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https://github.com/mod-playerbots/mod-playerbots.git
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# Pull Request The purposes of this PR are to (1) establish a general raid helper framework for the benefit of future raid strategies and (2) make some improvements to problematic areas of the raid strategy code. List of changes: 1. Added new RaidBossHelpers.cpp and RaidBossHelpers.h files in the Raid folder. 3. Moved reused helpers from Karazhan, Gruul, and Magtheridon strategies to the new helper files. 4. Modified the prior function that assigned a DPS bot to store and erase timers and trackers in associative containers--the function now includes parameters for mapId (so a bot that is not in the instance will not be assigned) and for the ability to exclude a bot (useful for excluding particular important roles, such as a Warlock tank, so they are not bogged down by these extra tasks at critical moments). I also renamed it from IsInstanceTimerManager to IsMechanicTrackerBot. 5. Moved all helper files in raid strategies to Util folders (was needed for ICC, MC, and Ulduar). 6. Renamed and reordered includes of Ulduar files in AiObjectContext.cpp to match other raid strategies. a. This initially caused compile errors which made me realize that the existing code had several problems with missing includes and was compiling only due to the prior ordering in AiObjectContext.cpp. Therefore, I added the missing includes to Molten Core, Ulduar, and Vault of Archavon strategies. b. Ulduar and Old Kingdom were also using the same constant name for a spell--the reordering caused a compile error here as well, which just highlighted an existing problem that was being hidden. I renamed the constant for Ulduar to fix this, but I think the better approach going forward would be to use a namespace or enum class. But that is for another time and probably another person. 7. Several changes with respect to Ulduar files: a. The position constants and enums for spells and NPCs and such were in the trigger header file. I did not think that made sense so moved them to existing helper files. b. Since the strategy does not use multipliers, I removed all files and references to multipliers in it. c. I removed some unneeded includes. I did not do a detailed review to determine what else could be removed--I just took some out that I could tell right away were not needed. d. I renamed the ingame strategy name from "uld" to "ulduar," which I think is clearer and is still plenty short. 8. Partial refactor of Gruul and Magtheridon strategies: a. I did not due a full refactoring but made some quick changes to things I did previously that were rather stupid like repeating calculations, having useless logic like pointless IsAlive() checks for creatures already on the hostile references list, and not using the existing Position class for coordinates. b. There were a few substantive changes, such as allowing players to pick Maulgar mage and moonkin tanks with the assistant flag, but a greater refactoring of the strategies themselves is beyond this PR. c. I was clearing some containers used for Gruul and Magtheridon strategies; the methods are now fixed to erase only the applicable keys so that in the unlikely event that one server has multiple groups running Gruul or Magtheridon at the same time, there won't be timer or position tracker conflicts. ## How to Test the Changes 1. Enter any raid instance that has any code impacted by this PR 2. Engage bosses and observe if any strategies are now broken I personally tested Maulgar, Gruul, and Magtheridon and confirmed that they still work as intended. ## Complexity & Impact I do not expect this PR to have any relevant changes to in-game performance, but I will defer to those more knowledgeable than I if there are concerns in this area. As I've mentioned before, you can consider me to be like a person who has taken half an intro C++ course at best. ## AI Assistance None beyond autocomplete of repetitive changes. --------- Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
674 lines
23 KiB
C++
674 lines
23 KiB
C++
#include "RaidMagtheridonActions.h"
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#include "RaidMagtheridonHelpers.h"
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#include "Creature.h"
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#include "ObjectAccessor.h"
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#include "ObjectGuid.h"
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#include "Playerbots.h"
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#include "RaidBossHelpers.h"
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using namespace MagtheridonHelpers;
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bool MagtheridonMainTankAttackFirstThreeChannelersAction::Execute(Event event)
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{
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Unit* magtheridon = AI_VALUE2(Unit*, "find target", "magtheridon");
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if (!magtheridon)
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return false;
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Creature* channelerSquare = GetChanneler(bot, SOUTH_CHANNELER);
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if (channelerSquare)
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MarkTargetWithSquare(bot, channelerSquare);
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Creature* channelerStar = GetChanneler(bot, WEST_CHANNELER);
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if (channelerStar)
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MarkTargetWithStar(bot, channelerStar);
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Creature* channelerCircle = GetChanneler(bot, EAST_CHANNELER);
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if (channelerCircle)
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MarkTargetWithCircle(bot, channelerCircle);
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// After first three channelers are dead, wait for Magtheridon to activate
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if (!channelerSquare && !channelerStar && !channelerCircle)
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{
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const Position& position = WAITING_FOR_MAGTHERIDON_POSITION;
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if (!bot->IsWithinDist2d(position.GetPositionX(), position.GetPositionY(), 2.0f))
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{
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return MoveTo(MAGTHERIDON_MAP_ID, position.GetPositionX(), position.GetPositionY(),
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position.GetPositionZ(), false, false, false, false,
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MovementPriority::MOVEMENT_COMBAT, true, false);
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}
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bot->SetFacingTo(position.GetOrientation());
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return true;
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}
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Creature* currentTarget = nullptr;
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std::string rtiName;
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if (channelerSquare)
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{
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currentTarget = channelerSquare;
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rtiName = "square";
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}
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else if (channelerStar)
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{
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currentTarget = channelerStar;
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rtiName = "star";
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}
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else if (channelerCircle)
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{
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currentTarget = channelerCircle;
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rtiName = "circle";
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}
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SetRtiTarget(botAI, rtiName, currentTarget);
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if (currentTarget && bot->GetVictim() != currentTarget)
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return Attack(currentTarget);
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return false;
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}
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bool MagtheridonFirstAssistTankAttackNWChannelerAction::Execute(Event event)
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{
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Creature* channelerDiamond = GetChanneler(bot, NORTHWEST_CHANNELER);
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if (!channelerDiamond)
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return false;
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MarkTargetWithDiamond(bot, channelerDiamond);
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SetRtiTarget(botAI, "diamond", channelerDiamond);
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if (bot->GetVictim() != channelerDiamond)
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return Attack(channelerDiamond);
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if (channelerDiamond->GetVictim() == bot)
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{
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const Position& position = NW_CHANNELER_TANK_POSITION;
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const float maxDistance = 3.0f;
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float distanceToPosition = bot->GetExactDist2d(position.GetPositionX(), position.GetPositionY());
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if (distanceToPosition > maxDistance)
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{
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float dX = position.GetPositionX() - bot->GetPositionX();
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float dY = position.GetPositionY() - bot->GetPositionY();
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float moveX = bot->GetPositionX() + (dX / distanceToPosition) * maxDistance;
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float moveY = bot->GetPositionY() + (dY / distanceToPosition) * maxDistance;
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return MoveTo(MAGTHERIDON_MAP_ID, moveX, moveY, position.GetPositionZ(), false, false, false, false,
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MovementPriority::MOVEMENT_COMBAT, true, false);
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}
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}
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return false;
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}
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bool MagtheridonSecondAssistTankAttackNEChannelerAction::Execute(Event event)
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{
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Creature* channelerTriangle = GetChanneler(bot, NORTHEAST_CHANNELER);
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if (!channelerTriangle)
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return false;
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MarkTargetWithTriangle(bot, channelerTriangle);
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SetRtiTarget(botAI, "triangle", channelerTriangle);
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if (bot->GetVictim() != channelerTriangle)
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return Attack(channelerTriangle);
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if (channelerTriangle->GetVictim() == bot)
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{
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const Position& position = NE_CHANNELER_TANK_POSITION;
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const float maxDistance = 3.0f;
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float distanceToPosition = bot->GetExactDist2d(position.GetPositionX(), position.GetPositionY());
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if (distanceToPosition > maxDistance)
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{
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float dX = position.GetPositionX() - bot->GetPositionX();
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float dY = position.GetPositionY() - bot->GetPositionY();
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float moveX = bot->GetPositionX() + (dX / distanceToPosition) * maxDistance;
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float moveY = bot->GetPositionY() + (dY / distanceToPosition) * maxDistance;
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return MoveTo(MAGTHERIDON_MAP_ID, moveX, moveY, position.GetPositionZ(), false, false, false, false,
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MovementPriority::MOVEMENT_COMBAT, true, false);
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}
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}
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return false;
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}
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// Misdirect West & East Channelers to Main Tank
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bool MagtheridonMisdirectHellfireChannelers::Execute(Event event)
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{
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Group* group = bot->GetGroup();
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if (!group)
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return false;
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std::vector<Player*> hunters;
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for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
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{
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Player* member = ref->GetSource();
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if (member && member->IsAlive() && member->getClass() == CLASS_HUNTER && GET_PLAYERBOT_AI(member))
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hunters.push_back(member);
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}
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int hunterIndex = -1;
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for (size_t i = 0; i < hunters.size(); ++i)
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{
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if (hunters[i] == bot)
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{
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hunterIndex = static_cast<int>(i);
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break;
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}
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}
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Player* mainTank = nullptr;
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for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
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{
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Player* member = ref->GetSource();
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if (member && member->IsAlive() && botAI->IsMainTank(member))
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{
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mainTank = member;
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break;
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}
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}
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Creature* channelerStar = GetChanneler(bot, WEST_CHANNELER);
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Creature* channelerCircle = GetChanneler(bot, EAST_CHANNELER);
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switch (hunterIndex)
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{
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case 0:
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if (mainTank && channelerStar &&
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channelerStar->GetVictim() != mainTank)
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{
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if (botAI->CanCastSpell("misdirection", mainTank))
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return botAI->CastSpell("misdirection", mainTank);
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if (!bot->HasAura(SPELL_MISDIRECTION))
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return false;
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if (botAI->CanCastSpell("steady shot", channelerStar))
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return botAI->CastSpell("steady shot", channelerStar);
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}
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break;
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case 1:
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if (mainTank && channelerCircle &&
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channelerCircle->GetVictim() != mainTank)
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{
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if (botAI->CanCastSpell("misdirection", mainTank))
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return botAI->CastSpell("misdirection", mainTank);
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if (!bot->HasAura(SPELL_MISDIRECTION))
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return false;
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if (botAI->CanCastSpell("steady shot", channelerCircle))
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return botAI->CastSpell("steady shot", channelerCircle);
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}
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break;
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default:
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break;
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}
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return false;
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}
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bool MagtheridonAssignDPSPriorityAction::Execute(Event event)
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{
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// Listed in order of priority
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Creature* channelerSquare = GetChanneler(bot, SOUTH_CHANNELER);
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if (channelerSquare)
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{
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SetRtiTarget(botAI, "square", channelerSquare);
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if (bot->GetTarget() != channelerSquare->GetGUID())
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return Attack(channelerSquare);
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return false;
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}
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Creature* channelerStar = GetChanneler(bot, WEST_CHANNELER);
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if (channelerStar)
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{
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SetRtiTarget(botAI, "star", channelerStar);
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if (bot->GetTarget() != channelerStar->GetGUID())
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return Attack(channelerStar);
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return false;
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}
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Creature* channelerCircle = GetChanneler(bot, EAST_CHANNELER);
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if (channelerCircle)
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{
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SetRtiTarget(botAI, "circle", channelerCircle);
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if (bot->GetTarget() != channelerCircle->GetGUID())
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return Attack(channelerCircle);
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return false;
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}
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Creature* channelerDiamond = GetChanneler(bot, NORTHWEST_CHANNELER);
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if (channelerDiamond)
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{
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SetRtiTarget(botAI, "diamond", channelerDiamond);
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if (bot->GetTarget() != channelerDiamond->GetGUID())
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return Attack(channelerDiamond);
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return false;
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}
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Creature* channelerTriangle = GetChanneler(bot, NORTHEAST_CHANNELER);
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if (channelerTriangle)
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{
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SetRtiTarget(botAI, "triangle", channelerTriangle);
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if (bot->GetTarget() != channelerTriangle->GetGUID())
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return Attack(channelerTriangle);
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return false;
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}
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Unit* magtheridon = AI_VALUE2(Unit*, "find target", "magtheridon");
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if (magtheridon && !magtheridon->HasAura(SPELL_SHADOW_CAGE) &&
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!channelerSquare && !channelerStar && !channelerCircle &&
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!channelerDiamond && !channelerTriangle)
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{
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SetRtiTarget(botAI, "cross", magtheridon);
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if (bot->GetTarget() != magtheridon->GetGUID())
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return Attack(magtheridon);
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}
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return false;
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}
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// Assign Burning Abyssals to Warlocks to Banish
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// Burning Abyssals in excess of Warlocks in party will be Feared
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bool MagtheridonWarlockCCBurningAbyssalAction::Execute(Event event)
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{
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Group* group = bot->GetGroup();
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if (!group)
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return false;
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const GuidVector& npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
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std::vector<Unit*> abyssals;
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for (auto const& npc : npcs)
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{
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Unit* unit = botAI->GetUnit(npc);
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if (unit && unit->GetEntry() == NPC_BURNING_ABYSSAL && unit->IsAlive())
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abyssals.push_back(unit);
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}
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std::vector<Player*> warlocks;
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for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
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{
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Player* member = ref->GetSource();
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if (member && member->IsAlive() && member->getClass() == CLASS_WARLOCK && GET_PLAYERBOT_AI(member))
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warlocks.push_back(member);
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}
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int warlockIndex = -1;
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for (size_t i = 0; i < warlocks.size(); ++i)
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{
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if (warlocks[i] == bot)
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{
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warlockIndex = static_cast<int>(i);
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break;
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}
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}
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if (warlockIndex >= 0 && warlockIndex < abyssals.size())
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{
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Unit* assignedAbyssal = abyssals[warlockIndex];
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if (!botAI->HasAura("banish", assignedAbyssal) && botAI->CanCastSpell("banish", assignedAbyssal))
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return botAI->CastSpell("banish", assignedAbyssal);
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}
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for (size_t i = warlocks.size(); i < abyssals.size(); ++i)
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{
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Unit* excessAbyssal = abyssals[i];
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if (!botAI->HasAura("banish", excessAbyssal) && !botAI->HasAura("fear", excessAbyssal) &&
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botAI->CanCastSpell("fear", excessAbyssal))
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return botAI->CastSpell("fear", excessAbyssal);
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}
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return false;
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}
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// Main tank will back up to the Northern point of the room
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bool MagtheridonMainTankPositionBossAction::Execute(Event event)
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{
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Unit* magtheridon = AI_VALUE2(Unit*, "find target", "magtheridon");
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if (!magtheridon)
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return false;
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MarkTargetWithCross(bot, magtheridon);
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SetRtiTarget(botAI, "cross", magtheridon);
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if (bot->GetVictim() != magtheridon)
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return Attack(magtheridon);
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if (magtheridon->GetVictim() == bot)
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{
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const Position& position = MAGTHERIDON_TANK_POSITION;
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const float maxDistance = 2.0f;
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float distanceToPosition = bot->GetExactDist2d(position.GetPositionX(), position.GetPositionY());
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if (distanceToPosition > maxDistance)
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{
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float dX = position.GetPositionX() - bot->GetPositionX();
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float dY = position.GetPositionY() - bot->GetPositionY();
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float moveX = bot->GetPositionX() + (dX / distanceToPosition) * maxDistance;
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float moveY = bot->GetPositionY() + (dY / distanceToPosition) * maxDistance;
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return MoveTo(MAGTHERIDON_MAP_ID, moveX, moveY, position.GetPositionZ(), false, false, false, false,
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MovementPriority::MOVEMENT_COMBAT, true, true);
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}
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}
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return false;
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}
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// Ranged DPS will remain within 25 yards of the center of the room
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// Healers will remain within 15 yards of a position that is between ranged DPS and the boss
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std::unordered_map<ObjectGuid, Position> MagtheridonSpreadRangedAction::initialPositions;
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std::unordered_map<ObjectGuid, bool> MagtheridonSpreadRangedAction::hasReachedInitialPosition;
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bool MagtheridonSpreadRangedAction::Execute(Event event)
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{
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Unit* magtheridon = AI_VALUE2(Unit*, "find target", "magtheridon");
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if (!magtheridon)
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return false;
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Group* group = bot->GetGroup();
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if (!group)
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return false;
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const uint32 instanceId = magtheridon->GetMap()->GetInstanceId();
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// Wait for 6 seconds after Magtheridon activates to spread
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const uint8 spreadWaitSeconds = 6;
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auto it = spreadWaitTimer.find(instanceId);
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if (it == spreadWaitTimer.end() ||
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(time(nullptr) - it->second) < spreadWaitSeconds)
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return false;
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auto cubeIt = botToCubeAssignment.find(bot->GetGUID());
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if (cubeIt != botToCubeAssignment.end())
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{
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time_t now = time(nullptr);
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auto timerIt = blastNovaTimer.find(instanceId);
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if (timerIt != blastNovaTimer.end())
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{
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time_t lastBlastNova = timerIt->second;
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if (now - lastBlastNova >= 49)
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return false;
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}
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}
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std::vector<Player*> members;
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for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
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{
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Player* member = ref->GetSource();
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if (member && member->IsAlive())
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members.push_back(member);
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}
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bool isHealer = botAI->IsHeal(bot);
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const Position& center = isHealer
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? HEALER_SPREAD_POSITION
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: RANGED_SPREAD_POSITION;
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float maxSpreadRadius = isHealer ? 15.0f : 20.0f;
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float centerX = center.GetPositionX();
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float centerY = center.GetPositionY();
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float centerZ = center.GetPositionZ();
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const float radiusBuffer = 3.0f;
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if (!initialPositions.count(bot->GetGUID()))
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{
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auto it = std::find(members.begin(), members.end(), bot);
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uint8 botIndex = (it != members.end()) ? std::distance(members.begin(), it) : 0;
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uint8 count = members.size();
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float angle = 2 * M_PI * botIndex / count;
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float radius = static_cast<float>(rand()) / RAND_MAX * maxSpreadRadius;
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float targetX = centerX + radius * cos(angle);
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float targetY = centerY + radius * sin(angle);
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initialPositions[bot->GetGUID()] = Position(targetX, targetY, centerZ);
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hasReachedInitialPosition[bot->GetGUID()] = false;
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}
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Position targetPosition = initialPositions[bot->GetGUID()];
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if (!hasReachedInitialPosition[bot->GetGUID()])
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{
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if (!bot->IsWithinDist2d(targetPosition.GetPositionX(), targetPosition.GetPositionY(), 2.0f))
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{
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float destX = targetPosition.GetPositionX();
|
|
float destY = targetPosition.GetPositionY();
|
|
float destZ = targetPosition.GetPositionZ();
|
|
|
|
if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(),
|
|
bot->GetPositionY(), bot->GetPositionZ(), destX, destY, destZ))
|
|
return false;
|
|
|
|
bot->AttackStop();
|
|
bot->InterruptNonMeleeSpells(false);
|
|
return MoveTo(MAGTHERIDON_MAP_ID, destX, destY, destZ, false, false, false, false,
|
|
MovementPriority::MOVEMENT_COMBAT, true, false);
|
|
}
|
|
hasReachedInitialPosition[bot->GetGUID()] = true;
|
|
}
|
|
|
|
float distToCenter = bot->GetExactDist2d(centerX, centerY);
|
|
|
|
if (distToCenter > maxSpreadRadius + radiusBuffer)
|
|
{
|
|
float angle = static_cast<float>(rand()) / RAND_MAX * 2.0f * M_PI;
|
|
float radius = static_cast<float>(rand()) / RAND_MAX * maxSpreadRadius;
|
|
float targetX = centerX + radius * cos(angle);
|
|
float targetY = centerY + radius * sin(angle);
|
|
|
|
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
|
|
bot->GetPositionZ(), targetX, targetY, centerZ))
|
|
{
|
|
bot->AttackStop();
|
|
bot->InterruptNonMeleeSpells(false);
|
|
return MoveTo(MAGTHERIDON_MAP_ID, targetX, targetY, centerZ, false, false, false, false,
|
|
MovementPriority::MOVEMENT_COMBAT, true, false);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// For bots that are assigned to click cubes
|
|
// Magtheridon casts Blast Nova every 54.35 to 55.40s, with a 2s cast time
|
|
bool MagtheridonUseManticronCubeAction::Execute(Event event)
|
|
{
|
|
Unit* magtheridon = AI_VALUE2(Unit*, "find target", "magtheridon");
|
|
if (!magtheridon)
|
|
return false;
|
|
|
|
auto it = botToCubeAssignment.find(bot->GetGUID());
|
|
const CubeInfo& cubeInfo = it->second;
|
|
GameObject* cube = botAI->GetGameObject(cubeInfo.guid);
|
|
if (!cube)
|
|
return false;
|
|
|
|
// Release cubes after Blast Nova is interrupted
|
|
if (HandleCubeRelease(magtheridon, cube))
|
|
return true;
|
|
|
|
// Check if cube logic should be active (49+ second rule)
|
|
if (!ShouldActivateCubeLogic(magtheridon))
|
|
return false;
|
|
|
|
// Handle active cube logic based on Blast Nova casting state
|
|
bool blastNovaActive = magtheridon->HasUnitState(UNIT_STATE_CASTING) &&
|
|
magtheridon->FindCurrentSpellBySpellId(SPELL_BLAST_NOVA);
|
|
|
|
if (!blastNovaActive)
|
|
// After 49 seconds, wait at safe distance from cube
|
|
return HandleWaitingPhase(cubeInfo);
|
|
else
|
|
// Blast Nova is casting - move to and click cube
|
|
return HandleCubeInteraction(cubeInfo, cube);
|
|
|
|
return false;
|
|
}
|
|
|
|
bool MagtheridonUseManticronCubeAction::HandleCubeRelease(Unit* magtheridon, GameObject* cube)
|
|
{
|
|
if (bot->HasAura(SPELL_SHADOW_GRASP) &&
|
|
!(magtheridon->HasUnitState(UNIT_STATE_CASTING) &&
|
|
magtheridon->FindCurrentSpellBySpellId(SPELL_BLAST_NOVA)))
|
|
{
|
|
uint32 delay = urand(200, 3000);
|
|
botAI->AddTimedEvent(
|
|
[this]
|
|
{
|
|
botAI->Reset();
|
|
},
|
|
delay);
|
|
botAI->SetNextCheckDelay(delay + 50);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool MagtheridonUseManticronCubeAction::ShouldActivateCubeLogic(Unit* magtheridon)
|
|
{
|
|
auto timerIt = blastNovaTimer.find(magtheridon->GetMap()->GetInstanceId());
|
|
if (timerIt == blastNovaTimer.end())
|
|
return false;
|
|
|
|
time_t now = time(nullptr);
|
|
time_t lastBlastNova = timerIt->second;
|
|
|
|
return (now - lastBlastNova >= 49);
|
|
}
|
|
|
|
bool MagtheridonUseManticronCubeAction::HandleWaitingPhase(const CubeInfo& cubeInfo)
|
|
{
|
|
const float safeWaitDistance = 8.0f;
|
|
float cubeDist = bot->GetExactDist2d(cubeInfo.x, cubeInfo.y);
|
|
|
|
if (fabs(cubeDist - safeWaitDistance) > 1.0f)
|
|
{
|
|
for (int i = 0; i < 12; ++i)
|
|
{
|
|
float angle = i * M_PI / 6.0f;
|
|
float targetX = cubeInfo.x + cos(angle) * safeWaitDistance;
|
|
float targetY = cubeInfo.y + sin(angle) * safeWaitDistance;
|
|
float targetZ = bot->GetPositionZ();
|
|
|
|
if (IsSafeFromMagtheridonHazards(botAI, bot, targetX, targetY, targetZ))
|
|
{
|
|
bot->AttackStop();
|
|
bot->InterruptNonMeleeSpells(true);
|
|
return MoveTo(MAGTHERIDON_MAP_ID, targetX, targetY, targetZ, false, false, false, false,
|
|
MovementPriority::MOVEMENT_COMBAT, true, false);
|
|
}
|
|
}
|
|
|
|
float angle = static_cast<float>(rand()) / RAND_MAX * 2.0f * M_PI;
|
|
float fallbackX = cubeInfo.x + cos(angle) * safeWaitDistance;
|
|
float fallbackY = cubeInfo.y + sin(angle) * safeWaitDistance;
|
|
float fallbackZ = bot->GetPositionZ();
|
|
|
|
return MoveTo(MAGTHERIDON_MAP_ID, fallbackX, fallbackY, fallbackZ, false, false, false, false,
|
|
MovementPriority::MOVEMENT_COMBAT, true, false);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool MagtheridonUseManticronCubeAction::HandleCubeInteraction(const CubeInfo& cubeInfo, GameObject* cube)
|
|
{
|
|
const float interactDistance = 1.0f;
|
|
float cubeDist = bot->GetExactDist2d(cubeInfo.x, cubeInfo.y);
|
|
|
|
if (cubeDist > interactDistance)
|
|
{
|
|
if (cubeDist <= interactDistance + 1.0f)
|
|
{
|
|
uint32 delay = urand(200, 1500);
|
|
botAI->AddTimedEvent(
|
|
[this, cube]
|
|
{
|
|
bot->StopMoving();
|
|
cube->Use(bot);
|
|
},
|
|
delay);
|
|
botAI->SetNextCheckDelay(delay + 50);
|
|
return true;
|
|
}
|
|
|
|
float angle = atan2(cubeInfo.y - bot->GetPositionY(), cubeInfo.x - bot->GetPositionX());
|
|
float targetX = cubeInfo.x - cos(angle) * interactDistance;
|
|
float targetY = cubeInfo.y - sin(angle) * interactDistance;
|
|
float targetZ = bot->GetPositionZ();
|
|
|
|
bot->AttackStop();
|
|
bot->InterruptNonMeleeSpells(true);
|
|
return MoveTo(MAGTHERIDON_MAP_ID, targetX, targetY, targetZ, false, false, false, false,
|
|
MovementPriority::MOVEMENT_FORCED, true, false);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// The Blast Nova timer resets when Magtheridon stops casting it, which is needed to ensure that bots use cubes.
|
|
// However, Magtheridon's Blast Nova cooldown actually runs from when he starts casting it. This means that if a Blast Nova
|
|
// is not interrupted or takes too long to interrupt, the timer will be thrown off for the rest of the encounter.
|
|
// Correcting this issue is complicated and probably would need some rewriting--I have not done so and
|
|
// and view the current solution as sufficient since in TBC a missed Blast Nova would be a guaranteed wipe anyway.
|
|
bool MagtheridonManageTimersAndAssignmentsAction::Execute(Event event)
|
|
{
|
|
Unit* magtheridon = AI_VALUE2(Unit*, "find target", "magtheridon");
|
|
if (!magtheridon)
|
|
return false;
|
|
|
|
const uint32 instanceId = magtheridon->GetMap()->GetInstanceId();
|
|
const time_t now = time(nullptr);
|
|
|
|
bool blastNovaActive = magtheridon->HasUnitState(UNIT_STATE_CASTING) &&
|
|
magtheridon->FindCurrentSpellBySpellId(SPELL_BLAST_NOVA);
|
|
bool lastBlastNova = lastBlastNovaState[instanceId];
|
|
|
|
if (lastBlastNova && !blastNovaActive && IsMechanicTrackerBot(botAI, bot, MAGTHERIDON_MAP_ID, nullptr))
|
|
blastNovaTimer[instanceId] = now;
|
|
|
|
lastBlastNovaState[instanceId] = blastNovaActive;
|
|
|
|
if (!magtheridon->HasAura(SPELL_SHADOW_CAGE))
|
|
{
|
|
if (IsMechanicTrackerBot(botAI, bot, MAGTHERIDON_MAP_ID, nullptr))
|
|
{
|
|
spreadWaitTimer.try_emplace(instanceId, now);
|
|
blastNovaTimer.try_emplace(instanceId, now);
|
|
dpsWaitTimer.try_emplace(instanceId, now);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ObjectGuid guid = bot->GetGUID();
|
|
MagtheridonSpreadRangedAction::initialPositions.erase(guid);
|
|
MagtheridonSpreadRangedAction::hasReachedInitialPosition.erase(guid);
|
|
botToCubeAssignment.erase(guid);
|
|
|
|
if (IsMechanicTrackerBot(botAI, bot, MAGTHERIDON_MAP_ID, nullptr))
|
|
{
|
|
spreadWaitTimer.erase(instanceId);
|
|
blastNovaTimer.erase(instanceId);
|
|
dpsWaitTimer.erase(instanceId);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|