public:
bool IsActive() override;
};
class IccBpcNucleusTrigger : public Trigger
{
public:
IccBpcNucleusTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc bpc nucleus") {}
bool IsActive() override;
};
class IccBpcMainTankTrigger : public Trigger
{
public:
@@ -233,11 +410,18 @@ public:
bool IsActive() override;
};
//Bql
class IccBqlTankPositionTrigger : public Trigger
class IccBpcBallOfFlameTrigger : public Trigger
{
public:
IccBqlTankPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc bql tank position") {}
IccBpcBallOfFlameTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc bpc ball of flame") {}
bool IsActive() override;
};
//Bql
class IccBqlGroupPositionTrigger : public Trigger
{
public:
IccBqlGroupPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc bql tank position") {}
bool IsActive() override;
};
@@ -255,7 +439,7 @@ public:
bool IsActive() override;
};
//VDW
// Sister Svalna
class IccValkyreSpearTrigger : public Trigger
{
public:
@@ -270,6 +454,16 @@ public:
bool IsActive() override;
};
// Valithria Dreamwalker
class IccValithriaGroupTrigger : public Trigger
{
public:
IccValithriaGroupTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc valithria group") {}
bool IsActive() override;
};
class IccValithriaPortalTrigger : public Trigger
{
public:
@@ -293,10 +487,10 @@ public:
//SINDRAGOSA
class IccSindragosaTankPositionTrigger : public Trigger
class IccSindragosaGroupPositionTrigger : public Trigger
{
public:
IccSindragosaTankPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc sindragosa tank position") {}
IccSindragosaGroupPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc sindragosa group position") {}
bool IsActive() override;
};