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Violet Hold implementation
Violet Hold implementation Consortium guy is missing, will revisit once I reach heroics so I can code it properly
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#include "Playerbots.h"
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#include "VioletHoldTriggers.h"
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#include "AiObject.h"
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#include "AiObjectContext.h"
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bool ErekemTargetTrigger::IsActive()
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{
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return AI_VALUE2(Unit*, "find target", "erekem") && botAI->IsDps(bot);
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}
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bool IchoronTargetTrigger::IsActive()
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{
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return AI_VALUE2(Unit*, "find target", "ichoron") && !botAI->IsHeal(bot);
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}
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bool VoidShiftTrigger::IsActive()
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "zuramat the obliterator");
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return boss && bot->HasAura(SPELL_VOID_SHIFTED) && !botAI->IsHeal(bot);
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}
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bool ShroudOfDarknessTrigger::IsActive()
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "zuramat the obliterator");
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return boss && boss->HasAura(SPELL_SHROUD_OF_DARKNESS);
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}
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bool CyanigosaPositioningTrigger::IsActive()
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "cyanigosa");
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// Include healers here for now, otherwise they stand in things
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return boss && !botAI->IsTank(bot) && !botAI->IsRangedDps(bot);
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// return boss && botAI->IsMelee(bot) && !botAI->IsTank(bot);
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}
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// bool CorpseExplodeTrigger::IsActive()
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// {
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// Unit* boss = AI_VALUE2(Unit*, "find target", "trollgore");
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// if (!boss) { return false; }
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// float distance = 6.0f; // 5 unit radius, 1 unit added as buffer
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// GuidVector corpses = AI_VALUE(GuidVector, "nearest corpses");
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// for (auto i = corpses.begin(); i != corpses.end(); ++i)
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// {
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// Unit* unit = botAI->GetUnit(*i);
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// if (unit && unit->GetEntry() == NPC_DRAKKARI_INVADER)
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// {
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// if (bot->GetExactDist2d(unit) < distance)
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// {
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// return true;
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// }
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// }
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// }
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// return false;
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// }
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// bool CrystalHandlerTrigger::IsActive()
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// {
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// Unit* boss = AI_VALUE2(Unit*, "find target", "novos the summoner");
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// if (!boss) { return false; }
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// // Target is not findable from threat table using AI_VALUE2(),
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// // therefore need to search manually for the unit name
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// GuidVector targets = AI_VALUE(GuidVector, "possible targets no los");
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// for (auto i = targets.begin(); i != targets.end(); ++i)
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// {
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// Unit* unit = botAI->GetUnit(*i);
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// if (unit && unit->GetEntry() == NPC_CRYSTAL_HANDLER)
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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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