UP and CoS dungeons

- Utgarde Pinnacle implementation
- Culling of Stratholme implementation
- Added additional value ("nearest hostile npcs") needed to expose some hidden trigger-type npc units (eg. frost breath on Skadi fight in UP)
This commit is contained in:
Bobblybook
2024-10-21 22:29:03 +11:00
parent edcf90f4e8
commit c788e96828
31 changed files with 665 additions and 18 deletions

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#include "UtgardePinnacleMultipliers.h"
#include "UtgardePinnacleActions.h"
#include "GenericSpellActions.h"
#include "ChooseTargetActions.h"
#include "MovementActions.h"
#include "UtgardePinnacleTriggers.h"
#include "Action.h"
float SkadiMultiplier::GetValue(Action* action)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "skadi the ruthless");
if (!boss) { return 1.0f; }
Unit* bossMount = AI_VALUE2(Unit*, "find target", "grauf");
if (!bossMount)
// Actual bossfight (dismounted)
{
if (boss->HasAura(SPELL_SKADI_WHIRLWIND))
{
if (dynamic_cast<MovementAction*>(action) && !dynamic_cast<AvoidSkadiWhirlwindAction*>(action))
{
return 0.0f;
}
}
}
else
{
// Bots tend to get stuck trying to attack the boss in the sky, not the adds on the ground
if (dynamic_cast<AttackAction*>(action)
&& (action->GetTarget() == boss || action->GetTarget() == bossMount))
{
return 0.0f;
}
// TODO: BELOW IS EXPERIMENTAL
// Meant to stop the jittery movement when dodging the breath.
// Currently causes issues with making the bots unresponsive and often getting the healer killed.
// Semi-glitchy movement is better than semi-afk bots, so this is commented out until it gets improved
// bool cloudActive = false;
// // Need to check two conditions here - the persistent ground effect doesn't
// // seem to be detectable until 3-5 secs in, despite it dealing damage.
// // The initial breath triggers straight away but once it's over, the bots will run back on
// // to the frezzing cloud and take damage.
// // Therefore check both conditions and trigger on either.
// // Check this one early, if true then we don't need to iterate over any objects
// if (bossMount->HasAura(SPELL_FREEZING_CLOUD_BREATH))
// {
// cloudActive = true;
// }
// // Otherwise, check for persistent ground objects emitting the freezing cloud
// GuidVector objects = AI_VALUE(GuidVector, "nearest hostile npcs");
// for (auto i = objects.begin(); i != objects.end(); ++i)
// {
// Unit* unit = botAI->GetUnit(*i);
// if (unit && unit->GetEntry() == NPC_BREATH_TRIGGER)
// {
// Unit::AuraApplicationMap const& Auras = unit->GetAppliedAuras();
// for (Unit::AuraApplicationMap::const_iterator itr = Auras.begin(); itr != Auras.end(); ++itr)
// {
// Aura* aura = itr->second->GetBase();
// if (aura && aura->GetId() == SPELL_FREEZING_CLOUD)
// {
// cloudActive = true;
// break;
// }
// }
// }
// }
// if (cloudActive)
// {
// if (dynamic_cast<MovementAction*>(action) && !dynamic_cast<AvoidFreezingCloudAction*>(action))
// {
// return 0.0f;
// }
// }
}
return 1.0f;
}