Wotlk dungeon structure & Utgarde Keep

This commit is contained in:
Bobblybook
2024-09-30 23:38:39 +10:00
parent df341cf4d9
commit b91c56a8a5
16 changed files with 805 additions and 0 deletions

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#include "UtgardeKeepMultipliers.h"
#include "UtgardeKeepActions.h"
#include "GenericSpellActions.h"
#include "ChooseTargetActions.h"
#include "UtgardeKeepTriggers.h"
float PrinceKelesethMultiplier::GetValue(Action* action)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "prince keleseth");
if (!boss)
{
return 1.0f;
}
if (dynamic_cast<DpsAssistAction*>(action))
{
return 0.0f;
}
return 1.0f;
}
float SkarvaldAndDalronnMultiplier::GetValue(Action* action)
{
// Unit* skarvald = AI_VALUE2(Unit*, "find target", "skarvald the constructor");
Unit* dalronn = AI_VALUE2(Unit*, "find target", "dalronn the controller");
if (!dalronn)
{
return 1.0f;
}
if (dynamic_cast<DpsAssistAction*>(action))
{
return 0.0f;
}
return 1.0f;
}
float IngvarThePlundererMultiplier::GetValue(Action* action)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "ingvar the plunderer");
bool isTank = botAI->IsTank(bot);
if (!boss)
{
return 1.0f;
}
// Prevent movement actions overriding current movement, we're probably dodging a slam
if (isTank && bot->isMoving() && dynamic_cast<MovementAction*>(action))
{
return 0.0f;
}
// If boss is casting a roar, do not allow beginning a spell cast that is non-instant
if (boss->HasUnitState(UNIT_STATE_CASTING))
{
if (boss->FindCurrentSpellBySpellId(SPELL_STAGGERING_ROAR) ||
boss->FindCurrentSpellBySpellId(SPELL_DREADFUL_ROAR))
{
if (dynamic_cast<CastSpellAction*>(action))
{
std::string const name = action->getName();
uint32 spellId = AI_VALUE2(uint32, "spell id", name);
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
{
return 1.0f;
}
uint32 castTime = spellInfo->CalcCastTime(bot);
if (castTime != 0)
{
return 0.0f;
}
}
}
// Done with non-tank logic
if (!isTank)
{
return 1.0f;
}
// TANK ONLY
if (boss->FindCurrentSpellBySpellId(SPELL_SMASH) ||
boss->FindCurrentSpellBySpellId(SPELL_DARK_SMASH))
{
// Prevent movement actions during smash which can mess up boss position.
// Allow through IngvarDodgeSmashAction only, as well as any non-movement actions.
if (dynamic_cast<MovementAction*>(action) && !dynamic_cast<IngvarDodgeSmashAction*>(action))
{
return 0.0f;
}
}
}
return 1.0f;
}