/* * Copyright (C) 2016+ AzerothCore , released under GNU AGPL v3 license, you may redistribute it * and/or modify it under version 3 of the License, or (at your option), any later version. */ #include "RogueTriggers.h" #include "GenericTriggers.h" #include "Playerbots.h" #include "ServerFacade.h" // bool AdrenalineRushTrigger::isPossible() // { // return !botAI->HasAura("stealth", bot); // } bool UnstealthTrigger::IsActive() { if (!botAI->HasAura("stealth", bot)) return false; return botAI->HasAura("stealth", bot) && !AI_VALUE(uint8, "attacker count") && (AI_VALUE2(bool, "moving", "self target") && ((botAI->GetMaster() && ServerFacade::instance().IsDistanceGreaterThan(AI_VALUE2(float, "distance", "group leader"), 10.0f) && AI_VALUE2(bool, "moving", "group leader")) || !AI_VALUE(uint8, "attacker count"))); } bool StealthTrigger::IsActive() { if (botAI->HasAura("stealth", bot) || bot->IsInCombat() || bot->HasSpellCooldown(1784)) return false; float distance = 30.f; Unit* target = AI_VALUE(Unit*, "enemy player target"); if (target && !target->IsInWorld()) { return false; } if (!target) target = AI_VALUE(Unit*, "grind target"); if (!target) target = AI_VALUE(Unit*, "dps target"); if (!target) return false; if (target && target->GetVictim()) distance -= 10; if (target->isMoving() && target->GetVictim()) distance -= 10; if (bot->InBattleground()) distance += 15; if (bot->InArena()) distance += 15; return target && ServerFacade::instance().GetDistance2d(bot, target) < distance; } bool SapTrigger::IsPossible() { return bot->GetLevel() > 10 && bot->HasSpell(6770) && !bot->IsInCombat(); } bool SprintTrigger::IsPossible() { return bot->HasSpell(2983); } bool SprintTrigger::IsActive() { if (bot->HasSpellCooldown(2983)) return false; float distance = botAI->GetMaster() ? 45.0f : 35.0f; if (botAI->HasAura("stealth", bot)) distance -= 10; bool targeted = false; Unit* dps = AI_VALUE(Unit*, "dps target"); Unit* enemyPlayer = AI_VALUE(Unit*, "enemy player target"); if (enemyPlayer && !enemyPlayer->IsInWorld()) { return false; } if (dps) targeted = (dps == AI_VALUE(Unit*, "current target")); if (enemyPlayer && !targeted) targeted = (enemyPlayer == AI_VALUE(Unit*, "current target")); if (!targeted) return false; if ((dps && dps->IsInCombat()) || enemyPlayer) distance -= 10; return AI_VALUE2(bool, "moving", "self target") && (AI_VALUE2(bool, "moving", "dps target") || AI_VALUE2(bool, "moving", "enemy player target")) && targeted && (ServerFacade::instance().IsDistanceGreaterThan(AI_VALUE2(float, "distance", "dps target"), distance) || ServerFacade::instance().IsDistanceGreaterThan(AI_VALUE2(float, "distance", "enemy player target"), distance)); } bool ExposeArmorTrigger::IsActive() { Unit* target = AI_VALUE(Unit*, "current target"); // Get the bot's current target return DebuffTrigger::IsActive() && !botAI->HasAura("sunder armor", target, false, false, -1, true) && AI_VALUE2(uint8, "combo", "current target") <= 3; } bool MainHandWeaponNoEnchantTrigger::IsActive() { Item* const itemForSpell = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (!itemForSpell || itemForSpell->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT)) return false; return true; } bool OffHandWeaponNoEnchantTrigger::IsActive() { Item* const itemForSpell = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!itemForSpell || itemForSpell->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT)) return false; return true; }