Implement Serpentshrine Cavern Strategies (#1888)

Edited: Below description of methods were brought up to date as of the
PR coming off of draft.

### General
I've starting leveraging, to the extent possible, an out-of-combat
method to erase map keys. This is mostly useful for timers that need to
start upon the pull because I dislike having to rely on a check for a
boss to be at 100% HP (or 99.9% or whatever) because it can be
unreliable sometimes.

### Trash
Underbog Colossi: Some Colossi leave behind a lake of toxin when they
die that quickly kills any player that is standing in it. The pool is a
dynamic-object-generated AoE, and bots will not avoid it on their own (I
think because the AoE is out of combat, plus the radius is much larger
than the default avoidance radius in the config). The method does not
require bots to be in combat, and simply gets bots to run out of the
toxin. You will probably still get a couple of idiots who drink in the
middle of it, but in my experience, the vast majority of the raid gets
out, and healers that escape can easily keep up a couple of fools until
they've drank to full.

Greyheart Tidecallers: Bots will mark and destroy Water Elemental Totems
immediately.

### Hydross the Unstable
The strategy uses 2 tanks, with the main tank assigned to the frost
phase and the 1st assistant tank assigned to the nature phase.

- The main tank will tank the frost phase, and the first assistant tank
will tank the nature phase. They each have designated spots and will
wait at their spots twiddling their thumbs while Hydross is in the other
phase.
- Hunters will misdirect to the applicable tank upon the pull and after
each phase change.
- The phase change process begins 1 second after Hydross reaches 100%
Marks. The current tank will begin moving to the next phase tank's spot
for the next tank to take over as soon as Hydross transitions.
- DPS is ordered to stop after Hydross reaches 100% Marks until 5
seconds after he transitions.
- Bots will prioritize the elementals adds after every phase change,
unless Hydross is under 10% HP, in which case they should ignore the
adds and burn the boss.
- Ranged bots should spread during the frost phase to mitigate the
impact of Water Tombs.

### The Lurker Below

- There is a designated spot for the main tank.
- Ranged DPS will fan out over a 120-degree arc that is centered
directly across from the tank spot (to try to spread to reduce Geyser
damage while also keeping them behind Lurker).
- When Spout begins, all bots will run around behind Lurker. The intent
is to keep a distance with a radius of 20 or 21 yards and within 45
degrees (either side) of directly behind him. Movement is specifically
tangential along an arc so bots don't run in front of Lurker.
- Spout's duration is tracked by a timer. The mechanics of the spell
itself are rather unique and don't involve a continuous cast or aura to
track easily so I settled for the timer.
- If you have 3 (or more) tanks, each of the first 3 tanks will be
assigned to one of the 3 Coilfang Guardians during the submerge phase.

### Leotheras the Blind
The fight is designed for a Warlock tank. You can choose the Warlock
tank by giving a Warlock the Assistant flag. If you don't do that, your
highest HP Warlock will be picked. Do NOT switch the Warlock tank to a
co +tank strategy--the designated Warlock is hardcoded to spam Searing
Pain on Demon Leo and otherwise will engage in normal DPS strategies. If
you don't have a Warlock at all, the strategy has some methods built in
to try to make things work as best as possible with a melee tank.

- The Spellbinders get marked with skulls and killed in order.
- There is no designated spot or designated tank for the human phase.
Your tanks will fight for aggro. Ranged bots will attempt to keep some
distance, and when Whirlwind starts, everybody will run away from
Leotheras.
- During the demon phase, your melee tanks should take a backseat to
your Warlock tank, who will receive help in the form of Misdirection.
Bots will get the hell away from the Warlock tank so the Warlock tank
should be taking every Chaos Blast alone.
- During the final phase, your regular tanks will tank Leotheras, and
the Warlock tank will tank his Shadow. The melee tanks will attempt to
separate Leotheras from his Shadow so bots can focus down Leotheras
without getting hit with Chaos Blasts.
- Bots will wait 5 seconds to DPS after every transition into human
phase, 12 seconds to DPS after every transition into demon phase, and 8
seconds to DPS after the transition into the final phase. There is no
waiting on DPS after Whirlwinds, even though it would be ideal. It's not
a big deal to live without, and for various reasons, it would have been
a pain in the ass to deal with.
- Bots will save Bloodlust/Heroism until after Spellbinders are down.
- To deal with the Inner Demons, I disabled DPS assist for bots who are
targeted and force them to focus only on their Inner Demons. This is
sufficient in my experience for all DPS bots and Protection Warriors and
Paladins to kill their Inner Demons, even at 50% damage. Feral Tank
Druids and Healers still need help, so the strategy hardcodes their
actions while fighting Inner Demons. For example, Resto Druids are coded
to shift out of Tree Form, cast Barkskin on themselves, and just spam
Wrath until the Inner Demon is dead. There are no bot strategy changes
used for this method.

### Fathom-Lord Karathress
You will need 4 tanks. Your main tank will tank Karathress, and an
assistant tank will tank each Fathom Guard. If you have fewer than 4
tanks, then the priority order for tank assignment will be Karathress,
Caribdis, Sharkkis, and then Tidalvess.

- Roughly, the tank spots are (1) for Karathress, near where he starts
but closer to the ledge for LoS reasons, (2) for Sharkkis, North from
his starting location on the other side of the ramp, (3) for Tidalvess,
Northwest from his starting location near the pillar, and (4) for
Caribdis, far to the West of her starting position, near the corner.
- Note that the tanks will probably clip through the terrain a bit when
going to their positions. This is due to me implementing a forced MoveTo
to the tank position coordinates. There is something weird about the
maps in Karathress's room, and the tanks will take some really screwed
up paths without making them go directly to the exact coordinates. So
this looks stupid but is necessary.
- One healer will be assigned to heal the Caribdis tank. Because AC
Playerbots does not yet have a focus heal strategy, this just means that
such healer has a designated location near the Caribdis tank's location.
This healer can be selected with the Assistant flag.
- Hunters will misdirect the Fathom Guards onto their applicable tanks.
If you don't have three Hunters, the priority is Caribdis, Tidalvess,
then Sharkkis.
- DPS will wait 12 seconds to begin attacking. After that, they will
prioritize targets as follows:
- (1): Melee will always prioritize Spitfire Totems as soon as they
spawn. This will continue through the duration of the fight.
- (2): All bots will kill Tidalvess first.
- (3): Melee bots will move to Sharkkis, and ranged bots will move to
Caribdis. I understand this is not the standard kill order for players,
which would have the entire raid kill Sharkkis next. The reasons I have
done this differently are because melee DPS is much stronger with 3.3.5
talents vs. in retail TBC, and because bots get really thrown off by
Cyclones and therefore they struggle to kill Caribdis quickly. You do
not want Karathress below 75% HP before all Fathom-Guards are dead or he
gets a huge damage buff.
- (4) If Caribdis dies first, ranged bots will help with Sharkkis.
- (5) Everybody kills Sharkkis's pet.
- (6) Everybody kills Karathress.

### Morogrim Tidewalker

- The main tank will pull the boss to the Northeast pillar, with the
tank's back against the pillar.
- A hunter will misdirect the boss onto the main tank upon the pull.
- When the boss gets to 26% HP, the main tank will begin moving the boss
to the Northeast corner of the room in preparation for Phase 2 (which
begins at 25%). The tank will move in two steps to get around the
pillar.
- When the boss gets to 25% HP, ranged will follow the main tank to the
corner and stack up right behind the boss. They will also move in two
steps.
- There is no method for melee since they will just naturally follow the
boss anyway.

### Lady Vashj

**Phase 1**:
- The main tank will tank Vashj in the center of the arena.
- If a Shaman is in the main tank's group, that Shaman will attempt to
keep a Grounding Totem down in range of the main tank to absorb Shock
Blast. This should continue in Phase 3.
- Ranged bots will spread out in a semicircle around the center of the
arena.
- If any bot other than the main tank gets Static Charge, it will run
away from other bots. If the main tank gets Static Charge, other bots
will run away from the main tank. This method should continue in Phase
3.
- If any bot is Entangled and has Static Charge, the bot will attempt to
use Cloak of Shadows if it is a Rogue, and Paladins will attempt to use
Hand of Freedom. This method should continue in Phase 3 (with some
modifications).
- Bots will not use Bloodlust or Heroism (saved for Phase 3). Bots will
not use any other major cooldowns, either, such as Metamorphosis (saved
for Phase 2 and 3).

**Phase 2**:
There are two central mechanics to this phase, both of which were
challenging to get bots to execute properly. First is the system of
prioritizing adds. The large playing field and multiple types of adds
coming from random directions make this phase not doable with realistic
DPS under the standard Playerbots target selection system. Therefore, I
took inspiration from liyunfan's Naxx strategy for Phase 1 of Kel'Thuzad
to disable dps assist and create a custom target selection system.

First, a cheat with respect to the Coilfang Striders: 
- Tanks will permanently have the Fear Ward aura applied to them if you
have raid cheats enabled. This allows them to tank the Coilfang
Striders. The standard strategy was to have an Elemental Shaman kite the
Strider around the perimeter of the arena, with ranged players
(including healers) spamming DoTs on the Strider. If you can make bots
do this, then great, but it's far beyond my capabilities. Therefore,
with the cheat, the first assistant tank is responsible for tanking
Striders and keeping them away from Core passers (described below) and
Vashj. Evidently it was (and is, in TBC Classic) possible to tank (and
melee DPS) Striders by wearing a Dire Maul Ogre Suit, which would give
you enough reach to stay out of the Strider's fear. I actually tried
that, and it does not work, either because AC's radiuses are not the
same or just because bots do not maintain the same level of precise
positioning. But anyway, the point is that technically the Striders are
tankable by real players, so maybe that will make you feel better about
using this cheat (it's fine enough rationalizing for me). I found this
fight to be unmanageable without this cheat (i.e., using a method that
would only have bots try to run away from Striders) because each Strider
was guaranteed to wipe out a couple of bots, and you really cannot
afford to lose anyone. YMMV though.
- If cheats are enabled for Striders, Hunters will attempt to Misdirect
the Striders to the first assist tank.
- If cheats are not enabled, bots will attempt to use slows/roots to
stop the Striders. I have some logic for them to use Netherweave Nets,
but I suspect it does not actually work so I may remove it instead of
trying to get it to function properly.

Target priority is as follows:
- Hunters and Mages: Enchanted Elementals, Coilfang Striders, Coilfang
Elites.
- Other Ranged Bots: Elites, Striders, Elementals. 
- Melee DPS: Elementals, Elites.
- Tanks: Elites, Elementals (except if cheats are enabled, the first
assistant tank will instead prioritize Striders and then Elementals)
- Everybody else (basically means healers): Elementals, Elites, Striders
- If there is more than one of the same target, bots will prioritize the
one that is closer to Vashj.
- In all cases, the valid attack ranged is limited so that bots should
not leave the central platform.
- If somehow a bot ends up too far from the center of the room and is
not actively attacking anything, there is logic to make them run back.

Handling Tainted Elementals and the Tainted Core: I will make another
post about this later. It is easily the most complicated strategy I've
ever worked on (far beyond anything on Kael'thas even) so will
necessitate a long explanation. The tl;dr is that there is a chain of
two-to-four bots that receive/pass the Tainted Core before using it on a
Shield Generator, and if you are playing by yourself, you probably need
to turn raid cheats on, in which case there will also be a bot that
teleports to, kills, and loots the Tainted Elementals (i.e., the bots
will then handle the entire sequence of shutting down Shield
Generators).

**Phase 3**:
- The main tank will pick up Vashj immediately and try to keep her away
from Enchanted Elementals.
- DPS will burn down residual adds from Phase 2 in the order of (1)
elementals, (2) strider for ranged only (if you have more than one up,
you're dead), and (3) elites (hopefully you have only one up, but two
with one almost dead is possible).
- Hunters will kill Toxic Sporebats. This works quite well, but they
(and anybody else if ordered to target Sporebats) have a tendency to
levitate up into the pipes at the top of the room when killing the
Sporebats. To counteract this, a method forcibly teleports bots to the
ground if they get more than 2 yards above the ground.
- The Phase 1 Cloak of Shadows/Hand of Freedom method is now expanded to
include bots Entangled in the Sporebat poison pools (with Hand of
Freedom usage prioritized on the main tank).
- There is a specific method to avoid the Sporebat poison pools. The
Vashj tank will move backwards when avoiding poison.

---------

Co-authored-by: kadeshar <kadeshar@gmail.com>
This commit is contained in:
Crow
2026-02-08 05:31:23 -06:00
committed by GitHub
parent 6ed3f24ecb
commit 8585f10f48
16 changed files with 7373 additions and 1 deletions

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@@ -558,7 +558,7 @@ AiPlayerbot.AutoGearScoreLimit = 0
# "mana" (bots have infinite mana)
# "power" (bots have infinite energy, rage, and runic power)
# "taxi" (bots may use all flight paths, though they will not actually learn them)
# "raid" (bots use cheats implemented into raid strategies (currently only for Ulduar))
# "raid" (bots use cheats implemented into raid strategies (currently only for SSC and Ulduar))
# To use multiple cheats, separate them by commas below (e.g., to enable all, use "gold,health,mana,power,raid,taxi")
# Default: food, taxi, and raid are enabled
AiPlayerbot.BotCheats = "food,taxi,raid"

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@@ -8,6 +8,7 @@
#include "RaidKarazhanStrategy.h"
#include "RaidMagtheridonStrategy.h"
#include "RaidGruulsLairStrategy.h"
#include "RaidSSCStrategy.h"
#include "RaidOsStrategy.h"
#include "RaidEoEStrategy.h"
#include "RaidVoAStrategy.h"
@@ -26,6 +27,7 @@ public:
creators["karazhan"] = &RaidStrategyContext::karazhan;
creators["magtheridon"] = &RaidStrategyContext::magtheridon;
creators["gruulslair"] = &RaidStrategyContext::gruulslair;
creators["ssc"] = &RaidStrategyContext::ssc;
creators["wotlk-os"] = &RaidStrategyContext::wotlk_os;
creators["wotlk-eoe"] = &RaidStrategyContext::wotlk_eoe;
creators["voa"] = &RaidStrategyContext::voa;
@@ -41,6 +43,7 @@ private:
static Strategy* karazhan(PlayerbotAI* botAI) { return new RaidKarazhanStrategy(botAI); }
static Strategy* magtheridon(PlayerbotAI* botAI) { return new RaidMagtheridonStrategy(botAI); }
static Strategy* gruulslair(PlayerbotAI* botAI) { return new RaidGruulsLairStrategy(botAI); }
static Strategy* ssc(PlayerbotAI* botAI) { return new RaidSSCStrategy(botAI); }
static Strategy* wotlk_os(PlayerbotAI* botAI) { return new RaidOsStrategy(botAI); }
static Strategy* wotlk_eoe(PlayerbotAI* botAI) { return new RaidEoEStrategy(botAI); }
static Strategy* voa(PlayerbotAI* botAI) { return new RaidVoAStrategy(botAI); }

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,457 @@
#ifndef _PLAYERBOT_RAIDSSCACTIONS_H
#define _PLAYERBOT_RAIDSSCACTIONS_H
#include "Action.h"
#include "AttackAction.h"
#include "MovementActions.h"
// General
class SerpentShrineCavernEraseTimersAndTrackersAction : public Action
{
public:
SerpentShrineCavernEraseTimersAndTrackersAction(
PlayerbotAI* botAI, std::string const name = "serpent shrine cavern erase timers and trackers") : Action(botAI, name) {}
bool Execute(Event event) override;
};
// Trash
class UnderbogColossusEscapeToxicPoolAction : public MovementAction
{
public:
UnderbogColossusEscapeToxicPoolAction(
PlayerbotAI* botAI, std::string const name = "underbog colossus escape toxic pool") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class GreyheartTidecallerMarkWaterElementalTotemAction : public Action
{
public:
GreyheartTidecallerMarkWaterElementalTotemAction(
PlayerbotAI* botAI, std::string const name = "greyheart tidecaller mark water elemental totem") : Action(botAI, name) {}
bool Execute(Event event) override;
};
// Hydross the Unstable <Duke of Currents>
class HydrossTheUnstablePositionFrostTankAction : public AttackAction
{
public:
HydrossTheUnstablePositionFrostTankAction(
PlayerbotAI* botAI, std::string const name = "hydross the unstable position frost tank") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class HydrossTheUnstablePositionNatureTankAction : public AttackAction
{
public:
HydrossTheUnstablePositionNatureTankAction(
PlayerbotAI* botAI, std::string const name = "hydross the unstable position nature tank") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class HydrossTheUnstablePrioritizeElementalAddsAction : public AttackAction
{
public:
HydrossTheUnstablePrioritizeElementalAddsAction(
PlayerbotAI* botAI, std::string const name = "hydross the unstable prioritize elemental adds") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class HydrossTheUnstableFrostPhaseSpreadOutAction : public MovementAction
{
public:
HydrossTheUnstableFrostPhaseSpreadOutAction(
PlayerbotAI* botAI, std::string const name = "hydross the unstable frost phase spread out") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class HydrossTheUnstableMisdirectBossToTankAction : public Action
{
public:
HydrossTheUnstableMisdirectBossToTankAction(
PlayerbotAI* botAI, std::string const name = "hydross the unstable misdirect boss to tank") : Action(botAI, name) {}
bool Execute(Event event) override;
private:
bool TryMisdirectToFrostTank(Unit* hydross, Group* group);
bool TryMisdirectToNatureTank(Unit* hydross, Group* group);
};
class HydrossTheUnstableStopDpsUponPhaseChangeAction : public Action
{
public:
HydrossTheUnstableStopDpsUponPhaseChangeAction(
PlayerbotAI* botAI, std::string const name = "hydross the unstable stop dps upon phase change") : Action(botAI, name) {}
bool Execute(Event event) override;
};
class HydrossTheUnstableManageTimersAction : public Action
{
public:
HydrossTheUnstableManageTimersAction(
PlayerbotAI* botAI, std::string const name = "hydross the unstable manage timers") : Action(botAI, name) {}
bool Execute(Event event) override;
};
// The Lurker Below
class TheLurkerBelowRunAroundBehindBossAction : public MovementAction
{
public:
TheLurkerBelowRunAroundBehindBossAction(
PlayerbotAI* botAI, std::string const name = "the lurker below run around behind boss") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class TheLurkerBelowPositionMainTankAction : public AttackAction
{
public:
TheLurkerBelowPositionMainTankAction(
PlayerbotAI* botAI, std::string const name = "the lurker below position main tank") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class TheLurkerBelowSpreadRangedInArcAction : public MovementAction
{
public:
TheLurkerBelowSpreadRangedInArcAction(
PlayerbotAI* botAI, std::string const name = "the lurker below spread ranged in arc") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class TheLurkerBelowTanksPickUpAddsAction : public AttackAction
{
public:
TheLurkerBelowTanksPickUpAddsAction(
PlayerbotAI* botAI, std::string const name = "the lurker below tanks pick up adds") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class TheLurkerBelowManageSpoutTimerAction : public Action
{
public:
TheLurkerBelowManageSpoutTimerAction(
PlayerbotAI* botAI, std::string const name = "the lurker below manage spout timer") : Action(botAI, name) {}
bool Execute(Event event) override;
};
// Leotheras the Blind
class LeotherasTheBlindTargetSpellbindersAction : public Action
{
public:
LeotherasTheBlindTargetSpellbindersAction(
PlayerbotAI* botAI, std::string const name = "leotheras the blind target spellbinders") : Action(botAI, name) {}
bool Execute(Event event) override;
};
class LeotherasTheBlindPositionRangedAction : public MovementAction
{
public:
LeotherasTheBlindPositionRangedAction(
PlayerbotAI* botAI, std::string const name = "leotheras the blind position ranged") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class LeotherasTheBlindDemonFormTankAttackBossAction : public AttackAction
{
public:
LeotherasTheBlindDemonFormTankAttackBossAction(
PlayerbotAI* botAI, std::string const name = "leotheras the blind demon form tank attack boss") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class LeotherasTheBlindMeleeTanksDontAttackDemonFormAction : public Action
{
public:
LeotherasTheBlindMeleeTanksDontAttackDemonFormAction(
PlayerbotAI* botAI, std::string const name = "leotheras the blind melee tanks don't attack demon form") : Action(botAI, name) {}
bool Execute(Event event) override;
};
class LeotherasTheBlindRunAwayFromWhirlwindAction : public MovementAction
{
public:
LeotherasTheBlindRunAwayFromWhirlwindAction(
PlayerbotAI* botAI, std::string const name = "leotheras the blind run away from whirlwind") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class LeotherasTheBlindMeleeDpsRunAwayFromBossAction : public MovementAction
{
public:
LeotherasTheBlindMeleeDpsRunAwayFromBossAction(
PlayerbotAI* botAI, std::string const name = "leotheras the blind melee dps run away from boss") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class LeotherasTheBlindDestroyInnerDemonAction : public AttackAction
{
public:
LeotherasTheBlindDestroyInnerDemonAction(
PlayerbotAI* botAI, std::string const name = "leotheras the blind destroy inner demon") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
private:
bool HandleFeralTankStrategy(Unit* innerDemon);
bool HandleHealerStrategy(Unit* innerDemon);
};
class LeotherasTheBlindFinalPhaseAssignDpsPriorityAction : public AttackAction
{
public:
LeotherasTheBlindFinalPhaseAssignDpsPriorityAction(
PlayerbotAI* botAI, std::string const name = "leotheras the blind final phase assign dps priority") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class LeotherasTheBlindMisdirectBossToDemonFormTankAction : public AttackAction
{
public:
LeotherasTheBlindMisdirectBossToDemonFormTankAction(
PlayerbotAI* botAI, std::string const name = "leotheras the blind misdirect boss to demon form tank") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class LeotherasTheBlindManageDpsWaitTimersAction : public Action
{
public:
LeotherasTheBlindManageDpsWaitTimersAction(
PlayerbotAI* botAI, std::string const name = "leotheras the blind manage dps wait timers") : Action(botAI, name) {}
bool Execute(Event event) override;
};
// Fathom-Lord Karathress
class FathomLordKarathressMainTankPositionBossAction : public AttackAction
{
public:
FathomLordKarathressMainTankPositionBossAction(
PlayerbotAI* botAI, std::string const name = "fathom-lord karathress main tank position boss") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class FathomLordKarathressFirstAssistTankPositionCaribdisAction : public AttackAction
{
public:
FathomLordKarathressFirstAssistTankPositionCaribdisAction(
PlayerbotAI* botAI, std::string const name = "fathom-lord karathress first assist tank position caribdis") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class FathomLordKarathressSecondAssistTankPositionSharkkisAction : public AttackAction
{
public:
FathomLordKarathressSecondAssistTankPositionSharkkisAction(
PlayerbotAI* botAI, std::string const name = "fathom-lord karathress second assist tank position sharkkis") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class FathomLordKarathressThirdAssistTankPositionTidalvessAction : public AttackAction
{
public:
FathomLordKarathressThirdAssistTankPositionTidalvessAction(
PlayerbotAI* botAI, std::string const name = "fathom-lord karathress third assist tank position tidalvess") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class FathomLordKarathressPositionCaribdisTankHealerAction : public MovementAction
{
public:
FathomLordKarathressPositionCaribdisTankHealerAction(
PlayerbotAI* botAI, std::string const name = "fathom-lord karathress position caribdis tank healer") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class FathomLordKarathressMisdirectBossesToTanksAction : public AttackAction
{
public:
FathomLordKarathressMisdirectBossesToTanksAction(
PlayerbotAI* botAI, std::string const name = "fathom-lord karathress misdirect bosses to tanks") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class FathomLordKarathressAssignDpsPriorityAction : public AttackAction
{
public:
FathomLordKarathressAssignDpsPriorityAction(
PlayerbotAI* botAI, std::string const name = "fathom-lord karathress assign dps priority") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class FathomLordKarathressManageDpsTimerAction : public Action
{
public:
FathomLordKarathressManageDpsTimerAction(
PlayerbotAI* botAI, std::string const name = "fathom-lord karathress manage dps timer") : Action(botAI, name) {}
bool Execute(Event event) override;
};
// Morogrim Tidewalker
class MorogrimTidewalkerMisdirectBossToMainTankAction : public AttackAction
{
public:
MorogrimTidewalkerMisdirectBossToMainTankAction(
PlayerbotAI* botAI, std::string const name = "morogrim tidewalker misdirect boss to main tank") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class MorogrimTidewalkerMoveBossToTankPositionAction : public AttackAction
{
public:
MorogrimTidewalkerMoveBossToTankPositionAction(
PlayerbotAI* botAI, std::string const name = "morogrim tidewalker move boss to tank position") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
private:
bool MoveToPhase1TankPosition(Unit* tidewalker);
bool MoveToPhase2TankPosition(Unit* tidewalker);
};
class MorogrimTidewalkerPhase2RepositionRangedAction : public MovementAction
{
public:
MorogrimTidewalkerPhase2RepositionRangedAction(
PlayerbotAI* botAI, std::string const name = "morogrim tidewalker phase 2 reposition ranged") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
// Lady Vashj <Coilfang Matron>
class LadyVashjMainTankPositionBossAction : public AttackAction
{
public:
LadyVashjMainTankPositionBossAction(
PlayerbotAI* botAI, std::string const name = "lady vashj main tank position boss") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class LadyVashjPhase1SpreadRangedInArcAction : public MovementAction
{
public:
LadyVashjPhase1SpreadRangedInArcAction(
PlayerbotAI* botAI, std::string const name = "lady vashj phase 1 spread ranged in arc") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class LadyVashjSetGroundingTotemInMainTankGroupAction : public MovementAction
{
public:
LadyVashjSetGroundingTotemInMainTankGroupAction(
PlayerbotAI* botAI, std::string const name = "lady vashj set grounding totem in main tank group") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class LadyVashjStaticChargeMoveAwayFromGroupAction : public MovementAction
{
public:
LadyVashjStaticChargeMoveAwayFromGroupAction(
PlayerbotAI* botAI, std::string const name = "lady vashj static charge move away from group") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class LadyVashjMisdirectBossToMainTankAction : public AttackAction
{
public:
LadyVashjMisdirectBossToMainTankAction(
PlayerbotAI* botAI, std::string const name = "lady vashj misdirect boss to main tank") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class LadyVashjAssignPhase2AndPhase3DpsPriorityAction : public AttackAction
{
public:
LadyVashjAssignPhase2AndPhase3DpsPriorityAction(
PlayerbotAI* botAI, std::string const name = "lady vashj assign phase 2 and phase 3 dps priority") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class LadyVashjMisdirectStriderToFirstAssistTankAction : public AttackAction
{
public:
LadyVashjMisdirectStriderToFirstAssistTankAction(
PlayerbotAI* botAI, std::string const name = "lady vashj misdirect strider to first assist tank") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class LadyVashjTankAttackAndMoveAwayStriderAction : public AttackAction
{
public:
LadyVashjTankAttackAndMoveAwayStriderAction(
PlayerbotAI* botAI, std::string const name = "lady vashj tank attack and move away strider") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class LadyVashjTeleportToTaintedElementalAction : public AttackAction
{
public:
LadyVashjTeleportToTaintedElementalAction(
PlayerbotAI* botAI, std::string const name = "lady vashj teleport to tainted elemental") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class LadyVashjLootTaintedCoreAction : public MovementAction
{
public:
LadyVashjLootTaintedCoreAction(
PlayerbotAI* botAI, std::string const name = "lady vashj loot tainted core") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class LadyVashjPassTheTaintedCoreAction : public MovementAction
{
public:
LadyVashjPassTheTaintedCoreAction(
PlayerbotAI* botAI, std::string const name = "lady vashj pass the tainted core") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
private:
bool LineUpFirstCorePasser(Player* designatedLooter, Unit* closestTrigger);
bool LineUpSecondCorePasser(Player* firstCorePasser, Unit* closestTrigger);
bool LineUpThirdCorePasser(Player* designatedLooter, Player* firstCorePasser, Player* secondCorePasser, Unit* closestTrigger);
bool LineUpFourthCorePasser(Player* firstCorePasser, Player* secondCorePasser, Player* thirdCorePasser, Unit* closestTrigger);
bool IsFirstCorePasserInIntendedPosition(Player* designatedLooter, Player* firstCorePasser, Unit* closestTrigger);
bool IsSecondCorePasserInIntendedPosition(Player* firstCorePasser, Player* secondCorePasser, Unit* closestTrigger);
bool IsThirdCorePasserInIntendedPosition(Player* secondCorePasser, Player* thirdCorePasser, Unit* closestTrigger);
bool IsFourthCorePasserInIntendedPosition(Player* thirdCorePasser, Player* fourthCorePasser, Unit* closestTrigger);
void ScheduleTransferCoreAfterImbue(PlayerbotAI* botAI, Player* giver, Player* receiver);
bool UseCoreOnNearestGenerator(const uint32 instanceId);
};
class LadyVashjDestroyTaintedCoreAction : public Action
{
public:
LadyVashjDestroyTaintedCoreAction(PlayerbotAI* botAI, std::string const name = "lady vashj destroy tainted core") : Action(botAI, name) {}
bool Execute(Event event) override;
};
class LadyVashjEraseCorePassingTrackersAction : public Action
{
public:
LadyVashjEraseCorePassingTrackersAction(PlayerbotAI* botAI, std::string const name = "lady vashj erase core passing trackers") : Action(botAI, name) {}
bool Execute(Event event) override;
};
class LadyVashjAvoidToxicSporesAction : public MovementAction
{
public:
LadyVashjAvoidToxicSporesAction(PlayerbotAI* botAI, std::string const name = "lady vashj avoid toxic spores") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
static std::vector<Unit*> GetAllSporeDropTriggers(PlayerbotAI* botAI, Player* bot);
private:
Position FindSafestNearbyPosition(const std::vector<Unit*>& spores, const Position& position, float maxRadius, float hazardRadius);
bool IsPathSafeFromSpores(const Position& start, const Position& end, const std::vector<Unit*>& spores, float hazardRadius);
};
class LadyVashjUseFreeActionAbilitiesAction : public Action
{
public:
LadyVashjUseFreeActionAbilitiesAction(PlayerbotAI* botAI, std::string const name = "lady vashj use free action abilities") : Action(botAI, name) {}
bool Execute(Event event) override;
};
#endif

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#include "RaidSSCMultipliers.h"
#include "RaidSSCActions.h"
#include "RaidSSCHelpers.h"
#include "ChooseTargetActions.h"
#include "DestroyItemAction.h"
#include "DKActions.h"
#include "DruidActions.h"
#include "DruidBearActions.h"
#include "DruidCatActions.h"
#include "DruidShapeshiftActions.h"
#include "FollowActions.h"
#include "GenericSpellActions.h"
#include "HunterActions.h"
#include "LootAction.h"
#include "MageActions.h"
#include "PaladinActions.h"
#include "Playerbots.h"
#include "ReachTargetActions.h"
#include "RogueActions.h"
#include "ShamanActions.h"
#include "WarlockActions.h"
#include "WarriorActions.h"
#include "WipeAction.h"
using namespace SerpentShrineCavernHelpers;
// Trash
float UnderbogColossusEscapeToxicPoolMultiplier::GetValue(Action* action)
{
if (bot->HasAura(SPELL_TOXIC_POOL))
{
if (dynamic_cast<MovementAction*>(action) &&
!dynamic_cast<UnderbogColossusEscapeToxicPoolAction*>(action))
return 0.0f;
}
return 1.0f;
}
// Hydross the Unstable <Duke of Currents>
float HydrossTheUnstableDisableTankActionsMultiplier::GetValue(Action* action)
{
if (!botAI->IsMainTank(bot) && !botAI->IsAssistTankOfIndex(bot, 0, true))
return 1.0f;
Unit* hydross = AI_VALUE2(Unit*, "find target", "hydross the unstable");
if (!hydross)
return 1.0f;
if (dynamic_cast<TankAssistAction*>(action) ||
dynamic_cast<CombatFormationMoveAction*>(action))
return 0.0f;
if (dynamic_cast<CastReachTargetSpellAction*>(action) ||
dynamic_cast<ReachTargetAction*>(action) ||
(dynamic_cast<AttackAction*>(action) &&
!dynamic_cast<HydrossTheUnstablePositionFrostTankAction*>(action) &&
!dynamic_cast<HydrossTheUnstablePositionNatureTankAction*>(action)))
{
if ((botAI->IsMainTank(bot) && hydross->HasAura(SPELL_CORRUPTION)) ||
(botAI->IsAssistTankOfIndex(bot, 0, true) && !hydross->HasAura(SPELL_CORRUPTION)))
return 0.0f;
}
return 1.0f;
}
float HydrossTheUnstableWaitForDpsMultiplier::GetValue(Action* action)
{
Unit* hydross = AI_VALUE2(Unit*, "find target", "hydross the unstable");
if (!hydross)
return 1.0f;
Unit* waterElemental = AI_VALUE2(Unit*, "find target", "pure spawn of hydross");
Unit* natureElemental = AI_VALUE2(Unit*, "find target", "tainted spawn of hydross");
if (botAI->IsAssistTank(bot) && !botAI->IsAssistTankOfIndex(bot, 0, true) &&
(waterElemental || natureElemental))
return 1.0f;
if (dynamic_cast<HydrossTheUnstableMisdirectBossToTankAction*>(action))
return 1.0f;
const uint32 instanceId = hydross->GetMap()->GetInstanceId();
const time_t now = std::time(nullptr);
constexpr uint8 phaseChangeWaitSeconds = 1;
constexpr uint8 dpsWaitSeconds = 5;
if (!hydross->HasAura(SPELL_CORRUPTION) && !botAI->IsMainTank(bot))
{
auto itDps = hydrossFrostDpsWaitTimer.find(instanceId);
auto itPhase = hydrossChangeToFrostPhaseTimer.find(instanceId);
bool justChanged = (itDps == hydrossFrostDpsWaitTimer.end() ||
(now - itDps->second) < dpsWaitSeconds);
bool aboutToChange = (itPhase != hydrossChangeToFrostPhaseTimer.end() &&
(now - itPhase->second) > phaseChangeWaitSeconds);
if (justChanged || aboutToChange)
{
if (dynamic_cast<AttackAction*>(action) ||
(dynamic_cast<CastSpellAction*>(action) &&
!dynamic_cast<CastHealingSpellAction*>(action)))
return 0.0f;
}
}
if (hydross->HasAura(SPELL_CORRUPTION) && !botAI->IsAssistTankOfIndex(bot, 0, true))
{
auto itDps = hydrossNatureDpsWaitTimer.find(instanceId);
auto itPhase = hydrossChangeToNaturePhaseTimer.find(instanceId);
bool justChanged = (itDps == hydrossNatureDpsWaitTimer.end() ||
(now - itDps->second) < dpsWaitSeconds);
bool aboutToChange = (itPhase != hydrossChangeToNaturePhaseTimer.end() &&
(now - itPhase->second) > phaseChangeWaitSeconds);
if (justChanged || aboutToChange)
{
if (dynamic_cast<AttackAction*>(action) ||
(dynamic_cast<CastSpellAction*>(action) &&
!dynamic_cast<CastHealingSpellAction*>(action)))
return 0.0f;
}
}
return 1.0f;
}
float HydrossTheUnstableControlMisdirectionMultiplier::GetValue(Action* action)
{
if (bot->getClass() != CLASS_HUNTER)
return 1.0f;
if (AI_VALUE2(Unit*, "find target", "hydross the unstable"))
{
if (dynamic_cast<CastMisdirectionOnMainTankAction*>(action))
return 0.0f;
}
return 1.0f;
}
// The Lurker Below
float TheLurkerBelowStayAwayFromSpoutMultiplier::GetValue(Action* action)
{
Unit* lurker = AI_VALUE2(Unit*, "find target", "the lurker below");
if (!lurker)
return 1.0f;
const time_t now = std::time(nullptr);
auto it = lurkerSpoutTimer.find(lurker->GetMap()->GetInstanceId());
if (it != lurkerSpoutTimer.end() && it->second > now)
{
if (dynamic_cast<CastReachTargetSpellAction*>(action) ||
dynamic_cast<CastKillingSpreeAction*>(action) ||
dynamic_cast<CastBlinkBackAction*>(action) ||
dynamic_cast<CastDisengageAction*>(action))
return 0.0f;
if (dynamic_cast<MovementAction*>(action) &&
!dynamic_cast<AttackAction*>(action) &&
!dynamic_cast<TheLurkerBelowRunAroundBehindBossAction*>(action))
return 0.0f;
}
return 1.0f;
}
float TheLurkerBelowMaintainRangedSpreadMultiplier::GetValue(Action* action)
{
if (!botAI->IsRanged(bot))
return 1.0f;
if (AI_VALUE2(Unit*, "find target", "the lurker below"))
{
if (dynamic_cast<CombatFormationMoveAction*>(action) ||
dynamic_cast<FleeAction*>(action) ||
dynamic_cast<CastDisengageAction*>(action) ||
dynamic_cast<CastBlinkBackAction*>(action))
return 0.0f;
}
return 1.0f;
}
// Disable tank assist during Submerge only if there are 3 or more tanks in the raid
float TheLurkerBelowDisableTankAssistMultiplier::GetValue(Action* action)
{
if (!botAI->IsTank(bot))
return 1.0f;
if (bot->GetVictim() == nullptr)
return 1.0f;
Unit* lurker = AI_VALUE2(Unit*, "find target", "the lurker below");
if (!lurker || lurker->getStandState() != UNIT_STAND_STATE_SUBMERGED)
return 1.0f;
Group* group = bot->GetGroup();
if (!group)
return 1.0f;
uint8 tankCount = 0;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive())
continue;
if (botAI->IsTank(member))
++tankCount;
}
if (tankCount >= 3)
{
if (dynamic_cast<TankAssistAction*>(action))
return 0.0f;
}
return 1.0f;
}
// Leotheras the Blind
float LeotherasTheBlindAvoidWhirlwindMultiplier::GetValue(Action* action)
{
if (botAI->IsTank(bot))
return 1.0f;
if (bot->HasAura(SPELL_INSIDIOUS_WHISPER))
return 1.0f;
Unit* leotherasHuman = GetLeotherasHuman(botAI);
if (!leotherasHuman)
return 1.0f;
if (!leotherasHuman->HasAura(SPELL_LEOTHERAS_BANISHED) &&
(leotherasHuman->HasAura(SPELL_WHIRLWIND) ||
leotherasHuman->HasAura(SPELL_WHIRLWIND_CHANNEL)))
{
if (dynamic_cast<CastReachTargetSpellAction*>(action))
return 0.0f;
if (dynamic_cast<MovementAction*>(action) &&
!dynamic_cast<AttackAction*>(action) &&
!dynamic_cast<LeotherasTheBlindRunAwayFromWhirlwindAction*>(action))
return 0.0f;
}
return 1.0f;
}
float LeotherasTheBlindDisableTankActionsMultiplier::GetValue(Action* action)
{
if (!botAI->IsTank(bot) || bot->HasAura(SPELL_INSIDIOUS_WHISPER))
return 1.0f;
if (!AI_VALUE2(Unit*, "find target", "leotheras the blind"))
return 1.0f;
if (GetPhase2LeotherasDemon(botAI) && dynamic_cast<AttackAction*>(action))
return 0.0f;
if (!GetPhase3LeotherasDemon(botAI) && dynamic_cast<CastBerserkAction*>(action))
return 0.0f;
return 1.0f;
}
float LeotherasTheBlindFocusOnInnerDemonMultiplier::GetValue(Action* action)
{
if (bot->HasAura(SPELL_INSIDIOUS_WHISPER))
{
if (dynamic_cast<TankAssistAction*>(action) ||
dynamic_cast<DpsAssistAction*>(action) ||
dynamic_cast<CastHealingSpellAction*>(action) ||
dynamic_cast<CastCureSpellAction*>(action) ||
dynamic_cast<CurePartyMemberAction*>(action) ||
dynamic_cast<CastBuffSpellAction*>(action) ||
dynamic_cast<ResurrectPartyMemberAction*>(action) ||
dynamic_cast<PartyMemberActionNameSupport*>(action) ||
dynamic_cast<CastBearFormAction*>(action) ||
dynamic_cast<CastDireBearFormAction*>(action) ||
dynamic_cast<CastTreeFormAction*>(action))
return 0.0f;
}
return 1.0f;
}
float LeotherasTheBlindMeleeDpsAvoidChaosBlastMultiplier::GetValue(Action* action)
{
if (botAI->IsRanged(bot) || botAI->IsTank(bot))
return 1.0f;
if (!GetPhase2LeotherasDemon(botAI))
return 1.0f;
Aura* chaosBlast = bot->GetAura(SPELL_CHAOS_BLAST);
if (chaosBlast && chaosBlast->GetStackAmount() >= 5)
{
if (dynamic_cast<AttackAction*>(action) ||
dynamic_cast<ReachTargetAction*>(action) ||
dynamic_cast<CombatFormationMoveAction*>(action) ||
dynamic_cast<CastReachTargetSpellAction*>(action) ||
dynamic_cast<CastKillingSpreeAction*>(action))
return 0.0f;
}
return 1.0f;
}
float LeotherasTheBlindWaitForDpsMultiplier::GetValue(Action* action)
{
Unit* leotheras = AI_VALUE2(Unit*, "find target", "leotheras the blind");
if (!leotheras)
return 1.0f;
if (bot->HasAura(SPELL_INSIDIOUS_WHISPER))
return 1.0f;
if (dynamic_cast<LeotherasTheBlindMisdirectBossToDemonFormTankAction*>(action))
return 1.0f;
const uint32 instanceId = leotheras->GetMap()->GetInstanceId();
const time_t now = std::time(nullptr);
constexpr uint8 dpsWaitSecondsPhase1 = 5;
Unit* leotherasHuman = GetLeotherasHuman(botAI);
Unit* leotherasPhase3Demon = GetPhase3LeotherasDemon(botAI);
if (leotherasHuman && !leotherasHuman->HasAura(SPELL_LEOTHERAS_BANISHED) &&
!leotherasPhase3Demon)
{
if (botAI->IsTank(bot))
return 1.0f;
auto it = leotherasHumanFormDpsWaitTimer.find(instanceId);
if (it == leotherasHumanFormDpsWaitTimer.end() ||
(now - it->second) < dpsWaitSecondsPhase1)
{
if (dynamic_cast<AttackAction*>(action) ||
(dynamic_cast<CastSpellAction*>(action) &&
!dynamic_cast<CastHealingSpellAction*>(action)))
return 0.0f;
}
}
constexpr uint8 dpsWaitSecondsPhase2 = 12;
Unit* leotherasPhase2Demon = GetPhase2LeotherasDemon(botAI);
Player* demonFormTank = GetLeotherasDemonFormTank(bot);
if (leotherasPhase2Demon)
{
if (demonFormTank && demonFormTank == bot)
return 1.0f;
if (!demonFormTank && botAI->IsTank(bot))
return 1.0f;
auto it = leotherasDemonFormDpsWaitTimer.find(instanceId);
if (it == leotherasDemonFormDpsWaitTimer.end() ||
(now - it->second) < dpsWaitSecondsPhase2)
{
if (dynamic_cast<AttackAction*>(action) ||
(dynamic_cast<CastSpellAction*>(action) &&
!dynamic_cast<CastHealingSpellAction*>(action)))
return 0.0f;
}
}
constexpr uint8 dpsWaitSecondsPhase3 = 8;
if (leotherasPhase3Demon)
{
if ((demonFormTank && demonFormTank == bot) || botAI->IsTank(bot))
return 1.0f;
auto it = leotherasFinalPhaseDpsWaitTimer.find(instanceId);
if (it == leotherasFinalPhaseDpsWaitTimer.end() ||
(now - it->second) < dpsWaitSecondsPhase3)
{
if (dynamic_cast<AttackAction*>(action) ||
(dynamic_cast<CastSpellAction*>(action) &&
!dynamic_cast<CastHealingSpellAction*>(action)))
return 0.0f;
}
}
return 1.0f;
}
// Don't use Bloodlust/Heroism during the Channeler phase
float LeotherasTheBlindDelayBloodlustAndHeroismMultiplier::GetValue(Action* action)
{
if (bot->getClass() != CLASS_SHAMAN)
return 1.0f;
Unit* leotheras = AI_VALUE2(Unit*, "find target", "leotheras the blind");
if (leotheras && leotheras->HasAura(SPELL_LEOTHERAS_BANISHED))
{
if (dynamic_cast<CastHeroismAction*>(action) ||
dynamic_cast<CastBloodlustAction*>(action))
return 0.0f;
}
return 1.0f;
}
// Fathom-Lord Karathress
float FathomLordKarathressDisableTankActionsMultiplier::GetValue(Action* action)
{
if (!botAI->IsTank(bot))
return 1.0f;
if (!AI_VALUE2(Unit*, "find target", "fathom-lord karathress"))
return 1.0f;
if (bot->GetVictim() != nullptr && dynamic_cast<TankAssistAction*>(action))
return 0.0f;
if (dynamic_cast<CombatFormationMoveAction*>(action) ||
dynamic_cast<AvoidAoeAction*>(action) ||
dynamic_cast<CastTauntAction*>(action) ||
dynamic_cast<CastChallengingShoutAction*>(action) ||
dynamic_cast<CastThunderClapAction*>(action) ||
dynamic_cast<CastShockwaveAction*>(action) ||
dynamic_cast<CastCleaveAction*>(action) ||
dynamic_cast<CastGrowlAction*>(action) ||
dynamic_cast<CastSwipeAction*>(action) ||
dynamic_cast<CastHandOfReckoningAction*>(action) ||
dynamic_cast<CastAvengersShieldAction*>(action) ||
dynamic_cast<CastConsecrationAction*>(action) ||
dynamic_cast<CastDarkCommandAction*>(action) ||
dynamic_cast<CastDeathAndDecayAction*>(action) ||
dynamic_cast<CastPestilenceAction*>(action) ||
dynamic_cast<CastBloodBoilAction*>(action))
return 0.0f;
return 1.0f;
}
float FathomLordKarathressDisableAoeMultiplier::GetValue(Action* action)
{
if (!botAI->IsDps(bot))
return 1.0f;
if (AI_VALUE2(Unit*, "find target", "fathom-lord karathress"))
{
if (auto castSpellAction = dynamic_cast<CastSpellAction*>(action))
{
if (castSpellAction->getThreatType() == Action::ActionThreatType::Aoe)
return 0.0f;
}
}
return 1.0f;
}
float FathomLordKarathressControlMisdirectionMultiplier::GetValue(Action* action)
{
if (bot->getClass() != CLASS_HUNTER)
return 1.0f;
if (AI_VALUE2(Unit*, "find target", "fathom-lord karathress"))
{
if (dynamic_cast<CastMisdirectionOnMainTankAction*>(action))
return 0.0f;
}
return 1.0f;
}
float FathomLordKarathressWaitForDpsMultiplier::GetValue(Action* action)
{
if (botAI->IsTank(bot))
return 1.0f;
Unit* karathress = AI_VALUE2(Unit*, "find target", "fathom-lord karathress");
if (!karathress)
return 1.0f;
if (dynamic_cast<FathomLordKarathressMisdirectBossesToTanksAction*>(action))
return 1.0f;
const time_t now = std::time(nullptr);
constexpr uint8 dpsWaitSeconds = 12;
auto it = karathressDpsWaitTimer.find(karathress->GetMap()->GetInstanceId());
if (it == karathressDpsWaitTimer.end() || (now - it->second) < dpsWaitSeconds)
{
if (dynamic_cast<AttackAction*>(action) ||
(dynamic_cast<CastSpellAction*>(action) &&
!dynamic_cast<CastHealingSpellAction*>(action)))
return 0.0f;
}
return 1.0f;
}
float FathomLordKarathressCaribdisTankHealerMaintainPositionMultiplier::GetValue(Action* action)
{
if (!botAI->IsAssistHealOfIndex(bot, 0, true))
return 1.0f;
if (AI_VALUE2(Unit*, "find target", "fathom-guard caribdis"))
{
if (dynamic_cast<FleeAction*>(action) ||
dynamic_cast<FollowAction*>(action))
return 0.0f;
}
return 1.0f;
}
// Morogrim Tidewalker
// Use Bloodlust/Heroism after the first Murloc spawn
float MorogrimTidewalkerDelayBloodlustAndHeroismMultiplier::GetValue(Action* action)
{
if (bot->getClass() != CLASS_SHAMAN)
return 1.0f;
if (!AI_VALUE2(Unit*, "find target", "morogrim tidewalker"))
return 1.0f;
if (!AI_VALUE2(Unit*, "find target", "tidewalker lurker"))
{
if (dynamic_cast<CastHeroismAction*>(action) ||
dynamic_cast<CastBloodlustAction*>(action))
return 0.0f;
}
return 1.0f;
}
float MorogrimTidewalkerDisableTankActionsMultiplier::GetValue(Action* action)
{
if (!botAI->IsMainTank(bot))
return 1.0f;
if (AI_VALUE2(Unit*, "find target", "morogrim tidewalker"))
{
if (dynamic_cast<CombatFormationMoveAction*>(action))
return 0.0f;
}
return 1.0f;
}
float MorogrimTidewalkerMaintainPhase2StackingMultiplier::GetValue(Action* action)
{
if (!botAI->IsRanged(bot))
return 1.0f;
Unit* tidewalker = AI_VALUE2(Unit*, "find target", "morogrim tidewalker");
if (!tidewalker)
return 1.0f;
if (tidewalker->GetHealthPct() < 25.0f)
{
if (dynamic_cast<CombatFormationMoveAction*>(action) ||
dynamic_cast<FleeAction*>(action) ||
dynamic_cast<CastDisengageAction*>(action) ||
dynamic_cast<CastBlinkBackAction*>(action))
return 0.0f;
}
return 1.0f;
}
// Lady Vashj <Coilfang Matron>
// Wait until phase 3 to use Bloodlust/Heroism
// Don't use other major cooldowns in Phase 1, either
float LadyVashjDelayCooldownsMultiplier::GetValue(Action* action)
{
if (!AI_VALUE2(Unit*, "find target", "lady vashj"))
return 1.0f;
if (bot->getClass() == CLASS_SHAMAN)
{
if (IsLadyVashjInPhase3(botAI))
return 1.0f;
if (dynamic_cast<CastBloodlustAction*>(action) ||
dynamic_cast<CastHeroismAction*>(action))
return 0.0f;
}
if (botAI->IsDps(bot) && IsLadyVashjInPhase1(botAI))
{
if (dynamic_cast<CastMetamorphosisAction*>(action) ||
dynamic_cast<CastAdrenalineRushAction*>(action) ||
dynamic_cast<CastBladeFlurryAction*>(action) ||
dynamic_cast<CastIcyVeinsAction*>(action) ||
dynamic_cast<CastColdSnapAction*>(action) ||
dynamic_cast<CastArcanePowerAction*>(action) ||
dynamic_cast<CastPresenceOfMindAction*>(action) ||
dynamic_cast<CastCombustionAction*>(action) ||
dynamic_cast<CastRapidFireAction*>(action) ||
dynamic_cast<CastReadinessAction*>(action) ||
dynamic_cast<CastAvengingWrathAction*>(action) ||
dynamic_cast<CastElementalMasteryAction*>(action) ||
dynamic_cast<CastFeralSpiritAction*>(action) ||
dynamic_cast<CastFireElementalTotemAction*>(action) ||
dynamic_cast<CastFireElementalTotemMeleeAction*>(action) ||
dynamic_cast<CastForceOfNatureAction*>(action) ||
dynamic_cast<CastArmyOfTheDeadAction*>(action) ||
dynamic_cast<CastSummonGargoyleAction*>(action) ||
dynamic_cast<CastBerserkingAction*>(action) ||
dynamic_cast<CastBloodFuryAction*>(action) ||
dynamic_cast<UseTrinketAction*>(action))
return 0.0f;
}
return 1.0f;
}
float LadyVashjMaintainPhase1RangedSpreadMultiplier::GetValue(Action* action)
{
if (!botAI->IsRanged(bot))
return 1.0f;
if (AI_VALUE2(Unit*, "find target", "lady vashj") &&
IsLadyVashjInPhase1(botAI))
{
if (dynamic_cast<CombatFormationMoveAction*>(action) ||
dynamic_cast<FleeAction*>(action) ||
dynamic_cast<CastDisengageAction*>(action) ||
dynamic_cast<CastBlinkBackAction*>(action))
return 0.0f;
}
return 1.0f;
}
float LadyVashjStaticChargeStayAwayFromGroupMultiplier::GetValue(Action* action)
{
if (botAI->IsMainTank(bot) || !bot->HasAura(SPELL_STATIC_CHARGE))
return 1.0f;
if (!AI_VALUE2(Unit*, "find target", "lady vashj"))
return 1.0f;
if (dynamic_cast<CombatFormationMoveAction*>(action) ||
dynamic_cast<ReachTargetAction*>(action) ||
dynamic_cast<FollowAction*>(action) ||
dynamic_cast<CastKillingSpreeAction*>(action) ||
dynamic_cast<CastReachTargetSpellAction*>(action))
return 0.0f;
return 1.0f;
}
// Bots should not loot the core with normal looting logic
float LadyVashjDoNotLootTheTaintedCoreMultiplier::GetValue(Action* action)
{
if (AI_VALUE2(Unit*, "find target", "lady vashj"))
{
if (dynamic_cast<LootAction*>(action))
return 0.0f;
}
return 1.0f;
}
float LadyVashjCorePassersPrioritizePositioningMultiplier::GetValue(Action* action)
{
if (!AI_VALUE2(Unit*, "find target", "lady vashj") ||
!IsLadyVashjInPhase2(botAI))
return 1.0f;
if (dynamic_cast<WipeAction*>(action) ||
dynamic_cast<DestroyItemAction*>(action) ||
dynamic_cast<LadyVashjDestroyTaintedCoreAction*>(action))
return 1.0f;
Group* group = bot->GetGroup();
if (!group)
return 1.0f;
Player* designatedLooter = GetDesignatedCoreLooter(group, botAI);
Player* firstCorePasser = GetFirstTaintedCorePasser(group, botAI);
Player* secondCorePasser = GetSecondTaintedCorePasser(group, botAI);
Player* thirdCorePasser = GetThirdTaintedCorePasser(group, botAI);
Player* fourthCorePasser = GetFourthTaintedCorePasser(group, botAI);
auto hasCore = [](Player* player)
{
return player && player->HasItemCount(ITEM_TAINTED_CORE, 1, false);
};
if (hasCore(bot))
{
if (!dynamic_cast<LadyVashjPassTheTaintedCoreAction*>(action))
return 0.0f;
}
if (bot == designatedLooter)
{
if (!hasCore(bot))
return 1.0f;
}
else if (bot == firstCorePasser)
{
if (hasCore(secondCorePasser) || hasCore(thirdCorePasser) ||
hasCore(fourthCorePasser))
return 1.0f;
}
else if (bot == secondCorePasser)
{
if (hasCore(thirdCorePasser) || hasCore(fourthCorePasser))
return 1.0f;
}
else if (bot == thirdCorePasser)
{
if (hasCore(fourthCorePasser))
return 1.0f;
}
else if (bot != fourthCorePasser)
return 1.0f;
if (AI_VALUE2(Unit*, "find target", "tainted elemental") &&
(bot == firstCorePasser || bot == secondCorePasser))
{
if (dynamic_cast<MovementAction*>(action) &&
!dynamic_cast<LadyVashjPassTheTaintedCoreAction*>(action))
return 0.0f;
}
if (AnyRecentCoreInInventory(group, botAI))
{
if (dynamic_cast<MovementAction*>(action) &&
!dynamic_cast<LadyVashjPassTheTaintedCoreAction*>(action))
return 0.0f;
}
return 1.0f;
}
// All of phases 2 and 3 require a custom movement and targeting system
// So the standard target selection system must be disabled
float LadyVashjDisableAutomaticTargetingAndMovementModifier::GetValue(Action *action)
{
if (!AI_VALUE2(Unit*, "find target", "lady vashj"))
return 1.0f;
if (dynamic_cast<AvoidAoeAction*>(action))
return 0.0f;
if (IsLadyVashjInPhase2(botAI))
{
if (dynamic_cast<DpsAssistAction*>(action) ||
dynamic_cast<TankAssistAction*>(action) ||
dynamic_cast<FollowAction*>(action) ||
dynamic_cast<FleeAction*>(action))
return 0.0f;
if (!botAI->IsHeal(bot) && dynamic_cast<CastHealingSpellAction*>(action))
return 0.0f;
Unit* enchanted = AI_VALUE2(Unit*, "find target", "enchanted elemental");
if (enchanted && bot->GetVictim() == enchanted)
{
if (dynamic_cast<CastDebuffSpellOnAttackerAction*>(action))
return 0.0f;
}
}
if (IsLadyVashjInPhase3(botAI))
{
if (dynamic_cast<DpsAssistAction*>(action))
return 0.0f;
Unit* enchanted = AI_VALUE2(Unit*, "find target", "enchanted elemental");
Unit* strider = AI_VALUE2(Unit*, "find target", "coilfang strider");
Unit* elite = AI_VALUE2(Unit*, "find target", "coilfang elite");
if (enchanted || strider || elite)
{
if (dynamic_cast<TankAssistAction*>(action) ||
dynamic_cast<FollowAction*>(action) ||
dynamic_cast<FleeAction*>(action))
return 0.0f;
if (enchanted && bot->GetVictim() == enchanted)
{
if (dynamic_cast<CastDebuffSpellOnAttackerAction*>(action))
return 0.0f;
}
}
else if (dynamic_cast<CombatFormationMoveAction*>(action))
return 0.0f;
}
return 1.0f;
}

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#ifndef _PLAYERBOT_RAIDSSCMULTIPLIERS_H
#define _PLAYERBOT_RAIDSSCMULTIPLIERS_H
#include "Multiplier.h"
// Trash
class UnderbogColossusEscapeToxicPoolMultiplier : public Multiplier
{
public:
UnderbogColossusEscapeToxicPoolMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "underbog colossus escape toxic pool") {}
virtual float GetValue(Action* action);
};
// Hydross the Unstable <Duke of Currents>
class HydrossTheUnstableDisableTankActionsMultiplier : public Multiplier
{
public:
HydrossTheUnstableDisableTankActionsMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "hydross the unstable disable tank actions") {}
virtual float GetValue(Action* action);
};
class HydrossTheUnstableWaitForDpsMultiplier : public Multiplier
{
public:
HydrossTheUnstableWaitForDpsMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "hydross the unstable wait for dps") {}
virtual float GetValue(Action* action);
};
class HydrossTheUnstableControlMisdirectionMultiplier : public Multiplier
{
public:
HydrossTheUnstableControlMisdirectionMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "hydross the unstable control misdirection") {}
virtual float GetValue(Action* action);
};
// The Lurker Below
class TheLurkerBelowStayAwayFromSpoutMultiplier : public Multiplier
{
public:
TheLurkerBelowStayAwayFromSpoutMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "the lurker below stay away from spout") {}
virtual float GetValue(Action* action);
};
class TheLurkerBelowMaintainRangedSpreadMultiplier : public Multiplier
{
public:
TheLurkerBelowMaintainRangedSpreadMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "the lurker below maintain ranged spread") {}
virtual float GetValue(Action* action);
};
class TheLurkerBelowDisableTankAssistMultiplier : public Multiplier
{
public:
TheLurkerBelowDisableTankAssistMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "the lurker below disable tank assist") {}
virtual float GetValue(Action* action);
};
// Leotheras the Blind
class LeotherasTheBlindAvoidWhirlwindMultiplier : public Multiplier
{
public:
LeotherasTheBlindAvoidWhirlwindMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "leotheras the blind avoid whirlwind") {}
virtual float GetValue(Action* action);
};
class LeotherasTheBlindDisableTankActionsMultiplier : public Multiplier
{
public:
LeotherasTheBlindDisableTankActionsMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "leotheras the blind disable tank actions") {}
virtual float GetValue(Action* action);
};
class LeotherasTheBlindMeleeDpsAvoidChaosBlastMultiplier : public Multiplier
{
public:
LeotherasTheBlindMeleeDpsAvoidChaosBlastMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "leotheras the blind melee dps avoid chaos blast") {}
virtual float GetValue(Action* action);
};
class LeotherasTheBlindFocusOnInnerDemonMultiplier : public Multiplier
{
public:
LeotherasTheBlindFocusOnInnerDemonMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "leotheras the blind focus on inner demon") {}
virtual float GetValue(Action* action);
};
class LeotherasTheBlindWaitForDpsMultiplier : public Multiplier
{
public:
LeotherasTheBlindWaitForDpsMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "leotheras the blind wait for dps") {}
virtual float GetValue(Action* action);
};
class LeotherasTheBlindDelayBloodlustAndHeroismMultiplier : public Multiplier
{
public:
LeotherasTheBlindDelayBloodlustAndHeroismMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "leotheras the blind delay bloodlust and heroism") {}
virtual float GetValue(Action* action);
};
// Fathom-Lord Karathress
class FathomLordKarathressDisableTankActionsMultiplier : public Multiplier
{
public:
FathomLordKarathressDisableTankActionsMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "fathom-lord karathress disable tank actions") {}
virtual float GetValue(Action* action);
};
class FathomLordKarathressDisableAoeMultiplier : public Multiplier
{
public:
FathomLordKarathressDisableAoeMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "fathom-lord karathress disable aoe") {}
virtual float GetValue(Action* action);
};
class FathomLordKarathressControlMisdirectionMultiplier : public Multiplier
{
public:
FathomLordKarathressControlMisdirectionMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "fathom-lord karathress control misdirection") {}
virtual float GetValue(Action* action);
};
class FathomLordKarathressWaitForDpsMultiplier : public Multiplier
{
public:
FathomLordKarathressWaitForDpsMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "fathom-lord karathress wait for dps") {}
virtual float GetValue(Action* action);
};
class FathomLordKarathressCaribdisTankHealerMaintainPositionMultiplier : public Multiplier
{
public:
FathomLordKarathressCaribdisTankHealerMaintainPositionMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "fathom-lord karathress caribdis tank healer maintain position") {}
virtual float GetValue(Action* action);
};
// Morogrim Tidewalker
class MorogrimTidewalkerDelayBloodlustAndHeroismMultiplier : public Multiplier
{
public:
MorogrimTidewalkerDelayBloodlustAndHeroismMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "morogrim tidewalker delay bloodlust and heroism") {}
virtual float GetValue(Action* action);
};
class MorogrimTidewalkerDisableTankActionsMultiplier : public Multiplier
{
public:
MorogrimTidewalkerDisableTankActionsMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "morogrim tidewalker disable tank actions") {}
virtual float GetValue(Action* action);
};
class MorogrimTidewalkerMaintainPhase2StackingMultiplier : public Multiplier
{
public:
MorogrimTidewalkerMaintainPhase2StackingMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "morogrim tidewalker maintain phase2 stacking") {}
virtual float GetValue(Action* action);
};
// Lady Vashj <Coilfang Matron>
class LadyVashjDelayCooldownsMultiplier : public Multiplier
{
public:
LadyVashjDelayCooldownsMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "lady vashj delay cooldowns") {}
virtual float GetValue(Action* action);
};
class LadyVashjMaintainPhase1RangedSpreadMultiplier : public Multiplier
{
public:
LadyVashjMaintainPhase1RangedSpreadMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "lady vashj maintain phase1 ranged spread") {}
virtual float GetValue(Action* action);
};
class LadyVashjStaticChargeStayAwayFromGroupMultiplier : public Multiplier
{
public:
LadyVashjStaticChargeStayAwayFromGroupMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "lady vashj static charge stay away from group") {}
virtual float GetValue(Action* action);
};
class LadyVashjDoNotLootTheTaintedCoreMultiplier : public Multiplier
{
public:
LadyVashjDoNotLootTheTaintedCoreMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "lady vashj do not loot the tainted core") {}
virtual float GetValue(Action* action);
};
class LadyVashjCorePassersPrioritizePositioningMultiplier : public Multiplier
{
public:
LadyVashjCorePassersPrioritizePositioningMultiplier(
PlayerbotAI* botAI) : Multiplier(botAI, "lady vashj core passers prioritize positioning") {}
virtual float GetValue(Action* action);
};
class LadyVashjDisableAutomaticTargetingAndMovementModifier : public Multiplier
{
public:
LadyVashjDisableAutomaticTargetingAndMovementModifier(
PlayerbotAI* botAI) : Multiplier(botAI, "lady vashj disable automatic targeting and movement") {}
virtual float GetValue(Action* action);
};
#endif

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#ifndef _PLAYERBOT_RAIDSSCACTIONCONTEXT_H
#define _PLAYERBOT_RAIDSSCACTIONCONTEXT_H
#include "RaidSSCActions.h"
#include "NamedObjectContext.h"
class RaidSSCActionContext : public NamedObjectContext<Action>
{
public:
RaidSSCActionContext()
{
// General
creators["serpent shrine cavern erase timers and trackers"] =
&RaidSSCActionContext::serpent_shrine_cavern_erase_timers_and_trackers;
// Trash
creators["underbog colossus escape toxic pool"] =
&RaidSSCActionContext::underbog_colossus_escape_toxic_pool;
creators["greyheart tidecaller mark water elemental totem"] =
&RaidSSCActionContext::greyheart_tidecaller_mark_water_elemental_totem;
// Hydross the Unstable <Duke of Currents>
creators["hydross the unstable position frost tank"] =
&RaidSSCActionContext::hydross_the_unstable_position_frost_tank;
creators["hydross the unstable position nature tank"] =
&RaidSSCActionContext::hydross_the_unstable_position_nature_tank;
creators["hydross the unstable prioritize elemental adds"] =
&RaidSSCActionContext::hydross_the_unstable_prioritize_elemental_adds;
creators["hydross the unstable frost phase spread out"] =
&RaidSSCActionContext::hydross_the_unstable_frost_phase_spread_out;
creators["hydross the unstable misdirect boss to tank"] =
&RaidSSCActionContext::hydross_the_unstable_misdirect_boss_to_tank;
creators["hydross the unstable stop dps upon phase change"] =
&RaidSSCActionContext::hydross_the_unstable_stop_dps_upon_phase_change;
creators["hydross the unstable manage timers"] =
&RaidSSCActionContext::hydross_the_unstable_manage_timers;
// The Lurker Below
creators["the lurker below run around behind boss"] =
&RaidSSCActionContext::the_lurker_below_run_around_behind_boss;
creators["the lurker below position main tank"] =
&RaidSSCActionContext::the_lurker_below_position_main_tank;
creators["the lurker below spread ranged in arc"] =
&RaidSSCActionContext::the_lurker_below_spread_ranged_in_arc;
creators["the lurker below tanks pick up adds"] =
&RaidSSCActionContext::the_lurker_below_tanks_pick_up_adds;
creators["the lurker below manage spout timer"] =
&RaidSSCActionContext::the_lurker_below_manage_spout_timer;
// Leotheras the Blind
creators["leotheras the blind target spellbinders"] =
&RaidSSCActionContext::leotheras_the_blind_target_spellbinders;
creators["leotheras the blind demon form tank attack boss"] =
&RaidSSCActionContext::leotheras_the_blind_demon_form_tank_attack_boss;
creators["leotheras the blind melee tanks don't attack demon form"] =
&RaidSSCActionContext::leotheras_the_blind_melee_tanks_dont_attack_demon_form;
creators["leotheras the blind position ranged"] =
&RaidSSCActionContext::leotheras_the_blind_position_ranged;
creators["leotheras the blind run away from whirlwind"] =
&RaidSSCActionContext::leotheras_the_blind_run_away_from_whirlwind;
creators["leotheras the blind melee dps run away from boss"] =
&RaidSSCActionContext::leotheras_the_blind_melee_dps_run_away_from_boss;
creators["leotheras the blind destroy inner demon"] =
&RaidSSCActionContext::leotheras_the_blind_destroy_inner_demon;
creators["leotheras the blind final phase assign dps priority"] =
&RaidSSCActionContext::leotheras_the_blind_final_phase_assign_dps_priority;
creators["leotheras the blind misdirect boss to demon form tank"] =
&RaidSSCActionContext::leotheras_the_blind_misdirect_boss_to_demon_form_tank;
creators["leotheras the blind manage dps wait timers"] =
&RaidSSCActionContext::leotheras_the_blind_manage_dps_wait_timers;
// Fathom-Lord Karathress
creators["fathom-lord karathress main tank position boss"] =
&RaidSSCActionContext::fathom_lord_karathress_main_tank_position_boss;
creators["fathom-lord karathress first assist tank position caribdis"] =
&RaidSSCActionContext::fathom_lord_karathress_first_assist_tank_position_caribdis;
creators["fathom-lord karathress second assist tank position sharkkis"] =
&RaidSSCActionContext::fathom_lord_karathress_second_assist_tank_position_sharkkis;
creators["fathom-lord karathress third assist tank position tidalvess"] =
&RaidSSCActionContext::fathom_lord_karathress_third_assist_tank_position_tidalvess;
creators["fathom-lord karathress position caribdis tank healer"] =
&RaidSSCActionContext::fathom_lord_karathress_position_caribdis_tank_healer;
creators["fathom-lord karathress misdirect bosses to tanks"] =
&RaidSSCActionContext::fathom_lord_karathress_misdirect_bosses_to_tanks;
creators["fathom-lord karathress assign dps priority"] =
&RaidSSCActionContext::fathom_lord_karathress_assign_dps_priority;
creators["fathom-lord karathress manage dps timer"] =
&RaidSSCActionContext::fathom_lord_karathress_manage_dps_timer;
// Morogrim Tidewalker
creators["morogrim tidewalker misdirect boss to main tank"] =
&RaidSSCActionContext::morogrim_tidewalker_misdirect_boss_to_main_tank;
creators["morogrim tidewalker move boss to tank position"] =
&RaidSSCActionContext::morogrim_tidewalker_move_boss_to_tank_position;
creators["morogrim tidewalker phase 2 reposition ranged"] =
&RaidSSCActionContext::morogrim_tidewalker_phase_2_reposition_ranged;
// Lady Vashj <Coilfang Matron>
creators["lady vashj main tank position boss"] =
&RaidSSCActionContext::lady_vashj_main_tank_position_boss;
creators["lady vashj phase 1 spread ranged in arc"] =
&RaidSSCActionContext::lady_vashj_phase_1_spread_ranged_in_arc;
creators["lady vashj set grounding totem in main tank group"] =
&RaidSSCActionContext::lady_vashj_set_grounding_totem_in_main_tank_group;
creators["lady vashj static charge move away from group"] =
&RaidSSCActionContext::lady_vashj_static_charge_move_away_from_group;
creators["lady vashj misdirect boss to main tank"] =
&RaidSSCActionContext::lady_vashj_misdirect_boss_to_main_tank;
creators["lady vashj assign phase 2 and phase 3 dps priority"] =
&RaidSSCActionContext::lady_vashj_assign_phase_2_and_phase_3_dps_priority;
creators["lady vashj misdirect strider to first assist tank"] =
&RaidSSCActionContext::lady_vashj_misdirect_strider_to_first_assist_tank;
creators["lady vashj tank attack and move away strider"] =
&RaidSSCActionContext::lady_vashj_tank_attack_and_move_away_strider;
creators["lady vashj loot tainted core"] =
&RaidSSCActionContext::lady_vashj_loot_tainted_core;
creators["lady vashj teleport to tainted elemental"] =
&RaidSSCActionContext::lady_vashj_teleport_to_tainted_elemental;
creators["lady vashj pass the tainted core"] =
&RaidSSCActionContext::lady_vashj_pass_the_tainted_core;
creators["lady vashj destroy tainted core"] =
&RaidSSCActionContext::lady_vashj_destroy_tainted_core;
creators["lady vashj erase core passing trackers"] =
&RaidSSCActionContext::lady_vashj_erase_core_passing_trackers;
creators["lady vashj avoid toxic spores"] =
&RaidSSCActionContext::lady_vashj_avoid_toxic_spores;
creators["lady vashj use free action abilities"] =
&RaidSSCActionContext::lady_vashj_use_free_action_abilities;
}
private:
// General
static Action* serpent_shrine_cavern_erase_timers_and_trackers(
PlayerbotAI* botAI) { return new SerpentShrineCavernEraseTimersAndTrackersAction(botAI); }
// Trash
static Action* underbog_colossus_escape_toxic_pool(
PlayerbotAI* botAI) { return new UnderbogColossusEscapeToxicPoolAction(botAI); }
static Action* greyheart_tidecaller_mark_water_elemental_totem(
PlayerbotAI* botAI) { return new GreyheartTidecallerMarkWaterElementalTotemAction(botAI); }
// Hydross the Unstable <Duke of Currents>
static Action* hydross_the_unstable_position_frost_tank(
PlayerbotAI* botAI) { return new HydrossTheUnstablePositionFrostTankAction(botAI); }
static Action* hydross_the_unstable_position_nature_tank(
PlayerbotAI* botAI) { return new HydrossTheUnstablePositionNatureTankAction(botAI); }
static Action* hydross_the_unstable_prioritize_elemental_adds(
PlayerbotAI* botAI) { return new HydrossTheUnstablePrioritizeElementalAddsAction(botAI); }
static Action* hydross_the_unstable_frost_phase_spread_out(
PlayerbotAI* botAI) { return new HydrossTheUnstableFrostPhaseSpreadOutAction(botAI); }
static Action* hydross_the_unstable_misdirect_boss_to_tank(
PlayerbotAI* botAI) { return new HydrossTheUnstableMisdirectBossToTankAction(botAI); }
static Action* hydross_the_unstable_stop_dps_upon_phase_change(
PlayerbotAI* botAI) { return new HydrossTheUnstableStopDpsUponPhaseChangeAction(botAI); }
static Action* hydross_the_unstable_manage_timers(
PlayerbotAI* botAI) { return new HydrossTheUnstableManageTimersAction(botAI); }
// The Lurker Below
static Action* the_lurker_below_run_around_behind_boss(
PlayerbotAI* botAI) { return new TheLurkerBelowRunAroundBehindBossAction(botAI); }
static Action* the_lurker_below_position_main_tank(
PlayerbotAI* botAI) { return new TheLurkerBelowPositionMainTankAction(botAI); }
static Action* the_lurker_below_spread_ranged_in_arc(
PlayerbotAI* botAI) { return new TheLurkerBelowSpreadRangedInArcAction(botAI); }
static Action* the_lurker_below_tanks_pick_up_adds(
PlayerbotAI* botAI) { return new TheLurkerBelowTanksPickUpAddsAction(botAI); }
static Action* the_lurker_below_manage_spout_timer(
PlayerbotAI* botAI) { return new TheLurkerBelowManageSpoutTimerAction(botAI); }
// Leotheras the Blind
static Action* leotheras_the_blind_target_spellbinders(
PlayerbotAI* botAI) { return new LeotherasTheBlindTargetSpellbindersAction(botAI); }
static Action* leotheras_the_blind_demon_form_tank_attack_boss(
PlayerbotAI* botAI) { return new LeotherasTheBlindDemonFormTankAttackBossAction(botAI); }
static Action* leotheras_the_blind_melee_tanks_dont_attack_demon_form(
PlayerbotAI* botAI) { return new LeotherasTheBlindMeleeTanksDontAttackDemonFormAction(botAI); }
static Action* leotheras_the_blind_position_ranged(
PlayerbotAI* botAI) { return new LeotherasTheBlindPositionRangedAction(botAI); }
static Action* leotheras_the_blind_run_away_from_whirlwind(
PlayerbotAI* botAI) { return new LeotherasTheBlindRunAwayFromWhirlwindAction(botAI); }
static Action* leotheras_the_blind_melee_dps_run_away_from_boss(
PlayerbotAI* botAI) { return new LeotherasTheBlindMeleeDpsRunAwayFromBossAction(botAI); }
static Action* leotheras_the_blind_destroy_inner_demon(
PlayerbotAI* botAI) { return new LeotherasTheBlindDestroyInnerDemonAction(botAI); }
static Action* leotheras_the_blind_misdirect_boss_to_demon_form_tank(
PlayerbotAI* botAI) { return new LeotherasTheBlindMisdirectBossToDemonFormTankAction(botAI); }
static Action* leotheras_the_blind_final_phase_assign_dps_priority(
PlayerbotAI* botAI) { return new LeotherasTheBlindFinalPhaseAssignDpsPriorityAction(botAI); }
static Action* leotheras_the_blind_manage_dps_wait_timers(
PlayerbotAI* botAI) { return new LeotherasTheBlindManageDpsWaitTimersAction(botAI); }
// Fathom-Lord Karathress
static Action* fathom_lord_karathress_main_tank_position_boss(
PlayerbotAI* botAI) { return new FathomLordKarathressMainTankPositionBossAction(botAI); }
static Action* fathom_lord_karathress_first_assist_tank_position_caribdis(
PlayerbotAI* botAI) { return new FathomLordKarathressFirstAssistTankPositionCaribdisAction(botAI); }
static Action* fathom_lord_karathress_second_assist_tank_position_sharkkis(
PlayerbotAI* botAI) { return new FathomLordKarathressSecondAssistTankPositionSharkkisAction(botAI); }
static Action* fathom_lord_karathress_third_assist_tank_position_tidalvess(
PlayerbotAI* botAI) { return new FathomLordKarathressThirdAssistTankPositionTidalvessAction(botAI); }
static Action* fathom_lord_karathress_position_caribdis_tank_healer(
PlayerbotAI* botAI) { return new FathomLordKarathressPositionCaribdisTankHealerAction(botAI); }
static Action* fathom_lord_karathress_misdirect_bosses_to_tanks(
PlayerbotAI* botAI) { return new FathomLordKarathressMisdirectBossesToTanksAction(botAI); }
static Action* fathom_lord_karathress_assign_dps_priority(
PlayerbotAI* botAI) { return new FathomLordKarathressAssignDpsPriorityAction(botAI); }
static Action* fathom_lord_karathress_manage_dps_timer(
PlayerbotAI* botAI) { return new FathomLordKarathressManageDpsTimerAction(botAI); }
// Morogrim Tidewalker
static Action* morogrim_tidewalker_misdirect_boss_to_main_tank(
PlayerbotAI* botAI) { return new MorogrimTidewalkerMisdirectBossToMainTankAction(botAI); }
static Action* morogrim_tidewalker_move_boss_to_tank_position(
PlayerbotAI* botAI) { return new MorogrimTidewalkerMoveBossToTankPositionAction(botAI); }
static Action* morogrim_tidewalker_phase_2_reposition_ranged(
PlayerbotAI* botAI) { return new MorogrimTidewalkerPhase2RepositionRangedAction(botAI); }
// Lady Vashj <Coilfang Matron>
static Action* lady_vashj_main_tank_position_boss(
PlayerbotAI* botAI) { return new LadyVashjMainTankPositionBossAction(botAI); }
static Action* lady_vashj_phase_1_spread_ranged_in_arc(
PlayerbotAI* botAI) { return new LadyVashjPhase1SpreadRangedInArcAction(botAI); }
static Action* lady_vashj_set_grounding_totem_in_main_tank_group(
PlayerbotAI* botAI) { return new LadyVashjSetGroundingTotemInMainTankGroupAction(botAI); }
static Action* lady_vashj_static_charge_move_away_from_group(
PlayerbotAI* botAI) { return new LadyVashjStaticChargeMoveAwayFromGroupAction(botAI); }
static Action* lady_vashj_misdirect_boss_to_main_tank(
PlayerbotAI* botAI) { return new LadyVashjMisdirectBossToMainTankAction(botAI); }
static Action* lady_vashj_assign_phase_2_and_phase_3_dps_priority(
PlayerbotAI* botAI) { return new LadyVashjAssignPhase2AndPhase3DpsPriorityAction(botAI); }
static Action* lady_vashj_misdirect_strider_to_first_assist_tank(
PlayerbotAI* botAI) { return new LadyVashjMisdirectStriderToFirstAssistTankAction(botAI); }
static Action* lady_vashj_tank_attack_and_move_away_strider(
PlayerbotAI* botAI) { return new LadyVashjTankAttackAndMoveAwayStriderAction(botAI); }
static Action* lady_vashj_teleport_to_tainted_elemental(
PlayerbotAI* botAI) { return new LadyVashjTeleportToTaintedElementalAction(botAI); }
static Action* lady_vashj_loot_tainted_core(
PlayerbotAI* botAI) { return new LadyVashjLootTaintedCoreAction(botAI); }
static Action* lady_vashj_pass_the_tainted_core(
PlayerbotAI* botAI) { return new LadyVashjPassTheTaintedCoreAction(botAI); }
static Action* lady_vashj_destroy_tainted_core(
PlayerbotAI* botAI) { return new LadyVashjDestroyTaintedCoreAction(botAI); }
static Action* lady_vashj_erase_core_passing_trackers(
PlayerbotAI* botAI) { return new LadyVashjEraseCorePassingTrackersAction(botAI); }
static Action* lady_vashj_avoid_toxic_spores(
PlayerbotAI* botAI) { return new LadyVashjAvoidToxicSporesAction(botAI); }
static Action* lady_vashj_use_free_action_abilities(
PlayerbotAI* botAI) { return new LadyVashjUseFreeActionAbilitiesAction(botAI); }
};
#endif

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#ifndef _PLAYERBOT_RAIDSSCTRIGGERCONTEXT_H
#define _PLAYERBOT_RAIDSSCTRIGGERCONTEXT_H
#include "RaidSSCTriggers.h"
#include "AiObjectContext.h"
class RaidSSCTriggerContext : public NamedObjectContext<Trigger>
{
public:
RaidSSCTriggerContext()
{
// General
creators["serpent shrine cavern bot is not in combat"] =
&RaidSSCTriggerContext::serpent_shrine_cavern_bot_is_not_in_combat;
// Trash
creators["underbog colossus spawned toxic pool after death"] =
&RaidSSCTriggerContext::underbog_colossus_spawned_toxic_pool_after_death;
creators["greyheart tidecaller water elemental totem spawned"] =
&RaidSSCTriggerContext::greyheart_tidecaller_water_elemental_totem_spawned;
// Hydross the Unstable <Duke of Currents>
creators["hydross the unstable bot is frost tank"] =
&RaidSSCTriggerContext::hydross_the_unstable_bot_is_frost_tank;
creators["hydross the unstable bot is nature tank"] =
&RaidSSCTriggerContext::hydross_the_unstable_bot_is_nature_tank;
creators["hydross the unstable elementals spawned"] =
&RaidSSCTriggerContext::hydross_the_unstable_elementals_spawned;
creators["hydross the unstable danger from water tombs"] =
&RaidSSCTriggerContext::hydross_the_unstable_danger_from_water_tombs;
creators["hydross the unstable tank needs aggro upon phase change"] =
&RaidSSCTriggerContext::hydross_the_unstable_tank_needs_aggro_upon_phase_change;
creators["hydross the unstable aggro resets upon phase change"] =
&RaidSSCTriggerContext::hydross_the_unstable_aggro_resets_upon_phase_change;
creators["hydross the unstable need to manage timers"] =
&RaidSSCTriggerContext::hydross_the_unstable_need_to_manage_timers;
// The Lurker Below
creators["the lurker below spout is active"] =
&RaidSSCTriggerContext::the_lurker_below_spout_is_active;
creators["the lurker below boss is active for main tank"] =
&RaidSSCTriggerContext::the_lurker_below_boss_is_active_for_main_tank;
creators["the lurker below boss casts geyser"] =
&RaidSSCTriggerContext::the_lurker_below_boss_casts_geyser;
creators["the lurker below boss is submerged"] =
&RaidSSCTriggerContext::the_lurker_below_boss_is_submerged;
creators["the lurker below need to prepare timer for spout"] =
&RaidSSCTriggerContext::the_lurker_below_need_to_prepare_timer_for_spout;
// Leotheras the Blind
creators["leotheras the blind boss is inactive"] =
&RaidSSCTriggerContext::leotheras_the_blind_boss_is_inactive;
creators["leotheras the blind boss transformed into demon form"] =
&RaidSSCTriggerContext::leotheras_the_blind_boss_transformed_into_demon_form;
creators["leotheras the blind only warlock should tank demon form"] =
&RaidSSCTriggerContext::leotheras_the_blind_only_warlock_should_tank_demon_form;
creators["leotheras the blind boss engaged by ranged"] =
&RaidSSCTriggerContext::leotheras_the_blind_boss_engaged_by_ranged;
creators["leotheras the blind boss channeling whirlwind"] =
&RaidSSCTriggerContext::leotheras_the_blind_boss_channeling_whirlwind;
creators["leotheras the blind bot has too many chaos blast stacks"] =
&RaidSSCTriggerContext::leotheras_the_blind_bot_has_too_many_chaos_blast_stacks;
creators["leotheras the blind inner demon has awakened"] =
&RaidSSCTriggerContext::leotheras_the_blind_inner_demon_has_awakened;
creators["leotheras the blind entered final phase"] =
&RaidSSCTriggerContext::leotheras_the_blind_entered_final_phase;
creators["leotheras the blind demon form tank needs aggro"] =
&RaidSSCTriggerContext::leotheras_the_blind_demon_form_tank_needs_aggro;
creators["leotheras the blind boss wipes aggro upon phase change"] =
&RaidSSCTriggerContext::leotheras_the_blind_boss_wipes_aggro_upon_phase_change;
// Fathom-Lord Karathress
creators["fathom-lord karathress boss engaged by main tank"] =
&RaidSSCTriggerContext::fathom_lord_karathress_boss_engaged_by_main_tank;
creators["fathom-lord karathress caribdis engaged by first assist tank"] =
&RaidSSCTriggerContext::fathom_lord_karathress_caribdis_engaged_by_first_assist_tank;
creators["fathom-lord karathress sharkkis engaged by second assist tank"] =
&RaidSSCTriggerContext::fathom_lord_karathress_sharkkis_engaged_by_second_assist_tank;
creators["fathom-lord karathress tidalvess engaged by third assist tank"] =
&RaidSSCTriggerContext::fathom_lord_karathress_tidalvess_engaged_by_third_assist_tank;
creators["fathom-lord karathress caribdis tank needs dedicated healer"] =
&RaidSSCTriggerContext::fathom_lord_karathress_caribdis_tank_needs_dedicated_healer;
creators["fathom-lord karathress pulling bosses"] =
&RaidSSCTriggerContext::fathom_lord_karathress_pulling_bosses;
creators["fathom-lord karathress determining kill order"] =
&RaidSSCTriggerContext::fathom_lord_karathress_determining_kill_order;
creators["fathom-lord karathress tanks need to establish aggro"] =
&RaidSSCTriggerContext::fathom_lord_karathress_tanks_need_to_establish_aggro;
// Morogrim Tidewalker
creators["morogrim tidewalker boss engaged by main tank"] =
&RaidSSCTriggerContext::morogrim_tidewalker_boss_engaged_by_main_tank;
creators["morogrim tidewalker pulling boss"] =
&RaidSSCTriggerContext::morogrim_tidewalker_pulling_boss;
creators["morogrim tidewalker water globules are incoming"] =
&RaidSSCTriggerContext::morogrim_tidewalker_water_globules_are_incoming;
// Lady Vashj <Coilfang Matron>
creators["lady vashj boss engaged by main tank"] =
&RaidSSCTriggerContext::lady_vashj_boss_engaged_by_main_tank;
creators["lady vashj boss engaged by ranged in phase 1"] =
&RaidSSCTriggerContext::lady_vashj_boss_engaged_by_ranged_in_phase_1;
creators["lady vashj casts shock blast on highest aggro"] =
&RaidSSCTriggerContext::lady_vashj_casts_shock_blast_on_highest_aggro;
creators["lady vashj bot has static charge"] =
&RaidSSCTriggerContext::lady_vashj_bot_has_static_charge;
creators["lady vashj pulling boss in phase 1 and phase 3"] =
&RaidSSCTriggerContext::lady_vashj_pulling_boss_in_phase_1_and_phase_3;
creators["lady vashj adds spawn in phase 2 and phase 3"] =
&RaidSSCTriggerContext::lady_vashj_adds_spawn_in_phase_2_and_phase_3;
creators["lady vashj coilfang strider is approaching"] =
&RaidSSCTriggerContext::lady_vashj_coilfang_strider_is_approaching;
creators["lady vashj tainted elemental cheat"] =
&RaidSSCTriggerContext::lady_vashj_tainted_elemental_cheat;
creators["lady vashj tainted core was looted"] =
&RaidSSCTriggerContext::lady_vashj_tainted_core_was_looted;
creators["lady vashj tainted core is unusable"] =
&RaidSSCTriggerContext::lady_vashj_tainted_core_is_unusable;
creators["lady vashj need to reset core passing trackers"] =
&RaidSSCTriggerContext::lady_vashj_need_to_reset_core_passing_trackers;
creators["lady vashj toxic sporebats are spewing poison clouds"] =
&RaidSSCTriggerContext::lady_vashj_toxic_sporebats_are_spewing_poison_clouds;
creators["lady vashj bot is entangled in toxic spores or static charge"] =
&RaidSSCTriggerContext::lady_vashj_bot_is_entangled_in_toxic_spores_or_static_charge;
}
private:
// General
static Trigger* serpent_shrine_cavern_bot_is_not_in_combat(
PlayerbotAI* botAI) { return new SerpentShrineCavernBotIsNotInCombatTrigger(botAI); }
// Trash
static Trigger* underbog_colossus_spawned_toxic_pool_after_death(
PlayerbotAI* botAI) { return new UnderbogColossusSpawnedToxicPoolAfterDeathTrigger(botAI); }
static Trigger* greyheart_tidecaller_water_elemental_totem_spawned(
PlayerbotAI* botAI) { return new GreyheartTidecallerWaterElementalTotemSpawnedTrigger(botAI); }
// Hydross the Unstable <Duke of Currents>
static Trigger* hydross_the_unstable_bot_is_frost_tank(
PlayerbotAI* botAI) { return new HydrossTheUnstableBotIsFrostTankTrigger(botAI); }
static Trigger* hydross_the_unstable_bot_is_nature_tank(
PlayerbotAI* botAI) { return new HydrossTheUnstableBotIsNatureTankTrigger(botAI); }
static Trigger* hydross_the_unstable_elementals_spawned(
PlayerbotAI* botAI) { return new HydrossTheUnstableElementalsSpawnedTrigger(botAI); }
static Trigger* hydross_the_unstable_danger_from_water_tombs(
PlayerbotAI* botAI) { return new HydrossTheUnstableDangerFromWaterTombsTrigger(botAI); }
static Trigger* hydross_the_unstable_tank_needs_aggro_upon_phase_change(
PlayerbotAI* botAI) { return new HydrossTheUnstableTankNeedsAggroUponPhaseChangeTrigger(botAI); }
static Trigger* hydross_the_unstable_aggro_resets_upon_phase_change(
PlayerbotAI* botAI) { return new HydrossTheUnstableAggroResetsUponPhaseChangeTrigger(botAI); }
static Trigger* hydross_the_unstable_need_to_manage_timers(
PlayerbotAI* botAI) { return new HydrossTheUnstableNeedToManageTimersTrigger(botAI); }
// The Lurker Below
static Trigger* the_lurker_below_spout_is_active(
PlayerbotAI* botAI) { return new TheLurkerBelowSpoutIsActiveTrigger(botAI); }
static Trigger* the_lurker_below_boss_is_active_for_main_tank(
PlayerbotAI* botAI) { return new TheLurkerBelowBossIsActiveForMainTankTrigger(botAI); }
static Trigger* the_lurker_below_boss_casts_geyser(
PlayerbotAI* botAI) { return new TheLurkerBelowBossCastsGeyserTrigger(botAI); }
static Trigger* the_lurker_below_boss_is_submerged(
PlayerbotAI* botAI) { return new TheLurkerBelowBossIsSubmergedTrigger(botAI); }
static Trigger* the_lurker_below_need_to_prepare_timer_for_spout(
PlayerbotAI* botAI) { return new TheLurkerBelowNeedToPrepareTimerForSpoutTrigger(botAI); }
// Leotheras the Blind
static Trigger* leotheras_the_blind_boss_is_inactive(
PlayerbotAI* botAI) { return new LeotherasTheBlindBossIsInactiveTrigger(botAI); }
static Trigger* leotheras_the_blind_boss_transformed_into_demon_form(
PlayerbotAI* botAI) { return new LeotherasTheBlindBossTransformedIntoDemonFormTrigger(botAI); }
static Trigger* leotheras_the_blind_only_warlock_should_tank_demon_form(
PlayerbotAI* botAI) { return new LeotherasTheBlindOnlyWarlockShouldTankDemonFormTrigger(botAI); }
static Trigger* leotheras_the_blind_boss_engaged_by_ranged(
PlayerbotAI* botAI) { return new LeotherasTheBlindBossEngagedByRangedTrigger(botAI); }
static Trigger* leotheras_the_blind_boss_channeling_whirlwind(
PlayerbotAI* botAI) { return new LeotherasTheBlindBossChannelingWhirlwindTrigger(botAI); }
static Trigger* leotheras_the_blind_bot_has_too_many_chaos_blast_stacks(
PlayerbotAI* botAI) { return new LeotherasTheBlindBotHasTooManyChaosBlastStacksTrigger(botAI); }
static Trigger* leotheras_the_blind_inner_demon_has_awakened(
PlayerbotAI* botAI) { return new LeotherasTheBlindInnerDemonHasAwakenedTrigger(botAI); }
static Trigger* leotheras_the_blind_entered_final_phase(
PlayerbotAI* botAI) { return new LeotherasTheBlindEnteredFinalPhaseTrigger(botAI); }
static Trigger* leotheras_the_blind_demon_form_tank_needs_aggro(
PlayerbotAI* botAI) { return new LeotherasTheBlindDemonFormTankNeedsAggro(botAI); }
static Trigger* leotheras_the_blind_boss_wipes_aggro_upon_phase_change(
PlayerbotAI* botAI) { return new LeotherasTheBlindBossWipesAggroUponPhaseChangeTrigger(botAI); }
// Fathom-Lord Karathress
static Trigger* fathom_lord_karathress_boss_engaged_by_main_tank(
PlayerbotAI* botAI) { return new FathomLordKarathressBossEngagedByMainTankTrigger(botAI); }
static Trigger* fathom_lord_karathress_caribdis_engaged_by_first_assist_tank(
PlayerbotAI* botAI) { return new FathomLordKarathressCaribdisEngagedByFirstAssistTankTrigger(botAI); }
static Trigger* fathom_lord_karathress_sharkkis_engaged_by_second_assist_tank(
PlayerbotAI* botAI) { return new FathomLordKarathressSharkkisEngagedBySecondAssistTankTrigger(botAI); }
static Trigger* fathom_lord_karathress_tidalvess_engaged_by_third_assist_tank(
PlayerbotAI* botAI) { return new FathomLordKarathressTidalvessEngagedByThirdAssistTankTrigger(botAI); }
static Trigger* fathom_lord_karathress_caribdis_tank_needs_dedicated_healer(
PlayerbotAI* botAI) { return new FathomLordKarathressCaribdisTankNeedsDedicatedHealerTrigger(botAI); }
static Trigger* fathom_lord_karathress_pulling_bosses(
PlayerbotAI* botAI) { return new FathomLordKarathressPullingBossesTrigger(botAI); }
static Trigger* fathom_lord_karathress_determining_kill_order(
PlayerbotAI* botAI) { return new FathomLordKarathressDeterminingKillOrderTrigger(botAI); }
static Trigger* fathom_lord_karathress_tanks_need_to_establish_aggro(
PlayerbotAI* botAI) { return new FathomLordKarathressTanksNeedToEstablishAggroTrigger(botAI); }
// Morogrim Tidewalker
static Trigger* morogrim_tidewalker_boss_engaged_by_main_tank(
PlayerbotAI* botAI) { return new MorogrimTidewalkerBossEngagedByMainTankTrigger(botAI); }
static Trigger* morogrim_tidewalker_pulling_boss(
PlayerbotAI* botAI) { return new MorogrimTidewalkerPullingBossTrigger(botAI); }
static Trigger* morogrim_tidewalker_water_globules_are_incoming(
PlayerbotAI* botAI) { return new MorogrimTidewalkerWaterGlobulesAreIncomingTrigger(botAI); }
// Lady Vashj <Coilfang Matron>
static Trigger* lady_vashj_boss_engaged_by_main_tank(
PlayerbotAI* botAI) { return new LadyVashjBossEngagedByMainTankTrigger(botAI); }
static Trigger* lady_vashj_boss_engaged_by_ranged_in_phase_1(
PlayerbotAI* botAI) { return new LadyVashjBossEngagedByRangedInPhase1Trigger(botAI); }
static Trigger* lady_vashj_casts_shock_blast_on_highest_aggro(
PlayerbotAI* botAI) { return new LadyVashjCastsShockBlastOnHighestAggroTrigger(botAI); }
static Trigger* lady_vashj_bot_has_static_charge(
PlayerbotAI* botAI) { return new LadyVashjBotHasStaticChargeTrigger(botAI); }
static Trigger* lady_vashj_pulling_boss_in_phase_1_and_phase_3(
PlayerbotAI* botAI) { return new LadyVashjPullingBossInPhase1AndPhase3Trigger(botAI); }
static Trigger* lady_vashj_adds_spawn_in_phase_2_and_phase_3(
PlayerbotAI* botAI) { return new LadyVashjAddsSpawnInPhase2AndPhase3Trigger(botAI); }
static Trigger* lady_vashj_coilfang_strider_is_approaching(
PlayerbotAI* botAI) { return new LadyVashjCoilfangStriderIsApproachingTrigger(botAI); }
static Trigger* lady_vashj_tainted_elemental_cheat(
PlayerbotAI* botAI) { return new LadyVashjTaintedElementalCheatTrigger(botAI); }
static Trigger* lady_vashj_tainted_core_was_looted(
PlayerbotAI* botAI) { return new LadyVashjTaintedCoreWasLootedTrigger(botAI); }
static Trigger* lady_vashj_tainted_core_is_unusable(
PlayerbotAI* botAI) { return new LadyVashjTaintedCoreIsUnusableTrigger(botAI); }
static Trigger* lady_vashj_need_to_reset_core_passing_trackers(
PlayerbotAI* botAI) { return new LadyVashjNeedToResetCorePassingTrackersTrigger(botAI); }
static Trigger* lady_vashj_toxic_sporebats_are_spewing_poison_clouds(
PlayerbotAI* botAI) { return new LadyVashjToxicSporebatsAreSpewingPoisonCloudsTrigger(botAI); }
static Trigger* lady_vashj_bot_is_entangled_in_toxic_spores_or_static_charge(
PlayerbotAI* botAI) { return new LadyVashjBotIsEntangledInToxicSporesOrStaticChargeTrigger(botAI); }
};
#endif

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#include "RaidSSCStrategy.h"
#include "RaidSSCMultipliers.h"
void RaidSSCStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
// General
triggers.push_back(new TriggerNode("serpent shrine cavern bot is not in combat", {
NextAction("serpent shrine cavern erase timers and trackers", ACTION_EMERGENCY + 11) }));
// Trash Mobs
triggers.push_back(new TriggerNode("underbog colossus spawned toxic pool after death", {
NextAction("underbog colossus escape toxic pool", ACTION_EMERGENCY + 10) }));
triggers.push_back(new TriggerNode("greyheart tidecaller water elemental totem spawned", {
NextAction("greyheart tidecaller mark water elemental totem", ACTION_RAID + 1) }));
// Hydross the Unstable <Duke of Currents>
triggers.push_back(new TriggerNode("hydross the unstable bot is frost tank", {
NextAction("hydross the unstable position frost tank", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("hydross the unstable bot is nature tank", {
NextAction("hydross the unstable position nature tank", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("hydross the unstable elementals spawned", {
NextAction("hydross the unstable prioritize elemental adds", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("hydross the unstable danger from water tombs", {
NextAction("hydross the unstable frost phase spread out", ACTION_EMERGENCY + 1) }));
triggers.push_back(new TriggerNode("hydross the unstable tank needs aggro upon phase change", {
NextAction("hydross the unstable misdirect boss to tank", ACTION_EMERGENCY + 6) }));
triggers.push_back(new TriggerNode("hydross the unstable aggro resets upon phase change", {
NextAction("hydross the unstable stop dps upon phase change", ACTION_EMERGENCY + 9) }));
triggers.push_back(new TriggerNode("hydross the unstable need to manage timers", {
NextAction("hydross the unstable manage timers", ACTION_EMERGENCY + 10) }));
// The Lurker Below
triggers.push_back(new TriggerNode("the lurker below spout is active", {
NextAction("the lurker below run around behind boss", ACTION_EMERGENCY + 6) }));
triggers.push_back(new TriggerNode("the lurker below boss is active for main tank", {
NextAction("the lurker below position main tank", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("the lurker below boss casts geyser", {
NextAction("the lurker below spread ranged in arc", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("the lurker below boss is submerged", {
NextAction("the lurker below tanks pick up adds", ACTION_EMERGENCY + 1) }));
triggers.push_back(new TriggerNode("the lurker below need to prepare timer for spout", {
NextAction("the lurker below manage spout timer", ACTION_EMERGENCY + 10) }));
// Leotheras the Blind
triggers.push_back(new TriggerNode("leotheras the blind boss is inactive", {
NextAction("leotheras the blind target spellbinders", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("leotheras the blind boss transformed into demon form", {
NextAction("leotheras the blind demon form tank attack boss", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("leotheras the blind only warlock should tank demon form", {
NextAction("leotheras the blind melee tanks don't attack demon form", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("leotheras the blind boss engaged by ranged", {
NextAction("leotheras the blind position ranged", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("leotheras the blind boss channeling whirlwind", {
NextAction("leotheras the blind run away from whirlwind", ACTION_EMERGENCY + 1) }));
triggers.push_back(new TriggerNode("leotheras the blind bot has too many chaos blast stacks", {
NextAction("leotheras the blind melee dps run away from boss", ACTION_EMERGENCY + 6) }));
triggers.push_back(new TriggerNode("leotheras the blind inner demon has awakened", {
NextAction("leotheras the blind destroy inner demon", ACTION_EMERGENCY + 7) }));
triggers.push_back(new TriggerNode("leotheras the blind entered final phase", {
NextAction("leotheras the blind final phase assign dps priority", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("leotheras the blind demon form tank needs aggro", {
NextAction("leotheras the blind misdirect boss to demon form tank", ACTION_RAID + 2) }));
triggers.push_back(new TriggerNode("leotheras the blind boss wipes aggro upon phase change", {
NextAction("leotheras the blind manage dps wait timers", ACTION_EMERGENCY + 10) }));
// Fathom-Lord Karathress
triggers.push_back(new TriggerNode("fathom-lord karathress boss engaged by main tank", {
NextAction("fathom-lord karathress main tank position boss", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("fathom-lord karathress caribdis engaged by first assist tank", {
NextAction("fathom-lord karathress first assist tank position caribdis", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("fathom-lord karathress sharkkis engaged by second assist tank", {
NextAction("fathom-lord karathress second assist tank position sharkkis", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("fathom-lord karathress tidalvess engaged by third assist tank", {
NextAction("fathom-lord karathress third assist tank position tidalvess", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("fathom-lord karathress caribdis tank needs dedicated healer", {
NextAction("fathom-lord karathress position caribdis tank healer", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("fathom-lord karathress pulling bosses", {
NextAction("fathom-lord karathress misdirect bosses to tanks", ACTION_RAID + 2) }));
triggers.push_back(new TriggerNode("fathom-lord karathress determining kill order", {
NextAction("fathom-lord karathress assign dps priority", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("fathom-lord karathress tanks need to establish aggro", {
NextAction("fathom-lord karathress manage dps timer", ACTION_EMERGENCY + 10) }));
// Morogrim Tidewalker
triggers.push_back(new TriggerNode("morogrim tidewalker boss engaged by main tank", {
NextAction("morogrim tidewalker move boss to tank position", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("morogrim tidewalker water globules are incoming", {
NextAction("morogrim tidewalker phase 2 reposition ranged", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("morogrim tidewalker pulling boss", {
NextAction("morogrim tidewalker misdirect boss to main tank", ACTION_RAID + 1) }));
// Lady Vashj <Coilfang Matron>
triggers.push_back(new TriggerNode("lady vashj boss engaged by main tank", {
NextAction("lady vashj main tank position boss", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("lady vashj boss engaged by ranged in phase 1", {
NextAction("lady vashj phase 1 spread ranged in arc", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("lady vashj casts shock blast on highest aggro", {
NextAction("lady vashj set grounding totem in main tank group", ACTION_EMERGENCY + 1) }));
triggers.push_back(new TriggerNode("lady vashj bot has static charge", {
NextAction("lady vashj static charge move away from group", ACTION_EMERGENCY + 7) }));
triggers.push_back(new TriggerNode("lady vashj pulling boss in phase 1 and phase 3", {
NextAction("lady vashj misdirect boss to main tank", ACTION_RAID + 2) }));
triggers.push_back(new TriggerNode("lady vashj tainted elemental cheat", {
NextAction("lady vashj teleport to tainted elemental", ACTION_EMERGENCY + 10),
NextAction("lady vashj loot tainted core", ACTION_EMERGENCY + 10) }));
triggers.push_back(new TriggerNode("lady vashj tainted core was looted", {
NextAction("lady vashj pass the tainted core", ACTION_EMERGENCY + 10) }));
triggers.push_back(new TriggerNode("lady vashj tainted core is unusable", {
NextAction("lady vashj destroy tainted core", ACTION_EMERGENCY + 1) }));
triggers.push_back(new TriggerNode("lady vashj need to reset core passing trackers", {
NextAction("lady vashj erase core passing trackers", ACTION_EMERGENCY + 10) }));
triggers.push_back(new TriggerNode("lady vashj adds spawn in phase 2 and phase 3", {
NextAction("lady vashj assign phase 2 and phase 3 dps priority", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("lady vashj coilfang strider is approaching", {
NextAction("lady vashj misdirect strider to first assist tank", ACTION_EMERGENCY + 2),
NextAction("lady vashj tank attack and move away strider", ACTION_EMERGENCY + 1) }));
triggers.push_back(new TriggerNode("lady vashj toxic sporebats are spewing poison clouds", {
NextAction("lady vashj avoid toxic spores", ACTION_EMERGENCY + 6) }));
triggers.push_back(new TriggerNode("lady vashj bot is entangled in toxic spores or static charge", {
NextAction("lady vashj use free action abilities", ACTION_EMERGENCY + 7) }));
}
void RaidSSCStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
// Trash Mobs
multipliers.push_back(new UnderbogColossusEscapeToxicPoolMultiplier(botAI));
// Hydross the Unstable <Duke of Currents>
multipliers.push_back(new HydrossTheUnstableDisableTankActionsMultiplier(botAI));
multipliers.push_back(new HydrossTheUnstableWaitForDpsMultiplier(botAI));
multipliers.push_back(new HydrossTheUnstableControlMisdirectionMultiplier(botAI));
// The Lurker Below
multipliers.push_back(new TheLurkerBelowStayAwayFromSpoutMultiplier(botAI));
multipliers.push_back(new TheLurkerBelowMaintainRangedSpreadMultiplier(botAI));
multipliers.push_back(new TheLurkerBelowDisableTankAssistMultiplier(botAI));
// Leotheras the Blind
multipliers.push_back(new LeotherasTheBlindAvoidWhirlwindMultiplier(botAI));
multipliers.push_back(new LeotherasTheBlindDisableTankActionsMultiplier(botAI));
multipliers.push_back(new LeotherasTheBlindMeleeDpsAvoidChaosBlastMultiplier(botAI));
multipliers.push_back(new LeotherasTheBlindFocusOnInnerDemonMultiplier(botAI));
multipliers.push_back(new LeotherasTheBlindWaitForDpsMultiplier(botAI));
multipliers.push_back(new LeotherasTheBlindDelayBloodlustAndHeroismMultiplier(botAI));
// Fathom-Lord Karathress
multipliers.push_back(new FathomLordKarathressDisableTankActionsMultiplier(botAI));
multipliers.push_back(new FathomLordKarathressDisableAoeMultiplier(botAI));
multipliers.push_back(new FathomLordKarathressControlMisdirectionMultiplier(botAI));
multipliers.push_back(new FathomLordKarathressWaitForDpsMultiplier(botAI));
multipliers.push_back(new FathomLordKarathressCaribdisTankHealerMaintainPositionMultiplier(botAI));
// Morogrim Tidewalker
multipliers.push_back(new MorogrimTidewalkerDelayBloodlustAndHeroismMultiplier(botAI));
multipliers.push_back(new MorogrimTidewalkerDisableTankActionsMultiplier(botAI));
multipliers.push_back(new MorogrimTidewalkerMaintainPhase2StackingMultiplier(botAI));
// Lady Vashj <Coilfang Matron>
multipliers.push_back(new LadyVashjDelayCooldownsMultiplier(botAI));
multipliers.push_back(new LadyVashjMaintainPhase1RangedSpreadMultiplier(botAI));
multipliers.push_back(new LadyVashjStaticChargeStayAwayFromGroupMultiplier(botAI));
multipliers.push_back(new LadyVashjDoNotLootTheTaintedCoreMultiplier(botAI));
multipliers.push_back(new LadyVashjCorePassersPrioritizePositioningMultiplier(botAI));
multipliers.push_back(new LadyVashjDisableAutomaticTargetingAndMovementModifier(botAI));
}

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#ifndef _PLAYERBOT_RAIDSSCSTRATEGY_H_
#define _PLAYERBOT_RAIDSSCSTRATEGY_H_
#include "Strategy.h"
#include "Multiplier.h"
class RaidSSCStrategy : public Strategy
{
public:
RaidSSCStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
std::string const getName() override { return "ssc"; }
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
void InitMultipliers(std::vector<Multiplier*>& multipliers) override;
};
#endif

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#include "RaidSSCTriggers.h"
#include "RaidSSCHelpers.h"
#include "RaidSSCActions.h"
#include "AiFactory.h"
#include "Corpse.h"
#include "LootObjectStack.h"
#include "ObjectAccessor.h"
#include "Playerbots.h"
#include "RaidBossHelpers.h"
using namespace SerpentShrineCavernHelpers;
// General
bool SerpentShrineCavernBotIsNotInCombatTrigger::IsActive()
{
return !bot->IsInCombat();
}
// Trash Mobs
bool UnderbogColossusSpawnedToxicPoolAfterDeathTrigger::IsActive()
{
return bot->HasAura(SPELL_TOXIC_POOL);
}
bool GreyheartTidecallerWaterElementalTotemSpawnedTrigger::IsActive()
{
return botAI->IsDps(bot) &&
GetFirstAliveUnitByEntry(botAI, NPC_WATER_ELEMENTAL_TOTEM);
}
// Hydross the Unstable <Duke of Currents>
bool HydrossTheUnstableBotIsFrostTankTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "hydross the unstable") &&
botAI->IsMainTank(bot);
}
bool HydrossTheUnstableBotIsNatureTankTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "hydross the unstable") &&
botAI->IsAssistTankOfIndex(bot, 0, true);
}
bool HydrossTheUnstableElementalsSpawnedTrigger::IsActive()
{
Unit* hydross = AI_VALUE2(Unit*, "find target", "hydross the unstable");
if (hydross && hydross->GetHealthPct() < 10.0f)
return false;
if (!AI_VALUE2(Unit*, "find target", "pure spawn of hydross") &&
!AI_VALUE2(Unit*, "find target", "tainted spawn of hydross"))
return false;
return !botAI->IsHeal(bot) && !botAI->IsMainTank(bot) &&
!botAI->IsAssistTankOfIndex(bot, 0, true);
}
bool HydrossTheUnstableDangerFromWaterTombsTrigger::IsActive()
{
return botAI->IsRanged(bot) &&
AI_VALUE2(Unit*, "find target", "hydross the unstable");
}
bool HydrossTheUnstableTankNeedsAggroUponPhaseChangeTrigger::IsActive()
{
return bot->getClass() == CLASS_HUNTER &&
AI_VALUE2(Unit*, "find target", "hydross the unstable");
}
bool HydrossTheUnstableAggroResetsUponPhaseChangeTrigger::IsActive()
{
if (!AI_VALUE2(Unit*, "find target", "hydross the unstable"))
return false;
return bot->getClass() != CLASS_HUNTER &&
!botAI->IsHeal(bot) &&
!botAI->IsMainTank(bot) &&
!botAI->IsAssistTankOfIndex(bot, 0, true);
}
bool HydrossTheUnstableNeedToManageTimersTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "hydross the unstable") &&
IsMechanicTrackerBot(botAI, bot, SSC_MAP_ID, nullptr);
}
// The Lurker Below
bool TheLurkerBelowSpoutIsActiveTrigger::IsActive()
{
Unit* lurker = AI_VALUE2(Unit*, "find target", "the lurker below");
if (!lurker)
return false;
const time_t now = std::time(nullptr);
auto it = lurkerSpoutTimer.find(lurker->GetMap()->GetInstanceId());
return it != lurkerSpoutTimer.end() && it->second > now;
}
bool TheLurkerBelowBossIsActiveForMainTankTrigger::IsActive()
{
Unit* lurker = AI_VALUE2(Unit*, "find target", "the lurker below");
if (!lurker)
return false;
if (!botAI->IsMainTank(bot))
return false;
const time_t now = std::time(nullptr);
auto it = lurkerSpoutTimer.find(lurker->GetMap()->GetInstanceId());
return lurker->getStandState() != UNIT_STAND_STATE_SUBMERGED &&
(it == lurkerSpoutTimer.end() || it->second <= now);
}
bool TheLurkerBelowBossCastsGeyserTrigger::IsActive()
{
if (!botAI->IsRanged(bot))
return false;
Unit* lurker = AI_VALUE2(Unit*, "find target", "the lurker below");
if (!lurker)
return false;
const time_t now = std::time(nullptr);
auto it = lurkerSpoutTimer.find(lurker->GetMap()->GetInstanceId());
return lurker->getStandState() != UNIT_STAND_STATE_SUBMERGED &&
(it == lurkerSpoutTimer.end() || it->second <= now);
}
// Trigger will be active only if there are at least 3 tanks in the raid
bool TheLurkerBelowBossIsSubmergedTrigger::IsActive()
{
Unit* lurker = AI_VALUE2(Unit*, "find target", "the lurker below");
if (!lurker || lurker->getStandState() != UNIT_STAND_STATE_SUBMERGED)
return false;
Player* mainTank = nullptr;
Player* firstAssistTank = nullptr;
Player* secondAssistTank = nullptr;
Group* group = bot->GetGroup();
if (!group)
return false;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive())
continue;
PlayerbotAI* memberAI = GET_PLAYERBOT_AI(member);
if (!memberAI)
continue;
if (!mainTank && memberAI->IsMainTank(member))
mainTank = member;
else if (!firstAssistTank && memberAI->IsAssistTankOfIndex(member, 0, true))
firstAssistTank = member;
else if (!secondAssistTank && memberAI->IsAssistTankOfIndex(member, 1, true))
secondAssistTank = member;
}
if (!mainTank || !firstAssistTank || !secondAssistTank)
return false;
return bot == mainTank || bot == firstAssistTank || bot == secondAssistTank;
}
bool TheLurkerBelowNeedToPrepareTimerForSpoutTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "the lurker below") &&
IsMechanicTrackerBot(botAI, bot, SSC_MAP_ID, nullptr);
}
// Leotheras the Blind
bool LeotherasTheBlindBossIsInactiveTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "greyheart spellbinder");
}
bool LeotherasTheBlindBossTransformedIntoDemonFormTrigger::IsActive()
{
if (!AI_VALUE2(Unit*, "find target", "leotheras the blind"))
return false;
if (GetLeotherasDemonFormTank(bot) != bot)
return false;
return GetActiveLeotherasDemon(botAI);
}
bool LeotherasTheBlindOnlyWarlockShouldTankDemonFormTrigger::IsActive()
{
if (botAI->IsRanged(bot) || !botAI->IsTank(bot))
return false;
if (!AI_VALUE2(Unit*, "find target", "leotheras the blind"))
return false;
if (bot->HasAura(SPELL_INSIDIOUS_WHISPER))
return false;
if (!GetLeotherasDemonFormTank(bot))
return false;
return GetPhase2LeotherasDemon(botAI);
}
bool LeotherasTheBlindBossEngagedByRangedTrigger::IsActive()
{
if (bot->HasAura(SPELL_INSIDIOUS_WHISPER))
return false;
if (!botAI->IsRanged(bot))
return false;
Unit* leotheras = AI_VALUE2(Unit*, "find target", "leotheras the blind");
if (!leotheras)
return false;
return !leotheras->HasAura(SPELL_LEOTHERAS_BANISHED) &&
!leotheras->HasAura(SPELL_WHIRLWIND) &&
!leotheras->HasAura(SPELL_WHIRLWIND_CHANNEL);
}
bool LeotherasTheBlindBossChannelingWhirlwindTrigger::IsActive()
{
if (bot->HasAura(SPELL_INSIDIOUS_WHISPER))
return false;
if (botAI->IsTank(bot) && botAI->IsMelee(bot))
return false;
Unit* leotheras = AI_VALUE2(Unit*, "find target", "leotheras the blind");
if (!leotheras || leotheras->HasAura(SPELL_LEOTHERAS_BANISHED))
return false;
return leotheras->HasAura(SPELL_WHIRLWIND) ||
leotheras->HasAura(SPELL_WHIRLWIND_CHANNEL);
}
bool LeotherasTheBlindBotHasTooManyChaosBlastStacksTrigger::IsActive()
{
if (bot->HasAura(SPELL_INSIDIOUS_WHISPER))
return false;
if (botAI->IsRanged(bot))
return false;
Aura* chaosBlast = bot->GetAura(SPELL_CHAOS_BLAST);
if (!chaosBlast || chaosBlast->GetStackAmount() < 5)
return false;
if (!GetLeotherasDemonFormTank(bot) && botAI->IsMainTank(bot))
return false;
return GetPhase2LeotherasDemon(botAI);
}
bool LeotherasTheBlindInnerDemonHasAwakenedTrigger::IsActive()
{
return bot->HasAura(SPELL_INSIDIOUS_WHISPER) &&
GetLeotherasDemonFormTank(bot) != bot;
}
bool LeotherasTheBlindEnteredFinalPhaseTrigger::IsActive()
{
if (bot->HasAura(SPELL_INSIDIOUS_WHISPER))
return false;
if (botAI->IsHeal(bot))
return false;
if (GetLeotherasDemonFormTank(bot) == bot)
return false;
return GetPhase3LeotherasDemon(botAI) &&
GetLeotherasHuman(botAI);
}
bool LeotherasTheBlindDemonFormTankNeedsAggro::IsActive()
{
if (bot->HasAura(SPELL_INSIDIOUS_WHISPER))
return false;
if (bot->getClass() != CLASS_HUNTER)
return false;
return AI_VALUE2(Unit*, "find target", "leotheras the blind");
}
bool LeotherasTheBlindBossWipesAggroUponPhaseChangeTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "leotheras the blind") &&
IsMechanicTrackerBot(botAI, bot, SSC_MAP_ID, nullptr);
}
// Fathom-Lord Karathress
bool FathomLordKarathressBossEngagedByMainTankTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "fathom-lord karathress") &&
botAI->IsMainTank(bot);
}
bool FathomLordKarathressCaribdisEngagedByFirstAssistTankTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "fathom-guard caribdis") &&
botAI->IsAssistTankOfIndex(bot, 0, false);
}
bool FathomLordKarathressSharkkisEngagedBySecondAssistTankTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "fathom-guard sharkkis") &&
botAI->IsAssistTankOfIndex(bot, 1, false);
}
bool FathomLordKarathressTidalvessEngagedByThirdAssistTankTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "fathom-guard tidalvess") &&
botAI->IsAssistTankOfIndex(bot, 2, false);
}
bool FathomLordKarathressCaribdisTankNeedsDedicatedHealerTrigger::IsActive()
{
Unit* caribdis = AI_VALUE2(Unit*, "find target", "fathom-guard caribdis");
if (!caribdis)
return false;
if (!botAI->IsAssistHealOfIndex(bot, 0, true))
return false;
Player* firstAssistTank = nullptr;
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive())
continue;
if (botAI->IsAssistTankOfIndex(member, 0, false))
{
firstAssistTank = member;
break;
}
}
}
return firstAssistTank;
}
bool FathomLordKarathressPullingBossesTrigger::IsActive()
{
if (bot->getClass() != CLASS_HUNTER)
return false;
Unit* karathress = AI_VALUE2(Unit*, "find target", "fathom-lord karathress");
return karathress && karathress->GetHealthPct() > 98.0f;
}
bool FathomLordKarathressDeterminingKillOrderTrigger::IsActive()
{
if (!AI_VALUE2(Unit*, "find target", "fathom-lord karathress"))
return false;
if (botAI->IsHeal(bot))
return false;
if (botAI->IsDps(bot))
return true;
else if (botAI->IsAssistTankOfIndex(bot, 0, false))
return !AI_VALUE2(Unit*, "find target", "fathom-guard caribdis");
else if (botAI->IsAssistTankOfIndex(bot, 1, false))
return !AI_VALUE2(Unit*, "find target", "fathom-guard sharkkis");
else if (botAI->IsAssistTankOfIndex(bot, 2, false))
return !AI_VALUE2(Unit*, "find target", "fathom-guard tidalvess");
else
return false;
}
bool FathomLordKarathressTanksNeedToEstablishAggroTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "fathom-lord karathress") &&
IsMechanicTrackerBot(botAI, bot, SSC_MAP_ID, nullptr);
}
// Morogrim Tidewalker
bool MorogrimTidewalkerPullingBossTrigger::IsActive()
{
if (bot->getClass() != CLASS_HUNTER)
return false;
Unit* tidewalker = AI_VALUE2(Unit*, "find target", "morogrim tidewalker");
return tidewalker && tidewalker->GetHealthPct() > 95.0f;
}
bool MorogrimTidewalkerBossEngagedByMainTankTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "morogrim tidewalker") &&
botAI->IsMainTank(bot);
}
bool MorogrimTidewalkerWaterGlobulesAreIncomingTrigger::IsActive()
{
if (!botAI->IsRanged(bot))
return false;
Unit* tidewalker = AI_VALUE2(Unit*, "find target", "morogrim tidewalker");
return tidewalker && tidewalker->GetHealthPct() < 25.0f;
}
// Lady Vashj <Coilfang Matron>
bool LadyVashjBossEngagedByMainTankTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "lady vashj") &&
!IsLadyVashjInPhase2(botAI) && botAI->IsMainTank(bot);
}
bool LadyVashjBossEngagedByRangedInPhase1Trigger::IsActive()
{
return botAI->IsRanged(bot) && IsLadyVashjInPhase1(botAI);
}
bool LadyVashjCastsShockBlastOnHighestAggroTrigger::IsActive()
{
if (bot->getClass() != CLASS_SHAMAN)
return false;
if (!AI_VALUE2(Unit*, "find target", "lady vashj") ||
IsLadyVashjInPhase2(botAI))
return false;
if (!IsMainTankInSameSubgroup(bot))
return false;
return true;
}
bool LadyVashjBotHasStaticChargeTrigger::IsActive()
{
if (!AI_VALUE2(Unit*, "find target", "lady vashj"))
return false;
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && member->HasAura(SPELL_STATIC_CHARGE))
return true;
}
}
return false;
}
bool LadyVashjPullingBossInPhase1AndPhase3Trigger::IsActive()
{
if (bot->getClass() != CLASS_HUNTER)
return false;
Unit* vashj = AI_VALUE2(Unit*, "find target", "lady vashj");
if (!vashj)
return false;
return (vashj->GetHealthPct() <= 100.0f && vashj->GetHealthPct() > 90.0f) ||
(!vashj->HasUnitState(UNIT_STATE_ROOT) && vashj->GetHealthPct() <= 50.0f &&
vashj->GetHealthPct() > 40.0f);
}
bool LadyVashjAddsSpawnInPhase2AndPhase3Trigger::IsActive()
{
if (botAI->IsHeal(bot))
return false;
return AI_VALUE2(Unit*, "find target", "lady vashj") &&
!IsLadyVashjInPhase1(botAI);
}
bool LadyVashjCoilfangStriderIsApproachingTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "coilfang strider");
}
bool LadyVashjTaintedElementalCheatTrigger::IsActive()
{
if (!botAI->HasCheat(BotCheatMask::raid))
return false;
if (!AI_VALUE2(Unit*, "find target", "lady vashj"))
return false;
bool taintedPresent = false;
Unit* taintedUnit = AI_VALUE2(Unit*, "find target", "tainted elemental");
if (taintedUnit)
taintedPresent = true;
else
{
GuidVector corpses = AI_VALUE(GuidVector, "nearest corpses");
for (auto const& guid : corpses)
{
LootObject loot(bot, guid);
WorldObject* object = loot.GetWorldObject(bot);
if (!object)
continue;
if (Creature* creature = object->ToCreature())
{
if (creature->GetEntry() == NPC_TAINTED_ELEMENTAL && !creature->IsAlive())
{
taintedPresent = true;
break;
}
}
}
}
if (!taintedPresent)
return false;
Group* group = bot->GetGroup();
if (!group)
return false;
return (GetDesignatedCoreLooter(group, botAI) == bot &&
!bot->HasItemCount(ITEM_TAINTED_CORE, 1, false));
}
bool LadyVashjTaintedCoreWasLootedTrigger::IsActive()
{
if (!AI_VALUE2(Unit*, "find target", "lady vashj") || !IsLadyVashjInPhase2(botAI))
return false;
Group* group = bot->GetGroup();
if (!group)
return false;
Player* designatedLooter = GetDesignatedCoreLooter(group, botAI);
Player* firstCorePasser = GetFirstTaintedCorePasser(group, botAI);
Player* secondCorePasser = GetSecondTaintedCorePasser(group, botAI);
Player* thirdCorePasser = GetThirdTaintedCorePasser(group, botAI);
Player* fourthCorePasser = GetFourthTaintedCorePasser(group, botAI);
auto hasCore = [](Player* player) -> bool
{
return player && player->HasItemCount(ITEM_TAINTED_CORE, 1, false);
};
if (bot == designatedLooter)
{
if (!hasCore(bot))
return false;
}
else if (bot == firstCorePasser)
{
if (hasCore(secondCorePasser) || hasCore(thirdCorePasser) ||
hasCore(fourthCorePasser))
return false;
}
else if (bot == secondCorePasser)
{
if (hasCore(thirdCorePasser) || hasCore(fourthCorePasser))
return false;
}
else if (bot == thirdCorePasser)
{
if (hasCore(fourthCorePasser))
return false;
}
else if (bot != fourthCorePasser)
return false;
if (AnyRecentCoreInInventory(group, botAI))
return true;
// First and second passers move to positions as soon as the elemental appears
if (AI_VALUE2(Unit*, "find target", "tainted elemental") &&
(bot == firstCorePasser || bot == secondCorePasser))
return true;
return false;
}
bool LadyVashjTaintedCoreIsUnusableTrigger::IsActive()
{
Unit* vashj = AI_VALUE2(Unit*, "find target", "lady vashj");
if (!vashj)
return false;
if (!IsLadyVashjInPhase2(botAI))
return bot->HasItemCount(ITEM_TAINTED_CORE, 1, false);
Group* group = bot->GetGroup();
if (!group)
return false;
Player* coreHandlers[] =
{
GetDesignatedCoreLooter(group, botAI),
GetFirstTaintedCorePasser(group, botAI),
GetSecondTaintedCorePasser(group, botAI),
GetThirdTaintedCorePasser(group, botAI),
GetFourthTaintedCorePasser(group, botAI)
};
if (bot->HasItemCount(ITEM_TAINTED_CORE, 1, false))
{
for (Player* coreHandler : coreHandlers)
{
if (coreHandler && bot == coreHandler)
return false;
}
return true;
}
return false;
}
bool LadyVashjNeedToResetCorePassingTrackersTrigger::IsActive()
{
Unit* vashj = AI_VALUE2(Unit*, "find target", "lady vashj");
if (!vashj || IsLadyVashjInPhase2(botAI))
return false;
Group* group = bot->GetGroup();
if (!group)
return false;
return IsMechanicTrackerBot(botAI, bot, SSC_MAP_ID, nullptr) ||
GetDesignatedCoreLooter(group, botAI) == bot ||
GetFirstTaintedCorePasser(group, botAI) == bot ||
GetSecondTaintedCorePasser(group, botAI) == bot ||
GetThirdTaintedCorePasser(group, botAI) == bot ||
GetFourthTaintedCorePasser(group, botAI) == bot;
}
bool LadyVashjToxicSporebatsAreSpewingPoisonCloudsTrigger::IsActive()
{
return IsLadyVashjInPhase3(botAI);
}
bool LadyVashjBotIsEntangledInToxicSporesOrStaticChargeTrigger::IsActive()
{
if (!AI_VALUE2(Unit*, "find target", "lady vashj"))
return false;
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->HasAura(SPELL_ENTANGLE))
continue;
if (botAI->IsMelee(member))
return true;
}
}
return false;
}

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#ifndef _PLAYERBOT_RAIDSSCTRIGGERS_H
#define _PLAYERBOT_RAIDSSCTRIGGERS_H
#include "Trigger.h"
// General
class SerpentShrineCavernBotIsNotInCombatTrigger : public Trigger
{
public:
SerpentShrineCavernBotIsNotInCombatTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "serpent shrine cavern bot is not in combat") {}
bool IsActive() override;
};
// Trash
class UnderbogColossusSpawnedToxicPoolAfterDeathTrigger : public Trigger
{
public:
UnderbogColossusSpawnedToxicPoolAfterDeathTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "underbog colossus spawned toxic pool after death") {}
bool IsActive() override;
};
class GreyheartTidecallerWaterElementalTotemSpawnedTrigger : public Trigger
{
public:
GreyheartTidecallerWaterElementalTotemSpawnedTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "greyheart tidecaller water elemental totem spawned") {}
bool IsActive() override;
};
// Hydross the Unstable <Duke of Currents>
class HydrossTheUnstableBotIsFrostTankTrigger : public Trigger
{
public:
HydrossTheUnstableBotIsFrostTankTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "hydross the unstable bot is frost tank") {}
bool IsActive() override;
};
class HydrossTheUnstableBotIsNatureTankTrigger : public Trigger
{
public:
HydrossTheUnstableBotIsNatureTankTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "hydross the unstable bot is nature tank") {}
bool IsActive() override;
};
class HydrossTheUnstableElementalsSpawnedTrigger : public Trigger
{
public:
HydrossTheUnstableElementalsSpawnedTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "hydross the unstable elementals spawned") {}
bool IsActive() override;
};
class HydrossTheUnstableDangerFromWaterTombsTrigger : public Trigger
{
public:
HydrossTheUnstableDangerFromWaterTombsTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "hydross the unstable danger from water tombs") {}
bool IsActive() override;
};
class HydrossTheUnstableTankNeedsAggroUponPhaseChangeTrigger : public Trigger
{
public:
HydrossTheUnstableTankNeedsAggroUponPhaseChangeTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "hydross the unstable tank needs aggro upon phase change") {}
bool IsActive() override;
};
class HydrossTheUnstableAggroResetsUponPhaseChangeTrigger : public Trigger
{
public:
HydrossTheUnstableAggroResetsUponPhaseChangeTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "hydross the unstable aggro resets upon phase change") {}
bool IsActive() override;
};
class HydrossTheUnstableNeedToManageTimersTrigger : public Trigger
{
public:
HydrossTheUnstableNeedToManageTimersTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "hydross the unstable need to manage timers") {}
bool IsActive() override;
};
// The Lurker Below
class TheLurkerBelowSpoutIsActiveTrigger : public Trigger
{
public:
TheLurkerBelowSpoutIsActiveTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "the lurker below spout is active") {}
bool IsActive() override;
};
class TheLurkerBelowBossIsActiveForMainTankTrigger : public Trigger
{
public:
TheLurkerBelowBossIsActiveForMainTankTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "the lurker below boss is active for main tank") {}
bool IsActive() override;
};
class TheLurkerBelowBossCastsGeyserTrigger : public Trigger
{
public:
TheLurkerBelowBossCastsGeyserTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "the lurker below boss casts geyser") {}
bool IsActive() override;
};
class TheLurkerBelowBossIsSubmergedTrigger : public Trigger
{
public:
TheLurkerBelowBossIsSubmergedTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "the lurker below boss is submerged") {}
bool IsActive() override;
};
class TheLurkerBelowNeedToPrepareTimerForSpoutTrigger : public Trigger
{
public:
TheLurkerBelowNeedToPrepareTimerForSpoutTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "the lurker below need to prepare timer for spout") {}
bool IsActive() override;
};
// Leotheras the Blind
class LeotherasTheBlindBossIsInactiveTrigger : public Trigger
{
public:
LeotherasTheBlindBossIsInactiveTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "leotheras the blind boss is inactive") {}
bool IsActive() override;
};
class LeotherasTheBlindOnlyWarlockShouldTankDemonFormTrigger : public Trigger
{
public:
LeotherasTheBlindOnlyWarlockShouldTankDemonFormTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "leotheras the blind only warlock should tank demon form") {}
bool IsActive() override;
};
class LeotherasTheBlindBossTransformedIntoDemonFormTrigger : public Trigger
{
public:
LeotherasTheBlindBossTransformedIntoDemonFormTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "leotheras the blind boss transformed into demon form") {}
bool IsActive() override;
};
class LeotherasTheBlindBossEngagedByRangedTrigger : public Trigger
{
public:
LeotherasTheBlindBossEngagedByRangedTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "leotheras the blind boss engaged by ranged") {}
bool IsActive() override;
};
class LeotherasTheBlindBossChannelingWhirlwindTrigger : public Trigger
{
public:
LeotherasTheBlindBossChannelingWhirlwindTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "leotheras the blind boss channeling whirlwind") {}
bool IsActive() override;
};
class LeotherasTheBlindBotHasTooManyChaosBlastStacksTrigger : public Trigger
{
public:
LeotherasTheBlindBotHasTooManyChaosBlastStacksTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "leotheras the blind bot has too many chaos blast stacks") {}
bool IsActive() override;
};
class LeotherasTheBlindInnerDemonHasAwakenedTrigger : public Trigger
{
public:
LeotherasTheBlindInnerDemonHasAwakenedTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "leotheras the blind inner demon has awakened") {}
bool IsActive() override;
};
class LeotherasTheBlindEnteredFinalPhaseTrigger : public Trigger
{
public:
LeotherasTheBlindEnteredFinalPhaseTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "leotheras the blind entered final phase") {}
bool IsActive() override;
};
class LeotherasTheBlindDemonFormTankNeedsAggro : public Trigger
{
public:
LeotherasTheBlindDemonFormTankNeedsAggro(
PlayerbotAI* botAI) : Trigger(botAI, "leotheras the blind demon form tank needs aggro") {}
bool IsActive() override;
};
class LeotherasTheBlindBossWipesAggroUponPhaseChangeTrigger : public Trigger
{
public:
LeotherasTheBlindBossWipesAggroUponPhaseChangeTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "leotheras the blind boss wipes aggro upon phase change") {}
bool IsActive() override;
};
// Fathom-Lord Karathress
class FathomLordKarathressBossEngagedByMainTankTrigger : public Trigger
{
public:
FathomLordKarathressBossEngagedByMainTankTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "fathom-lord karathress boss engaged by main tank") {}
bool IsActive() override;
};
class FathomLordKarathressCaribdisEngagedByFirstAssistTankTrigger : public Trigger
{
public:
FathomLordKarathressCaribdisEngagedByFirstAssistTankTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "fathom-lord karathress caribdis engaged by first assist tank") {}
bool IsActive() override;
};
class FathomLordKarathressSharkkisEngagedBySecondAssistTankTrigger : public Trigger
{
public:
FathomLordKarathressSharkkisEngagedBySecondAssistTankTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "fathom-lord karathress sharkkis engaged by second assist tank") {}
bool IsActive() override;
};
class FathomLordKarathressTidalvessEngagedByThirdAssistTankTrigger : public Trigger
{
public:
FathomLordKarathressTidalvessEngagedByThirdAssistTankTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "fathom-lord karathress tidalvess engaged by third assist tank") {}
bool IsActive() override;
};
class FathomLordKarathressCaribdisTankNeedsDedicatedHealerTrigger : public Trigger
{
public:
FathomLordKarathressCaribdisTankNeedsDedicatedHealerTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "fathom-lord karathress caribdis tank needs dedicated healer") {}
bool IsActive() override;
};
class FathomLordKarathressPullingBossesTrigger : public Trigger
{
public:
FathomLordKarathressPullingBossesTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "fathom-lord karathress pulling bosses") {}
bool IsActive() override;
};
class FathomLordKarathressDeterminingKillOrderTrigger : public Trigger
{
public:
FathomLordKarathressDeterminingKillOrderTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "fathom-lord karathress determining kill order") {}
bool IsActive() override;
};
class FathomLordKarathressTanksNeedToEstablishAggroTrigger : public Trigger
{
public:
FathomLordKarathressTanksNeedToEstablishAggroTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "fathom-lord karathress tanks need to establish aggro") {}
bool IsActive() override;
};
// Morogrim Tidewalker
class MorogrimTidewalkerPullingBossTrigger : public Trigger
{
public:
MorogrimTidewalkerPullingBossTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "morogrim tidewalker pulling boss") {}
bool IsActive() override;
};
class MorogrimTidewalkerBossEngagedByMainTankTrigger : public Trigger
{
public:
MorogrimTidewalkerBossEngagedByMainTankTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "morogrim tidewalker boss engaged by main tank") {}
bool IsActive() override;
};
class MorogrimTidewalkerWaterGlobulesAreIncomingTrigger : public Trigger
{
public:
MorogrimTidewalkerWaterGlobulesAreIncomingTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "morogrim tidewalker water globules are incoming") {}
bool IsActive() override;
};
// Lady Vashj <Coilfang Matron>
class LadyVashjBossEngagedByMainTankTrigger : public Trigger
{
public:
LadyVashjBossEngagedByMainTankTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "lady vashj boss engaged by main tank") {}
bool IsActive() override;
};
class LadyVashjBossEngagedByRangedInPhase1Trigger : public Trigger
{
public:
LadyVashjBossEngagedByRangedInPhase1Trigger(
PlayerbotAI* botAI) : Trigger(botAI, "lady vashj boss engaged by ranged in phase 1") {}
bool IsActive() override;
};
class LadyVashjCastsShockBlastOnHighestAggroTrigger : public Trigger
{
public:
LadyVashjCastsShockBlastOnHighestAggroTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "lady vashj casts shock blast on highest aggro") {}
bool IsActive() override;
};
class LadyVashjBotHasStaticChargeTrigger : public Trigger
{
public:
LadyVashjBotHasStaticChargeTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "lady vashj bot has static charge") {}
bool IsActive() override;
};
class LadyVashjPullingBossInPhase1AndPhase3Trigger : public Trigger
{
public:
LadyVashjPullingBossInPhase1AndPhase3Trigger(
PlayerbotAI* botAI) : Trigger(botAI, "lady vashj pulling boss in phase 1 and phase 3") {}
bool IsActive() override;
};
class LadyVashjAddsSpawnInPhase2AndPhase3Trigger : public Trigger
{
public:
LadyVashjAddsSpawnInPhase2AndPhase3Trigger(
PlayerbotAI* botAI) : Trigger(botAI, "lady vashj adds spawn in phase 2 and phase 3") {}
bool IsActive() override;
};
class LadyVashjCoilfangStriderIsApproachingTrigger : public Trigger
{
public:
LadyVashjCoilfangStriderIsApproachingTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "lady vashj coilfang strider is approaching") {}
bool IsActive() override;
};
class LadyVashjTaintedElementalCheatTrigger : public Trigger
{
public:
LadyVashjTaintedElementalCheatTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "lady vashj tainted elemental cheat") {}
bool IsActive() override;
};
class LadyVashjTaintedCoreWasLootedTrigger : public Trigger
{
public:
LadyVashjTaintedCoreWasLootedTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "lady vashj tainted core was looted") {}
bool IsActive() override;
};
class LadyVashjTaintedCoreIsUnusableTrigger : public Trigger
{
public:
LadyVashjTaintedCoreIsUnusableTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "lady vashj tainted core is unusable") {}
bool IsActive() override;
};
class LadyVashjNeedToResetCorePassingTrackersTrigger : public Trigger
{
public:
LadyVashjNeedToResetCorePassingTrackersTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "lady vashj need to reset core passing trackers") {}
bool IsActive() override;
};
class LadyVashjToxicSporebatsAreSpewingPoisonCloudsTrigger : public Trigger
{
public:
LadyVashjToxicSporebatsAreSpewingPoisonCloudsTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "lady vashj toxic sporebats are spewing poison clouds") {}
bool IsActive() override;
};
class LadyVashjBotIsEntangledInToxicSporesOrStaticChargeTrigger : public Trigger
{
public:
LadyVashjBotIsEntangledInToxicSporesOrStaticChargeTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "lady vashj bot is entangled in toxic spores or static charge") {}
bool IsActive() override;
};
#endif

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#include "RaidSSCHelpers.h"
#include "AiFactory.h"
#include "Creature.h"
#include "ObjectAccessor.h"
#include "Playerbots.h"
#include "RaidBossHelpers.h"
namespace SerpentShrineCavernHelpers
{
// Hydross the Unstable <Duke of Currents>
const Position HYDROSS_FROST_TANK_POSITION = { -236.669f, -358.352f, -0.828f };
const Position HYDROSS_NATURE_TANK_POSITION = { -225.471f, -327.790f, -3.682f };
std::unordered_map<uint32, time_t> hydrossFrostDpsWaitTimer;
std::unordered_map<uint32, time_t> hydrossNatureDpsWaitTimer;
std::unordered_map<uint32, time_t> hydrossChangeToFrostPhaseTimer;
std::unordered_map<uint32, time_t> hydrossChangeToNaturePhaseTimer;
bool HasMarkOfHydrossAt100Percent(Player* bot)
{
return bot->HasAura(SPELL_MARK_OF_HYDROSS_100) ||
bot->HasAura(SPELL_MARK_OF_HYDROSS_250) ||
bot->HasAura(SPELL_MARK_OF_HYDROSS_500);
}
bool HasNoMarkOfHydross(Player* bot)
{
return !bot->HasAura(SPELL_MARK_OF_HYDROSS_10) &&
!bot->HasAura(SPELL_MARK_OF_HYDROSS_25) &&
!bot->HasAura(SPELL_MARK_OF_HYDROSS_50) &&
!bot->HasAura(SPELL_MARK_OF_HYDROSS_100) &&
!bot->HasAura(SPELL_MARK_OF_HYDROSS_250) &&
!bot->HasAura(SPELL_MARK_OF_HYDROSS_500);
}
bool HasMarkOfCorruptionAt100Percent(Player* bot)
{
return bot->HasAura(SPELL_MARK_OF_CORRUPTION_100) ||
bot->HasAura(SPELL_MARK_OF_CORRUPTION_250) ||
bot->HasAura(SPELL_MARK_OF_CORRUPTION_500);
}
bool HasNoMarkOfCorruption(Player* bot)
{
return !bot->HasAura(SPELL_MARK_OF_CORRUPTION_10) &&
!bot->HasAura(SPELL_MARK_OF_CORRUPTION_25) &&
!bot->HasAura(SPELL_MARK_OF_CORRUPTION_50) &&
!bot->HasAura(SPELL_MARK_OF_CORRUPTION_100) &&
!bot->HasAura(SPELL_MARK_OF_CORRUPTION_250) &&
!bot->HasAura(SPELL_MARK_OF_CORRUPTION_500);
}
// The Lurker Below
const Position LURKER_MAIN_TANK_POSITION = { 23.706f, -406.038f, -19.686f };
std::unordered_map<uint32, time_t> lurkerSpoutTimer;
std::unordered_map<ObjectGuid, Position> lurkerRangedPositions;
bool IsLurkerCastingSpout(Unit* lurker)
{
if (!lurker || !lurker->HasUnitState(UNIT_STATE_CASTING))
return false;
Spell* currentSpell = lurker->GetCurrentSpell(CURRENT_GENERIC_SPELL);
if (!currentSpell)
return false;
uint32 spellId = currentSpell->m_spellInfo->Id;
bool isSpout = spellId == SPELL_SPOUT_VISUAL;
return isSpout;
}
// Leotheras the Blind
std::unordered_map<uint32, time_t> leotherasHumanFormDpsWaitTimer;
std::unordered_map<uint32, time_t> leotherasDemonFormDpsWaitTimer;
std::unordered_map<uint32, time_t> leotherasFinalPhaseDpsWaitTimer;
Unit* GetLeotherasHuman(PlayerbotAI* botAI)
{
auto const& npcs =
botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest hostile npcs")->Get();
for (auto const& guid : npcs)
{
Unit* unit = botAI->GetUnit(guid);
if (unit && unit->GetEntry() == NPC_LEOTHERAS_THE_BLIND &&
unit->IsInCombat() && !unit->HasAura(SPELL_METAMORPHOSIS))
return unit;
}
return nullptr;
}
Unit* GetPhase2LeotherasDemon(PlayerbotAI* botAI)
{
auto const& npcs =
botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest hostile npcs")->Get();
for (auto const& guid : npcs)
{
Unit* unit = botAI->GetUnit(guid);
if (unit && unit->GetEntry() == NPC_LEOTHERAS_THE_BLIND &&
unit->HasAura(SPELL_METAMORPHOSIS))
return unit;
}
return nullptr;
}
Unit* GetPhase3LeotherasDemon(PlayerbotAI* botAI)
{
auto const& npcs =
botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest hostile npcs")->Get();
for (auto const& guid : npcs)
{
Unit* unit = botAI->GetUnit(guid);
if (unit && unit->GetEntry() == NPC_SHADOW_OF_LEOTHERAS)
return unit;
}
return nullptr;
}
Unit* GetActiveLeotherasDemon(PlayerbotAI* botAI)
{
Unit* phase2 = GetPhase2LeotherasDemon(botAI);
Unit* phase3 = GetPhase3LeotherasDemon(botAI);
return phase2 ? phase2 : phase3;
}
Player* GetLeotherasDemonFormTank(Player* bot)
{
Group* group = bot->GetGroup();
if (!group)
return nullptr;
// (1) First loop: Return the first assistant Warlock (real player or bot)
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || member->getClass() != CLASS_WARLOCK)
continue;
if (group->IsAssistant(member->GetGUID()))
return member;
}
// (2) Fall back to first found bot Warlock
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || !GET_PLAYERBOT_AI(member) ||
member->getClass() != CLASS_WARLOCK)
continue;
return member;
}
// (3) Return nullptr if none found
return nullptr;
}
// Fathom-Lord Karathress
const Position KARATHRESS_TANK_POSITION = { 474.403f, -531.118f, -7.548f };
const Position TIDALVESS_TANK_POSITION = { 511.282f, -501.162f, -13.158f };
const Position SHARKKIS_TANK_POSITION = { 508.057f, -541.109f, -10.133f };
const Position CARIBDIS_TANK_POSITION = { 464.462f, -475.820f, -13.158f };
const Position CARIBDIS_HEALER_POSITION = { 466.203f, -503.201f, -13.158f };
const Position CARIBDIS_RANGED_DPS_POSITION = { 463.197f, -501.190f, -13.158f };
std::unordered_map<uint32, time_t> karathressDpsWaitTimer;
// Morogrim Tidewalker
const Position TIDEWALKER_PHASE_1_TANK_POSITION = { 410.925f, -741.916f, -7.146f };
const Position TIDEWALKER_PHASE_TRANSITION_WAYPOINT = { 407.035f, -759.479f, -7.168f };
const Position TIDEWALKER_PHASE_2_TANK_POSITION = { 446.571f, -767.155f, -7.144f };
const Position TIDEWALKER_PHASE_2_RANGED_POSITION = { 432.595f, -766.288f, -7.145f };
std::unordered_map<ObjectGuid, uint8> tidewalkerTankStep;
std::unordered_map<ObjectGuid, uint8> tidewalkerRangedStep;
// Lady Vashj <Coilfang Matron>
const Position VASHJ_PLATFORM_CENTER_POSITION = { 29.634f, -923.541f, 42.985f };
std::unordered_map<ObjectGuid, Position> vashjRangedPositions;
std::unordered_map<ObjectGuid, bool> hasReachedVashjRangedPosition;
std::unordered_map<uint32, ObjectGuid> nearestTriggerGuid;
std::unordered_map<ObjectGuid, Position> intendedLineup;
std::unordered_map<uint32, time_t> lastImbueAttempt;
std::unordered_map<uint32, time_t> lastCoreInInventoryTime;
bool IsMainTankInSameSubgroup(Player* bot)
{
Group* group = bot->GetGroup();
if (!group || !group->isRaidGroup())
return false;
uint8 botSubGroup = group->GetMemberGroup(bot->GetGUID());
if (botSubGroup >= MAX_RAID_SUBGROUPS)
return false;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || member == bot || !member->IsAlive())
continue;
if (group->GetMemberGroup(member->GetGUID()) != botSubGroup)
continue;
if (PlayerbotAI* memberAI = GET_PLAYERBOT_AI(member))
{
if (memberAI->IsMainTank(member))
return true;
}
}
return false;
}
bool IsLadyVashjInPhase1(PlayerbotAI* botAI)
{
Unit* vashj =
botAI->GetAiObjectContext()->GetValue<Unit*>("find target", "lady vashj")->Get();
if (!vashj)
return false;
Creature* vashjCreature = vashj->ToCreature();
return vashjCreature && vashjCreature->GetHealthPct() > 70.0f &&
vashjCreature->GetReactState() != REACT_PASSIVE;
}
bool IsLadyVashjInPhase2(PlayerbotAI* botAI)
{
Unit* vashj =
botAI->GetAiObjectContext()->GetValue<Unit*>("find target", "lady vashj")->Get();
if (!vashj)
return false;
Creature* vashjCreature = vashj->ToCreature();
return vashjCreature && vashjCreature->GetReactState() == REACT_PASSIVE;
}
bool IsLadyVashjInPhase3(PlayerbotAI* botAI)
{
Unit* vashj =
botAI->GetAiObjectContext()->GetValue<Unit*>("find target", "lady vashj")->Get();
if (!vashj)
return false;
Creature* vashjCreature = vashj->ToCreature();
return vashjCreature && vashjCreature->GetHealthPct() <= 50.0f &&
vashjCreature->GetReactState() != REACT_PASSIVE;
}
bool IsValidLadyVashjCombatNpc(Unit* unit, PlayerbotAI* botAI)
{
if (!unit || !unit->IsAlive())
return false;
uint32 entry = unit->GetEntry();
if (IsLadyVashjInPhase2(botAI))
{
return entry == NPC_TAINTED_ELEMENTAL || entry == NPC_ENCHANTED_ELEMENTAL ||
entry == NPC_COILFANG_ELITE || entry == NPC_COILFANG_STRIDER;
}
else if (IsLadyVashjInPhase3(botAI))
{
return entry == NPC_TAINTED_ELEMENTAL || entry == NPC_ENCHANTED_ELEMENTAL ||
entry == NPC_COILFANG_ELITE || entry == NPC_COILFANG_STRIDER ||
entry == NPC_TOXIC_SPOREBAT || entry == NPC_LADY_VASHJ;
}
return false;
}
bool AnyRecentCoreInInventory(Group* group, PlayerbotAI* botAI, uint32 graceSeconds)
{
Unit* vashj =
botAI->GetAiObjectContext()->GetValue<Unit*>("find target", "lady vashj")->Get();
if (!vashj)
return false;
if (group)
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && member->HasItemCount(ITEM_TAINTED_CORE, 1, false))
return true;
}
}
const uint32 instanceId = vashj->GetMap()->GetInstanceId();
const time_t now = std::time(nullptr);
auto it = lastCoreInInventoryTime.find(instanceId);
if (it != lastCoreInInventoryTime.end())
{
if ((now - it->second) <= static_cast<time_t>(graceSeconds))
return true;
}
return false;
}
Player* GetDesignatedCoreLooter(Group* group, PlayerbotAI* botAI)
{
if (!group)
return nullptr;
Player* leader = nullptr;
ObjectGuid leaderGuid = group->GetLeaderGUID();
if (!leaderGuid.IsEmpty())
leader = ObjectAccessor::FindPlayer(leaderGuid);
if (!botAI->HasCheat(BotCheatMask::raid))
return leader;
Player* fallback = leader;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || member == leader)
continue;
PlayerbotAI* memberAI = GET_PLAYERBOT_AI(member);
if (!memberAI)
continue;
if (memberAI->IsMelee(member) && memberAI->IsDps(member))
return member;
if (!fallback && memberAI->IsRangedDps(member))
fallback = member;
}
return fallback ? fallback : leader;
}
Player* GetFirstTaintedCorePasser(Group* group, PlayerbotAI* botAI)
{
if (!group)
return nullptr;
Player* designatedLooter = GetDesignatedCoreLooter(group, botAI);
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || member == designatedLooter)
continue;
PlayerbotAI* memberAI = GET_PLAYERBOT_AI(member);
if (!memberAI)
continue;
if (memberAI->IsAssistHealOfIndex(member, 0, true))
return member;
}
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || !GET_PLAYERBOT_AI(member) ||
botAI->IsTank(member) || member == designatedLooter)
continue;
return member;
}
return nullptr;
}
Player* GetSecondTaintedCorePasser(Group* group, PlayerbotAI* botAI)
{
if (!group)
return nullptr;
Player* designatedLooter = GetDesignatedCoreLooter(group, botAI);
Player* firstCorePasser = GetFirstTaintedCorePasser(group, botAI);
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || member == designatedLooter ||
member == firstCorePasser)
continue;
PlayerbotAI* memberAI = GET_PLAYERBOT_AI(member);
if (!memberAI)
continue;
if (memberAI->IsAssistHealOfIndex(member, 1, true))
return member;
}
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || !GET_PLAYERBOT_AI(member) ||
botAI->IsTank(member) || member == designatedLooter ||
member == firstCorePasser)
continue;
return member;
}
return nullptr;
}
Player* GetThirdTaintedCorePasser(Group* group, PlayerbotAI* botAI)
{
if (!group)
return nullptr;
Player* designatedLooter = GetDesignatedCoreLooter(group, botAI);
Player* firstCorePasser = GetFirstTaintedCorePasser(group, botAI);
Player* secondCorePasser = GetSecondTaintedCorePasser(group, botAI);
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || member == designatedLooter ||
member == firstCorePasser || member == secondCorePasser)
continue;
PlayerbotAI* memberAI = GET_PLAYERBOT_AI(member);
if (!memberAI)
continue;
if (memberAI->IsAssistHealOfIndex(member, 2, true))
return member;
}
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || !GET_PLAYERBOT_AI(member) ||
botAI->IsTank(member) || member == designatedLooter ||
member == firstCorePasser || member == secondCorePasser)
continue;
return member;
}
return nullptr;
}
Player* GetFourthTaintedCorePasser(Group* group, PlayerbotAI* botAI)
{
if (!group)
return nullptr;
Player* designatedLooter = GetDesignatedCoreLooter(group, botAI);
Player* firstCorePasser = GetFirstTaintedCorePasser(group, botAI);
Player* secondCorePasser = GetSecondTaintedCorePasser(group, botAI);
Player* thirdCorePasser = GetThirdTaintedCorePasser(group, botAI);
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || member == designatedLooter ||
member == firstCorePasser || member == secondCorePasser ||
member == thirdCorePasser)
continue;
PlayerbotAI* memberAI = GET_PLAYERBOT_AI(member);
if (!memberAI)
continue;
if (memberAI->IsAssistRangedDpsOfIndex(member, 0, true))
return member;
}
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || !GET_PLAYERBOT_AI(member) ||
botAI->IsTank(member) || member == designatedLooter ||
member == firstCorePasser || member == secondCorePasser ||
member == thirdCorePasser)
continue;
return member;
}
return nullptr;
}
const std::vector<uint32> SHIELD_GENERATOR_DB_GUIDS =
{
47482, // NW
47483, // NE
47484, // SE
47485 // SW
};
// Get the positions of all active Shield Generators by their database GUIDs
std::vector<GeneratorInfo> GetAllGeneratorInfosByDbGuids(
Map* map, const std::vector<uint32>& generatorDbGuids)
{
std::vector<GeneratorInfo> generators;
if (!map)
return generators;
for (uint32 dbGuid : generatorDbGuids)
{
auto bounds = map->GetGameObjectBySpawnIdStore().equal_range(dbGuid);
if (bounds.first == bounds.second)
continue;
GameObject* go = bounds.first->second;
if (!go)
continue;
if (go->GetGoState() != GO_STATE_READY)
continue;
GeneratorInfo info;
info.guid = go->GetGUID();
info.x = go->GetPositionX();
info.y = go->GetPositionY();
info.z = go->GetPositionZ();
generators.push_back(info);
}
return generators;
}
// Returns the nearest active Shield Generator to the bot
// Active generators are powered by NPC_WORLD_INVISIBLE_TRIGGER creatures,
// which depawn after use
Unit* GetNearestActiveShieldGeneratorTriggerByEntry(Unit* reference)
{
if (!reference)
return nullptr;
std::list<Creature*> triggers;
constexpr float searchRange = 150.0f;
reference->GetCreatureListWithEntryInGrid(
triggers, NPC_WORLD_INVISIBLE_TRIGGER, searchRange);
Creature* nearest = nullptr;
float minDist = std::numeric_limits<float>::max();
for (Creature* creature : triggers)
{
if (!creature->IsAlive())
continue;
float dist = reference->GetDistance(creature);
if (dist < minDist)
{
minDist = dist;
nearest = creature;
}
}
return nearest;
}
const GeneratorInfo* GetNearestGeneratorToBot(
Player* bot, const std::vector<GeneratorInfo>& generators)
{
if (!bot || generators.empty())
return nullptr;
const GeneratorInfo* nearest = nullptr;
float minDist = std::numeric_limits<float>::max();
for (auto const& gen : generators)
{
float dist = bot->GetExactDist(gen.x, gen.y, gen.z);
if (dist < minDist)
{
minDist = dist;
nearest = &gen;
}
}
return nearest;
}
}

View File

@@ -0,0 +1,189 @@
#ifndef _PLAYERBOT_RAIDSSCHELPERS_H_
#define _PLAYERBOT_RAIDSSCHELPERS_H_
#include <ctime>
#include <unordered_map>
#include "AiObject.h"
#include "Position.h"
#include "Unit.h"
namespace SerpentShrineCavernHelpers
{
enum SerpentShrineCavernSpells
{
// Trash Mobs
SPELL_TOXIC_POOL = 38718,
// Hydross the Unstable <Duke of Currents>
SPELL_MARK_OF_HYDROSS_10 = 38215,
SPELL_MARK_OF_HYDROSS_25 = 38216,
SPELL_MARK_OF_HYDROSS_50 = 38217,
SPELL_MARK_OF_HYDROSS_100 = 38218,
SPELL_MARK_OF_HYDROSS_250 = 38231,
SPELL_MARK_OF_HYDROSS_500 = 40584,
SPELL_MARK_OF_CORRUPTION_10 = 38219,
SPELL_MARK_OF_CORRUPTION_25 = 38220,
SPELL_MARK_OF_CORRUPTION_50 = 38221,
SPELL_MARK_OF_CORRUPTION_100 = 38222,
SPELL_MARK_OF_CORRUPTION_250 = 38230,
SPELL_MARK_OF_CORRUPTION_500 = 40583,
SPELL_CORRUPTION = 37961,
// The Lurker Below
SPELL_SPOUT_VISUAL = 37431,
// Leotheras the Blind
SPELL_LEOTHERAS_BANISHED = 37546,
SPELL_WHIRLWIND = 37640,
SPELL_WHIRLWIND_CHANNEL = 37641,
SPELL_METAMORPHOSIS = 37673,
SPELL_CHAOS_BLAST = 37675,
SPELL_INSIDIOUS_WHISPER = 37676,
// Lady Vashj <Coilfang Matron>
SPELL_FEAR_WARD = 6346,
SPELL_POISON_BOLT = 38253,
SPELL_STATIC_CHARGE = 38280,
SPELL_ENTANGLE = 38316,
// Druid
SPELL_CAT_FORM = 768,
SPELL_BEAR_FORM = 5487,
SPELL_DIRE_BEAR_FORM = 9634,
SPELL_TREE_OF_LIFE = 33891,
// Hunter
SPELL_MISDIRECTION = 35079,
// Mage
SPELL_SLOW = 31589,
// Shaman
SPELL_GROUNDING_TOTEM_EFFECT = 8178,
// Warlock
SPELL_CURSE_OF_EXHAUSTION = 18223,
// Item
SPELL_HEAVY_NETHERWEAVE_NET = 31368,
};
enum SerpentShrineCavernNPCs
{
// Trash Mobs
NPC_WATER_ELEMENTAL_TOTEM = 22236,
// Hydross the Unstable <Duke of Currents>
NPC_PURE_SPAWN_OF_HYDROSS = 22035,
NPC_TAINTED_SPAWN_OF_HYDROSS = 22036,
// The Lurker Below
NPC_COILFANG_GUARDIAN = 21873,
// Leotheras the Blind
NPC_LEOTHERAS_THE_BLIND = 21215,
NPC_GREYHEART_SPELLBINDER = 21806,
NPC_INNER_DEMON = 21857,
NPC_SHADOW_OF_LEOTHERAS = 21875,
// Fathom-Lord Karathress
NPC_SPITFIRE_TOTEM = 22091,
// Lady Vashj <Coilfang Matron>
NPC_WORLD_INVISIBLE_TRIGGER = 12999,
NPC_LADY_VASHJ = 21212,
NPC_ENCHANTED_ELEMENTAL = 21958,
NPC_TAINTED_ELEMENTAL = 22009,
NPC_COILFANG_ELITE = 22055,
NPC_COILFANG_STRIDER = 22056,
NPC_TOXIC_SPOREBAT = 22140,
NPC_SPORE_DROP_TRIGGER = 22207,
};
enum SerpentShrineCavernItems
{
// Lady Vashj <Coilfang Matron>
ITEM_TAINTED_CORE = 31088,
// Tailoring
ITEM_HEAVY_NETHERWEAVE_NET = 24269,
};
constexpr uint32 SSC_MAP_ID = 548;
// Hydross the Unstable <Duke of Currents>
extern const Position HYDROSS_FROST_TANK_POSITION;
extern const Position HYDROSS_NATURE_TANK_POSITION;
extern std::unordered_map<uint32, time_t> hydrossFrostDpsWaitTimer;
extern std::unordered_map<uint32, time_t> hydrossNatureDpsWaitTimer;
extern std::unordered_map<uint32, time_t> hydrossChangeToFrostPhaseTimer;
extern std::unordered_map<uint32, time_t> hydrossChangeToNaturePhaseTimer;
bool HasMarkOfHydrossAt100Percent(Player* bot);
bool HasNoMarkOfHydross(Player* bot);
bool HasMarkOfCorruptionAt100Percent(Player* bot);
bool HasNoMarkOfCorruption(Player* bot);
// The Lurker Below
extern const Position LURKER_MAIN_TANK_POSITION;
extern std::unordered_map<uint32, time_t> lurkerSpoutTimer;
extern std::unordered_map<ObjectGuid, Position> lurkerRangedPositions;
bool IsLurkerCastingSpout(Unit* lurker);
// Leotheras the Blind
extern std::unordered_map<uint32, time_t> leotherasHumanFormDpsWaitTimer;
extern std::unordered_map<uint32, time_t> leotherasDemonFormDpsWaitTimer;
extern std::unordered_map<uint32, time_t> leotherasFinalPhaseDpsWaitTimer;
Unit* GetLeotherasHuman(PlayerbotAI* botAI);
Unit* GetPhase2LeotherasDemon(PlayerbotAI* botAI);
Unit* GetPhase3LeotherasDemon(PlayerbotAI* botAI);
Unit* GetActiveLeotherasDemon(PlayerbotAI* botAI);
Player* GetLeotherasDemonFormTank(Player* bot);
// Fathom-Lord Karathress
extern const Position KARATHRESS_TANK_POSITION;
extern const Position TIDALVESS_TANK_POSITION;
extern const Position SHARKKIS_TANK_POSITION;
extern const Position CARIBDIS_TANK_POSITION;
extern const Position CARIBDIS_HEALER_POSITION;
extern const Position CARIBDIS_RANGED_DPS_POSITION;
extern std::unordered_map<uint32, time_t> karathressDpsWaitTimer;
// Morogrim Tidewalker
extern const Position TIDEWALKER_PHASE_1_TANK_POSITION;
extern const Position TIDEWALKER_PHASE_TRANSITION_WAYPOINT;
extern const Position TIDEWALKER_PHASE_2_TANK_POSITION;
extern const Position TIDEWALKER_PHASE_2_RANGED_POSITION;
extern std::unordered_map<ObjectGuid, uint8> tidewalkerTankStep;
extern std::unordered_map<ObjectGuid, uint8> tidewalkerRangedStep;
// Lady Vashj <Coilfang Matron>
constexpr float VASHJ_PLATFORM_Z = 42.985f;
extern const Position VASHJ_PLATFORM_CENTER_POSITION;
extern std::unordered_map<ObjectGuid, Position> vashjRangedPositions;
extern std::unordered_map<ObjectGuid, bool> hasReachedVashjRangedPosition;
extern std::unordered_map<uint32, ObjectGuid> nearestTriggerGuid;
extern std::unordered_map<ObjectGuid, Position> intendedLineup;
extern std::unordered_map<uint32, time_t> lastImbueAttempt;
extern std::unordered_map<uint32, time_t> lastCoreInInventoryTime;
bool IsMainTankInSameSubgroup(Player* bot);
bool IsLadyVashjInPhase1(PlayerbotAI* botAI);
bool IsLadyVashjInPhase2(PlayerbotAI* botAI);
bool IsLadyVashjInPhase3(PlayerbotAI* botAI);
bool IsValidLadyVashjCombatNpc(Unit* unit, PlayerbotAI* botAI);
bool AnyRecentCoreInInventory(Group* group, PlayerbotAI* botAI, uint32 graceSeconds = 3);
Player* GetDesignatedCoreLooter(Group* group, PlayerbotAI* botAI);
Player* GetFirstTaintedCorePasser(Group* group, PlayerbotAI* botAI);
Player* GetSecondTaintedCorePasser(Group* group, PlayerbotAI* botAI);
Player* GetThirdTaintedCorePasser(Group* group, PlayerbotAI* botAI);
Player* GetFourthTaintedCorePasser(Group* group, PlayerbotAI* botAI);
struct GeneratorInfo { ObjectGuid guid; float x, y, z; };
extern const std::vector<uint32> SHIELD_GENERATOR_DB_GUIDS;
std::vector<GeneratorInfo> GetAllGeneratorInfosByDbGuids(
Map* map, const std::vector<uint32>& generatorDbGuids);
Unit* GetNearestActiveShieldGeneratorTriggerByEntry(Unit* reference);
const GeneratorInfo* GetNearestGeneratorToBot(
Player* bot, const std::vector<GeneratorInfo>& generators);
}
#endif

View File

@@ -41,6 +41,8 @@
#include "Ai/Raid/Magtheridon/RaidMagtheridonTriggerContext.h"
#include "Ai/Raid/GruulsLair/RaidGruulsLairActionContext.h"
#include "Ai/Raid/GruulsLair/RaidGruulsLairTriggerContext.h"
#include "Ai/Raid/SerpentshrineCavern/RaidSSCActionContext.h"
#include "Ai/Raid/SerpentshrineCavern/RaidSSCTriggerContext.h"
#include "Ai/Raid/EyeOfEternity/RaidEoEActionContext.h"
#include "Ai/Raid/EyeOfEternity/RaidEoETriggerContext.h"
#include "Ai/Raid/VaultOfArchavon/RaidVoAActionContext.h"
@@ -115,6 +117,7 @@ void AiObjectContext::BuildSharedActionContexts(SharedNamedObjectContextList<Act
actionContexts.Add(new RaidKarazhanActionContext());
actionContexts.Add(new RaidMagtheridonActionContext());
actionContexts.Add(new RaidGruulsLairActionContext());
actionContexts.Add(new RaidSSCActionContext());
actionContexts.Add(new RaidOsActionContext());
actionContexts.Add(new RaidEoEActionContext());
actionContexts.Add(new RaidVoAActionContext());
@@ -149,6 +152,7 @@ void AiObjectContext::BuildSharedTriggerContexts(SharedNamedObjectContextList<Tr
triggerContexts.Add(new RaidKarazhanTriggerContext());
triggerContexts.Add(new RaidMagtheridonTriggerContext());
triggerContexts.Add(new RaidGruulsLairTriggerContext());
triggerContexts.Add(new RaidSSCTriggerContext());
triggerContexts.Add(new RaidOsTriggerContext());
triggerContexts.Add(new RaidEoETriggerContext());
triggerContexts.Add(new RaidVoATriggerContext());

View File

@@ -1554,6 +1554,9 @@ void PlayerbotAI::ApplyInstanceStrategies(uint32 mapId, bool tellMaster)
case 544:
strategyName = "magtheridon"; // Magtheridon's Lair
break;
case 548:
strategyName = "ssc"; // Serpentshrine Cavern
break;
case 565:
strategyName = "gruulslair"; // Gruul's Lair
break;