mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
90 lines
2.3 KiB
C++
90 lines
2.3 KiB
C++
#include "Playerbots.h"
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#include "UtgardeKeepTriggers.h"
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#include "AiObject.h"
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#include "AiObjectContext.h"
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bool KelesethFrostTombTrigger::IsActive()
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{
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GuidVector members = AI_VALUE(GuidVector, "group members");
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for (auto& member : members)
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{
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Unit* unit = botAI->GetUnit(member);
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if (unit && unit->HasAura(SPELL_FROST_TOMB))
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{
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return true;
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}
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}
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return false;
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}
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bool DalronnNontankTrigger::IsActive()
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "dalronn the controller");
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if (!boss) { return false; }
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return !botAI->IsTank(bot);
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}
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bool IngvarStaggeringRoarTrigger::IsActive()
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "ingvar the plunderer");
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if (!boss) { return false; }
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if (boss->HasUnitState(UNIT_STATE_CASTING))
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{
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if (boss->FindCurrentSpellBySpellId(SPELL_STAGGERING_ROAR))
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{
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return true;
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}
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}
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return false;
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}
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bool IngvarDreadfulRoarTrigger::IsActive()
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "ingvar the plunderer");
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if (!boss) { return false; }
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if (boss->HasUnitState(UNIT_STATE_CASTING) &&
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boss->FindCurrentSpellBySpellId(SPELL_DREADFUL_ROAR))
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{
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return true;
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}
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return false;
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}
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bool IngvarSmashTankTrigger::IsActive()
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "ingvar the plunderer");
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if (!boss || !botAI->IsTank(bot)) { return false; }
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if (boss->HasUnitState(UNIT_STATE_CASTING))
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{
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if (boss->FindCurrentSpellBySpellId(SPELL_SMASH) ||
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boss->FindCurrentSpellBySpellId(SPELL_DARK_SMASH))
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{
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return true;
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}
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}
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return false;
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}
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bool IngvarSmashTankReturnTrigger::IsActive()
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "ingvar the plunderer");
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// if (!boss || !botAI->IsTank(bot) || boss->HasUnitState(UNIT_STATE_CASTING))
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// Ignore casting state as Ingvar will sometimes chain-cast a roar after a smash..
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// We don't want this to prevent our tank from repositioning properly.
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if (!boss || !botAI->IsTank(bot)) { return false; }
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return true;
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}
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bool NotBehindIngvarTrigger::IsActive()
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "ingvar the plunderer");
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if (!boss || botAI->IsTank(bot)) { return false; }
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return AI_VALUE2(bool, "behind", "current target");
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}
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