#include "Playerbots.h" #include "VioletHoldTriggers.h" #include "AiObject.h" #include "AiObjectContext.h" bool ErekemTargetTrigger::IsActive() { Unit* boss = AI_VALUE2(Unit*, "find target", "erekem"); if (!boss) { return false; } return botAI->IsDps(bot); } bool IchoronTargetTrigger::IsActive() { Unit* boss = AI_VALUE2(Unit*, "find target", "ichoron"); if (!boss) { return false; } return !botAI->IsHeal(bot); } bool VoidShiftTrigger::IsActive() { Unit* boss = AI_VALUE2(Unit*, "find target", "zuramat the obliterator"); if (!boss) { return false; } return bot->HasAura(SPELL_VOID_SHIFTED) && !botAI->IsHeal(bot); } bool ShroudOfDarknessTrigger::IsActive() { Unit* boss = AI_VALUE2(Unit*, "find target", "zuramat the obliterator"); if (!boss) { return false; } return boss->HasAura(SPELL_SHROUD_OF_DARKNESS); } bool CyanigosaPositioningTrigger::IsActive() { Unit* boss = AI_VALUE2(Unit*, "find target", "cyanigosa"); if (!boss) { return false; } // Include healers here for now, otherwise they stand in things return !botAI->IsTank(bot) && !botAI->IsRangedDps(bot); // return botAI->IsMelee(bot) && !botAI->IsTank(bot); }