Files
mod-playerbots/src/strategy/raids/ulduar/RaidUlduarStrategy.cpp
kadeshar 77c2354c3f Yogg-Saron strategy (#1565)
* - wip

* - Added Yogg-Saron strategy

* - Added Yogg-Saron sanity strategy

* - WIP

* - WIP

* - WIP

* - WIP

* - Added Yogg-Saron strategy

* - code refactoring

* - Code fix after pr
2025-08-18 12:02:19 +02:00

324 lines
13 KiB
C++

#include "RaidUlduarStrategy.h"
#include "RaidUlduarMultipliers.h"
void RaidUlduarStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
//
// Flame Leviathan
//
triggers.push_back(new TriggerNode(
"flame leviathan vehicle near",
NextAction::array(0, new NextAction("flame leviathan enter vehicle", ACTION_RAID + 2), nullptr)));
triggers.push_back(new TriggerNode(
"flame leviathan on vehicle",
NextAction::array(0, new NextAction("flame leviathan vehicle", ACTION_RAID + 1), nullptr)));
//
// Razorscale
//
triggers.push_back(new TriggerNode(
"razorscale avoid devouring flames",
NextAction::array(0, new NextAction("razorscale avoid devouring flames", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode(
"razorscale avoid sentinel",
NextAction::array(0, new NextAction("razorscale avoid sentinel", ACTION_RAID + 2), nullptr)));
triggers.push_back(new TriggerNode(
"razorscale flying alone",
NextAction::array(0, new NextAction("razorscale ignore flying alone", ACTION_MOVE + 5), nullptr)));
triggers.push_back(new TriggerNode(
"razorscale avoid whirlwind",
NextAction::array(0, new NextAction("razorscale avoid whirlwind", ACTION_RAID + 3), nullptr)));
triggers.push_back(new TriggerNode(
"razorscale grounded",
NextAction::array(0, new NextAction("razorscale grounded", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"razorscale harpoon trigger",
NextAction::array(0, new NextAction("razorscale harpoon action", ACTION_MOVE), nullptr)));
triggers.push_back(new TriggerNode(
"razorscale fuse armor trigger",
NextAction::array(0, new NextAction("razorscale fuse armor action", ACTION_RAID + 2), nullptr)));
triggers.push_back(new TriggerNode(
"razorscale fire resistance trigger",
NextAction::array(0, new NextAction("razorscale fire resistance action", ACTION_RAID), nullptr)));
//
// Ignis
//
triggers.push_back(new TriggerNode(
"ignis fire resistance trigger",
NextAction::array(0, new NextAction("ignis fire resistance action", ACTION_RAID), nullptr)));
//
// Iron Assembly
//
triggers.push_back(new TriggerNode(
"iron assembly lightning tendrils trigger",
NextAction::array(0, new NextAction("iron assembly lightning tendrils action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"iron assembly overload trigger",
NextAction::array(0, new NextAction("iron assembly overload action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"iron assembly rune of power trigger",
NextAction::array(0, new NextAction("iron assembly rune of power action", ACTION_RAID), nullptr)));
//
// Kologarn
//
triggers.push_back(new TriggerNode(
"kologarn fall from floor trigger",
NextAction::array(0, new NextAction("kologarn fall from floor action", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode(
"kologarn rti target trigger",
NextAction::array(0, new NextAction("kologarn rti target action", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode(
"kologarn eyebeam trigger",
NextAction::array(0, new NextAction("kologarn eyebeam action", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode(
"kologarn attack dps target trigger",
NextAction::array(0, new NextAction("attack rti target", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"kologarn mark dps target trigger",
NextAction::array(0, new NextAction("kologarn mark dps target action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"kologarn nature resistance trigger",
NextAction::array(0, new NextAction("kologarn nature resistance action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"kologarn rubble slowdown trigger",
NextAction::array(0, new NextAction("kologarn rubble slowdown action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"kologarn crunch armor trigger",
NextAction::array(0, new NextAction("kologarn crunch armor action", ACTION_RAID), nullptr)));
//
// Auriaya
//
triggers.push_back(new TriggerNode(
"auriaya fall from floor trigger",
NextAction::array(0, new NextAction("auriaya fall from floor action", ACTION_RAID), nullptr)));
//
// Hodir
//
triggers.push_back(new TriggerNode(
"hodir near snowpacked icicle",
NextAction::array(0, new NextAction("hodir move snowpacked icicle", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode(
"hodir biting cold",
NextAction::array(0, new NextAction("hodir biting cold jump", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"hodir frost resistance trigger",
NextAction::array(0, new NextAction("hodir frost resistance action", ACTION_RAID), nullptr)));
//
// Freya
//
triggers.push_back(new TriggerNode(
"freya near nature bomb",
NextAction::array(0, new NextAction("freya move away nature bomb", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"freya nature resistance trigger",
NextAction::array(0, new NextAction("freya nature resistance action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"freya fire resistance trigger",
NextAction::array(0, new NextAction("freya fire resistance action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"freya mark dps target trigger",
NextAction::array(0, new NextAction("freya mark dps target action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"freya move to healing spore trigger",
NextAction::array(0, new NextAction("freya move to healing spore action", ACTION_RAID), nullptr)));
//
// Thorim
//
triggers.push_back(new TriggerNode(
"thorim nature resistance trigger",
NextAction::array(0, new NextAction("thorim nature resistance action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"thorim frost resistance trigger",
NextAction::array(0, new NextAction("thorim frost resistance action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"thorim unbalancing strike trigger",
NextAction::array(0, new NextAction("thorim unbalancing strike action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"thorim mark dps target trigger",
NextAction::array(0, new NextAction("thorim mark dps target action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"thorim gauntlet positioning trigger",
NextAction::array(0, new NextAction("thorim gauntlet positioning action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"thorim arena positioning trigger",
NextAction::array(0, new NextAction("thorim arena positioning action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"thorim fall from floor trigger",
NextAction::array(0, new NextAction("thorim fall from floor action", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode(
"thorim phase 2 positioning trigger",
NextAction::array(0, new NextAction("thorim phase 2 positioning action", ACTION_RAID), nullptr)));
//
// Mimiron
//
triggers.push_back(new TriggerNode(
"mimiron p3wx2 laser barrage trigger",
NextAction::array(0, new NextAction("mimiron p3wx2 laser barrage action", ACTION_RAID + 2), nullptr)));
triggers.push_back(new TriggerNode(
"mimiron shock blast trigger",
NextAction::array(0, new NextAction("mimiron shock blast action", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode(
"mimiron fire resistance trigger",
NextAction::array(0, new NextAction("mimiron fire resistance action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"mimiron phase 1 positioning trigger",
NextAction::array(0, new NextAction("mimiron phase 1 positioning action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"mimiron rapid burst trigger",
NextAction::array(0, new NextAction("mimiron rapid burst action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"mimiron aerial command unit trigger",
NextAction::array(0, new NextAction("mimiron aerial command unit action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"mimiron rocket strike trigger",
NextAction::array(0, new NextAction("mimiron rocket strike action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"mimiron phase 4 mark dps trigger",
NextAction::array(0, new NextAction("mimiron phase 4 mark dps action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"mimiron cheat trigger",
NextAction::array(0, new NextAction("mimiron cheat action", ACTION_RAID), nullptr)));
//
// General Vezax
//
triggers.push_back(new TriggerNode(
"vezax cheat trigger",
NextAction::array(0, new NextAction("vezax cheat action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"vezax shadow crash trigger",
NextAction::array(0, new NextAction("vezax shadow crash action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"vezax mark of the faceless trigger",
NextAction::array(0, new NextAction("vezax mark of the faceless action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"vezax shadow resistance trigger",
NextAction::array(0, new NextAction("vezax shadow resistance action", ACTION_RAID), nullptr)));
//
// Yogg-Saron
//
triggers.push_back(new TriggerNode(
"sara shadow resistance trigger",
NextAction::array(0, new NextAction("sara shadow resistance action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron shadow resistance trigger",
NextAction::array(0, new NextAction("yogg-saron shadow resistance action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron ominous cloud cheat trigger",
NextAction::array(0, new NextAction("yogg-saron ominous cloud cheat action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron guardian positioning trigger",
NextAction::array(0, new NextAction("yogg-saron guardian positioning action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron sanity trigger",
NextAction::array(0, new NextAction("yogg-saron sanity action", ACTION_RAID + 1), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron death orb trigger",
NextAction::array(0, new NextAction("yogg-saron death orb action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron malady of the mind trigger",
NextAction::array(0, new NextAction("yogg-saron malady of the mind action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron mark target trigger",
NextAction::array(0, new NextAction("yogg-saron mark target action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron brain link trigger",
NextAction::array(0, new NextAction("yogg-saron brain link action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron move to enter portal trigger",
NextAction::array(0, new NextAction("yogg-saron move to enter portal action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron use portal trigger",
NextAction::array(0, new NextAction("yogg-saron use portal action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron fall from floor trigger",
NextAction::array(0, new NextAction("yogg-saron fall from floor action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron boss room movement cheat trigger",
NextAction::array(0, new NextAction("yogg-saron boss room movement cheat action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron illusion room trigger",
NextAction::array(0, new NextAction("yogg-saron illusion room action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron move to exit portal trigger",
NextAction::array(0, new NextAction("yogg-saron move to exit portal action", ACTION_RAID), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron lunatic gaze trigger",
NextAction::array(0, new NextAction("yogg-saron lunatic gaze action", ACTION_EMERGENCY), nullptr)));
triggers.push_back(new TriggerNode(
"yogg-saron phase 3 positioning trigger",
NextAction::array(0, new NextAction("yogg-saron phase 3 positioning action", ACTION_RAID), nullptr)));
}
void RaidUlduarStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
multipliers.push_back(new FlameLeviathanMultiplier(botAI));
}