- Added generic boss aura triggers and actions (#1242)

- Added Freya strategy
- Added or updated aura resistance strategies for ulduar
This commit is contained in:
kadeshar
2025-04-27 12:48:16 +02:00
committed by GitHub
parent 34a888978e
commit d8436b8270
11 changed files with 713 additions and 409 deletions

View File

@@ -11,8 +11,6 @@
#include "SharedDefines.h"
#include "Trigger.h"
#include "Vehicle.h"
#include <HunterBuffStrategies.h>
#include <PaladinBuffStrategies.h>
const std::vector<uint32> availableVehicles = {NPC_VEHICLE_CHOPPER, NPC_SALVAGED_DEMOLISHER,
NPC_SALVAGED_DEMOLISHER_TURRET, NPC_SALVAGED_SIEGE_ENGINE,
@@ -244,100 +242,6 @@ bool RazorscaleFuseArmorTrigger::IsActive()
return false;
}
bool RazorscaleFireResistanceTrigger::IsActive()
{
// Check boss and it is alive
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss || !boss->IsAlive())
return false;
// Check if bot is paladin
if (bot->getClass() != CLASS_PALADIN)
return false;
// Check if bot have fire resistance aura
if (bot->HasAura(SPELL_FIRE_RESISTANCE_AURA))
return false;
// Check if bot dont have already have fire resistance strategy
PaladinFireResistanceStrategy paladinFireResistanceStrategy(botAI);
if (botAI->HasStrategy(paladinFireResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT))
return false;
// Check that the bot actually knows the spell
if (!bot->HasActiveSpell(SPELL_FIRE_RESISTANCE_AURA))
return false;
// Get the group and ensure it's a raid group
Group* group = bot->GetGroup();
if (!group || !group->isRaidGroup())
return false;
// Iterate through group members to find the first alive paladin
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member || !member->IsAlive())
continue;
// Check if the member is a hunter
if (member->getClass() == CLASS_PALADIN)
{
// Return true only if the current bot is the first alive paladin
return member == bot;
}
}
return false;
}
bool IgnisFireResistanceTrigger::IsActive()
{
// Check boss and it is alive
Unit* boss = AI_VALUE2(Unit*, "find target", "ignis the furnace master");
if (!boss || !boss->IsAlive())
return false;
// Check if bot is paladin
if (bot->getClass() != CLASS_PALADIN)
return false;
// Check if bot have fire resistance aura
if (bot->HasAura(SPELL_FIRE_RESISTANCE_AURA))
return false;
// Check if bot dont have already have fire resistance strategy
PaladinFireResistanceStrategy paladinFireResistanceStrategy(botAI);
if (botAI->HasStrategy(paladinFireResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT))
return false;
// Check that the bot actually knows the spell
if (!bot->HasActiveSpell(SPELL_FIRE_RESISTANCE_AURA))
return false;
// Get the group and ensure it's a raid group
Group* group = bot->GetGroup();
if (!group || !group->isRaidGroup())
return false;
// Iterate through group members to find the first alive paladin
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member || !member->IsAlive())
continue;
// Check if the member is a hunter
if (member->getClass() == CLASS_PALADIN)
{
// Return true only if the current bot is the first alive paladin
return member == bot;
}
}
return false;
}
bool IronAssemblyLightningTendrilsTrigger::IsActive()
{
// Check boss and it is alive
@@ -451,57 +355,6 @@ bool KologarnFallFromFloorTrigger::IsActive()
return bot->GetPositionZ() < ULDUAR_KOLOGARN_AXIS_Z_PATHING_ISSUE_DETECT;
}
bool KologarnNatureResistanceTrigger::IsActive()
{
// Check boss and it is alive
Unit* boss = AI_VALUE2(Unit*, "find target", "kologarn");
if (!boss || !boss->IsAlive())
return false;
// Check if bot is alive
if (!bot->IsAlive())
return false;
// Check if bot is hunter
if (bot->getClass() != CLASS_HUNTER)
return false;
// Check if bot have nature resistance aura
if (bot->HasAura(SPELL_ASPECT_OF_THE_WILD))
return false;
// Check if bot dont have already setted nature resistance aura
HunterNatureResistanceStrategy hunterNatureResistanceStrategy(botAI);
if (botAI->HasStrategy(hunterNatureResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT))
return false;
// Check that the bot actually knows Aspect of the Wild
if (!bot->HasActiveSpell(SPELL_ASPECT_OF_THE_WILD))
return false;
// Get the group and ensure it's a raid group
Group* group = bot->GetGroup();
if (!group || !group->isRaidGroup())
return false;
// Iterate through group members to find the first alive hunter
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member || !member->IsAlive())
continue;
// Check if the member is a hunter
if (member->getClass() == CLASS_HUNTER)
{
// Return true only if the current bot is the first alive hunter
return member == bot;
}
}
return false;
}
bool KologarnRubbleSlowdownTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "kologarn");
@@ -579,53 +432,6 @@ bool HodirNearSnowpackedIcicleTrigger::IsActive()
return true;
}
bool HodirFrostResistanceTrigger::IsActive()
{
// Check boss and it is alive
Unit* boss = AI_VALUE2(Unit*, "find target", "hodir");
if (!boss || !boss->IsAlive())
return false;
// Check if bot is paladin
if (bot->getClass() != CLASS_PALADIN)
return false;
// Check if bot have frost resistance aura
if (bot->HasAura(SPELL_FROST_RESISTANCE_AURA))
return false;
// Check if bot dont have already have frost resistance strategy
PaladinFrostResistanceStrategy paladinFrostResistanceStrategy(botAI);
if (botAI->HasStrategy(paladinFrostResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT))
return false;
// Check that the bot actually knows the spell
if (!bot->HasActiveSpell(SPELL_FROST_RESISTANCE_AURA))
return false;
// Get the group and ensure it's a raid group
Group* group = bot->GetGroup();
if (!group || !group->isRaidGroup())
return false;
// Iterate through group members to find the first alive paladin
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member || !member->IsAlive())
continue;
// Check if the member is a hunter
if (member->getClass() == CLASS_PALADIN)
{
// Return true only if the current bot is the first alive paladin
return member == bot;
}
}
return false;
}
bool FreyaNearNatureBombTrigger::IsActive()
{
// Check boss and it is alive
@@ -640,34 +446,185 @@ bool FreyaNearNatureBombTrigger::IsActive()
return target != nullptr;
}
bool FreyaTankNearEonarsGiftTrigger::IsActive()
bool FreyaMarkDpsTargetTrigger::IsActive()
{
// Check boss and it is alive
Unit* boss = AI_VALUE2(Unit*, "find target", "freya");
if (!boss || !boss->IsAlive())
return false;
// Only tank bot can mark target
if (!botAI->IsTank(bot))
{
return false;
// Get current raid dps target
Group* group = bot->GetGroup();
if (!group)
return false;
int8 skullIndex = 7;
ObjectGuid currentSkullTarget = group->GetTargetIcon(skullIndex);
Unit* currentSkullUnit = botAI->GetUnit(currentSkullTarget);
if (currentSkullUnit && !currentSkullUnit->IsAlive())
{
currentSkullUnit = nullptr;
}
// Check Eonar's gift and it is alive
// Check which adds is up
Unit* eonarsGift = nullptr;
Unit* ancientConservator = nullptr;
Unit* snaplasher = nullptr;
Unit* ancientWaterSpirit = nullptr;
Unit* stormLasher = nullptr;
Unit* firstDetonatingLasher = nullptr;
// Target is not findable from threat table using AI_VALUE2(),
// therefore need to search manually for the unit id
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
Unit* target = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (!unit)
{
target = botAI->GetUnit(*i);
if (!target || !target->IsAlive())
continue;
if (target->GetEntry() == NPC_EONARS_GIFT)
{
eonarsGift = target;
}
else if (target->GetEntry() == NPC_ANCIENT_CONSERVATOR)
{
ancientConservator = target;
}
else if (target->GetEntry() == NPC_SNAPLASHER)
{
snaplasher = target;
}
else if (target->GetEntry() == NPC_ANCIENT_WATER_SPIRIT)
{
ancientWaterSpirit = target;
}
else if (target->GetEntry() == NPC_STORM_LASHER)
{
stormLasher = target;
}
else if (target->GetEntry() == NPC_DETONATING_LASHER && !firstDetonatingLasher)
{
firstDetonatingLasher = target;
}
}
// Check that eonars gift is need to be mark
if (eonarsGift &&
(!currentSkullUnit || currentSkullUnit->GetEntry() != eonarsGift->GetEntry()))
{
return true;
}
// Check that ancient conservator is need to be mark
if (ancientConservator &&
(!currentSkullUnit || currentSkullUnit->GetEntry() != ancientConservator->GetEntry()))
{
return true;
}
// Check that trio of adds is need to be mark
if (snaplasher || ancientWaterSpirit || stormLasher)
{
Unit* highestHealthUnit = nullptr;
uint32 highestHealth = 0;
if (snaplasher && snaplasher->GetHealth() > highestHealth)
{
highestHealth = snaplasher->GetHealth();
highestHealthUnit = snaplasher;
}
if (ancientWaterSpirit && ancientWaterSpirit->GetHealth() > highestHealth)
{
highestHealth = ancientWaterSpirit->GetHealth();
highestHealthUnit = ancientWaterSpirit;
}
if (stormLasher && stormLasher->GetHealth() > highestHealth)
{
highestHealthUnit = stormLasher;
}
uint32 creatureId = unit->GetEntry();
if (creatureId == NPC_EONARS_GIFT && unit->IsAlive())
// If the highest health unit is not already marked, mark it
if (highestHealthUnit &&
(!currentSkullUnit || currentSkullUnit->GetEntry() != highestHealthUnit->GetEntry()))
{
return true;
}
}
// Check that detonating lasher is need to be mark
if (firstDetonatingLasher &&
(!currentSkullUnit || currentSkullUnit->GetEntry() != firstDetonatingLasher->GetEntry()))
{
Map* map = bot->GetMap();
if (!map || !map->IsRaid())
return false;
uint32 healthThreshold = map->Is25ManRaid() ? 7200 : 4900; // Detonate maximum damage
// Check that detonate lasher dont kill raid members
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member || !member->IsAlive())
continue;
if (member->GetHealth() < healthThreshold)
return false;
}
return true;
}
return false;
}
bool FreyaMoveToHealingSporeTrigger::IsActive()
{
// Check for the Freya boss
Unit* boss = AI_VALUE2(Unit*, "find target", "freya");
if (!boss || !boss->IsAlive())
return false;
if (!botAI->IsRanged(bot))
return false;
Unit* conservatory = AI_VALUE2(Unit*, "find target", "ancient conservator");
if (!conservatory || !conservatory->IsAlive())
return false;
GuidVector targets = AI_VALUE(GuidVector, "nearest npcs");
float nearestDistance = std::numeric_limits<float>::max();
bool foundSpore = false;
// Iterate through all targets to find healthy spores
for (const ObjectGuid& guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive())
continue;
// Check if the unit is a healthy spore
if (unit->GetEntry() == NPC_HEALTHY_SPORE)
{
foundSpore = true;
float distance = bot->GetDistance(unit);
if (distance < nearestDistance)
{
nearestDistance = distance;
}
}
}
// If no healthy spores are found, return false
if (!foundSpore)
return false;
// If the nearest spore is farther than 6 yards, a move is required
return nearestDistance > 6.0f;
}