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https://github.com/mod-playerbots/mod-playerbots.git
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[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)
This commit is contained in:
323
src/Ai/Raid/Ulduar/Strategy/RaidUlduarStrategy.cpp
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323
src/Ai/Raid/Ulduar/Strategy/RaidUlduarStrategy.cpp
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#include "RaidUlduarStrategy.h"
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#include "RaidUlduarMultipliers.h"
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void RaidUlduarStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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//
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// Flame Leviathan
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//
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triggers.push_back(new TriggerNode(
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"flame leviathan vehicle near",
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{ NextAction("flame leviathan enter vehicle", ACTION_RAID + 2) }));
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triggers.push_back(new TriggerNode(
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"flame leviathan on vehicle",
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{ NextAction("flame leviathan vehicle", ACTION_RAID + 1) }));
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//
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// Razorscale
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//
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triggers.push_back(new TriggerNode(
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"razorscale avoid devouring flames",
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{ NextAction("razorscale avoid devouring flames", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode(
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"razorscale avoid sentinel",
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{ NextAction("razorscale avoid sentinel", ACTION_RAID + 2) }));
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triggers.push_back(new TriggerNode(
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"razorscale flying alone",
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{ NextAction("razorscale ignore flying alone", ACTION_MOVE + 5) }));
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triggers.push_back(new TriggerNode(
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"razorscale avoid whirlwind",
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{ NextAction("razorscale avoid whirlwind", ACTION_RAID + 3) }));
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triggers.push_back(new TriggerNode(
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"razorscale grounded",
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{ NextAction("razorscale grounded", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"razorscale harpoon trigger",
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{ NextAction("razorscale harpoon action", ACTION_MOVE) }));
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triggers.push_back(new TriggerNode(
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"razorscale fuse armor trigger",
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{ NextAction("razorscale fuse armor action", ACTION_RAID + 2) }));
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triggers.push_back(new TriggerNode(
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"razorscale fire resistance trigger",
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{ NextAction("razorscale fire resistance action", ACTION_RAID) }));
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//
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// Ignis
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//
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triggers.push_back(new TriggerNode(
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"ignis fire resistance trigger",
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{ NextAction("ignis fire resistance action", ACTION_RAID) }));
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//
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// Iron Assembly
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//
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triggers.push_back(new TriggerNode(
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"iron assembly lightning tendrils trigger",
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{ NextAction("iron assembly lightning tendrils action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"iron assembly overload trigger",
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{ NextAction("iron assembly overload action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"iron assembly rune of power trigger",
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{ NextAction("iron assembly rune of power action", ACTION_RAID) }));
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//
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// Kologarn
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//
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triggers.push_back(new TriggerNode(
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"kologarn fall from floor trigger",
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{ NextAction("kologarn fall from floor action", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode(
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"kologarn rti target trigger",
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{ NextAction("kologarn rti target action", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode(
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"kologarn eyebeam trigger",
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{ NextAction("kologarn eyebeam action", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode(
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"kologarn attack dps target trigger",
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{ NextAction("attack rti target", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"kologarn mark dps target trigger",
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{ NextAction("kologarn mark dps target action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"kologarn nature resistance trigger",
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{ NextAction("kologarn nature resistance action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"kologarn rubble slowdown trigger",
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{ NextAction("kologarn rubble slowdown action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"kologarn crunch armor trigger",
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{ NextAction("kologarn crunch armor action", ACTION_RAID) }));
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//
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// Auriaya
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//
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triggers.push_back(new TriggerNode(
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"auriaya fall from floor trigger",
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{ NextAction("auriaya fall from floor action", ACTION_RAID) }));
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//
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// Hodir
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//
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triggers.push_back(new TriggerNode(
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"hodir near snowpacked icicle",
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{ NextAction("hodir move snowpacked icicle", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode(
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"hodir biting cold",
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{ NextAction("hodir biting cold jump", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"hodir frost resistance trigger",
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{ NextAction("hodir frost resistance action", ACTION_RAID) }));
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//
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// Freya
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//
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triggers.push_back(new TriggerNode(
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"freya near nature bomb",
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{ NextAction("freya move away nature bomb", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"freya nature resistance trigger",
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{ NextAction("freya nature resistance action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"freya fire resistance trigger",
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{ NextAction("freya fire resistance action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"freya mark dps target trigger",
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{ NextAction("freya mark dps target action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"freya move to healing spore trigger",
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{ NextAction("freya move to healing spore action", ACTION_RAID) }));
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//
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// Thorim
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//
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triggers.push_back(new TriggerNode(
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"thorim nature resistance trigger",
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{ NextAction("thorim nature resistance action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"thorim frost resistance trigger",
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{ NextAction("thorim frost resistance action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"thorim unbalancing strike trigger",
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{ NextAction("thorim unbalancing strike action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"thorim mark dps target trigger",
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{ NextAction("thorim mark dps target action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"thorim gauntlet positioning trigger",
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{ NextAction("thorim gauntlet positioning action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"thorim arena positioning trigger",
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{ NextAction("thorim arena positioning action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"thorim fall from floor trigger",
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{ NextAction("thorim fall from floor action", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode(
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"thorim phase 2 positioning trigger",
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{ NextAction("thorim phase 2 positioning action", ACTION_RAID) }));
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//
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// Mimiron
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//
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triggers.push_back(new TriggerNode(
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"mimiron p3wx2 laser barrage trigger",
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{ NextAction("mimiron p3wx2 laser barrage action", ACTION_RAID + 2) }));
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triggers.push_back(new TriggerNode(
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"mimiron shock blast trigger",
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{ NextAction("mimiron shock blast action", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode(
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"mimiron fire resistance trigger",
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{ NextAction("mimiron fire resistance action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"mimiron phase 1 positioning trigger",
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{ NextAction("mimiron phase 1 positioning action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"mimiron rapid burst trigger",
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{ NextAction("mimiron rapid burst action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"mimiron aerial command unit trigger",
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{ NextAction("mimiron aerial command unit action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"mimiron rocket strike trigger",
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{ NextAction("mimiron rocket strike action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"mimiron phase 4 mark dps trigger",
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{ NextAction("mimiron phase 4 mark dps action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"mimiron cheat trigger",
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{ NextAction("mimiron cheat action", ACTION_RAID) }));
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//
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// General Vezax
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//
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triggers.push_back(new TriggerNode(
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"vezax cheat trigger",
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{ NextAction("vezax cheat action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"vezax shadow crash trigger",
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{ NextAction("vezax shadow crash action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"vezax mark of the faceless trigger",
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{ NextAction("vezax mark of the faceless action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"vezax shadow resistance trigger",
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{ NextAction("vezax shadow resistance action", ACTION_RAID) }));
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//
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// Yogg-Saron
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//
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triggers.push_back(new TriggerNode(
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"sara shadow resistance trigger",
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{ NextAction("sara shadow resistance action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron shadow resistance trigger",
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{ NextAction("yogg-saron shadow resistance action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron ominous cloud cheat trigger",
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{ NextAction("yogg-saron ominous cloud cheat action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron guardian positioning trigger",
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{ NextAction("yogg-saron guardian positioning action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron sanity trigger",
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{ NextAction("yogg-saron sanity action", ACTION_RAID + 1) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron death orb trigger",
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{ NextAction("yogg-saron death orb action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron malady of the mind trigger",
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{ NextAction("yogg-saron malady of the mind action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron mark target trigger",
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{ NextAction("yogg-saron mark target action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron brain link trigger",
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{ NextAction("yogg-saron brain link action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron move to enter portal trigger",
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{ NextAction("yogg-saron move to enter portal action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron use portal trigger",
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{ NextAction("yogg-saron use portal action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron fall from floor trigger",
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{ NextAction("yogg-saron fall from floor action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron boss room movement cheat trigger",
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{ NextAction("yogg-saron boss room movement cheat action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron illusion room trigger",
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{ NextAction("yogg-saron illusion room action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron move to exit portal trigger",
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{ NextAction("yogg-saron move to exit portal action", ACTION_RAID) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron lunatic gaze trigger",
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{ NextAction("yogg-saron lunatic gaze action", ACTION_EMERGENCY) }));
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triggers.push_back(new TriggerNode(
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"yogg-saron phase 3 positioning trigger",
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{ NextAction("yogg-saron phase 3 positioning action", ACTION_RAID) }));
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}
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void RaidUlduarStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
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{
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multipliers.push_back(new FlameLeviathanMultiplier(botAI));
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}
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