Files
mod-playerbots/src/Ai/Raid/Ulduar/Action/RaidUlduarActions.cpp
Crow b31bda85ee Refactor raid strategy framework (#2069)
# 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>
2026-02-06 11:55:43 -08:00

3286 lines
106 KiB
C++

#include "RaidUlduarActions.h"
#include <CombatStrategy.h>
#include <FollowMasterStrategy.h>
#include <cmath>
#include "AiObjectContext.h"
#include "DBCEnums.h"
#include "GameObject.h"
#include "Group.h"
#include "LastMovementValue.h"
#include "ObjectGuid.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
#include "Position.h"
#include "RaidUlduarBossHelper.h"
#include "RaidUlduarScripts.h"
#include "RtiValue.h"
#include "ScriptedCreature.h"
#include "ServerFacade.h"
#include "Unit.h"
#include "Vehicle.h"
#include <RtiTargetValue.h>
#include <TankAssistStrategy.h>
const std::string ADD_STRATEGY_CHAR = "+";
const std::string REMOVE_STRATEGY_CHAR = "-";
const std::vector<uint32> availableVehicles = {NPC_VEHICLE_CHOPPER, NPC_SALVAGED_DEMOLISHER,
NPC_SALVAGED_DEMOLISHER_TURRET, NPC_SALVAGED_SIEGE_ENGINE,
NPC_SALVAGED_SIEGE_ENGINE_TURRET};
const std::vector<Position> corners = {
{183.53f, 66.53f, 409.80f}, {383.03f, 75.10f, 411.71f}, {379.74f, -133.05f, 410.88f}, {158.67f, -137.54f, 409.80f}};
const Position ULDUAR_KOLOGARN_RESTORE_POSITION = Position(1764.3749f, -24.02903f, 448.0f, 0.00087690353f);
const Position ULDUAR_KOLOGARN_EYEBEAM_LEFT_POSITION = Position(1781.2051f, 9.34402f, 449.0f, 0.00087690353f);
const Position ULDUAR_KOLOGARN_EYEBEAM_RIGHT_POSITION = Position(1763.2561f, -24.44305f, 449.0f, 0.00087690353f);
const Position ULDUAR_THORIM_JUMP_START_POINT = Position(2137.137f, -291.19025f, 438.24753f, 1.7059844f);
const Position ULDUAR_YOGG_SARON_BOSS_ROOM_RESTORE_POINT = Position(1928.8923f, -24.871964f, 324.88956f, 6.247805f);
const Position yoggPortalLoc[] = {
{1970.48f, -9.75f, 325.5f}, {1992.76f, -10.21f, 325.5f}, {1995.53f, -39.78f, 325.5f}, {1969.25f, -42.00f, 325.5f},
{1960.62f, -32.00f, 325.5f}, {1981.98f, -5.69f, 325.5f}, {1982.78f, -45.73f, 325.5f}, {2000.66f, -29.68f, 325.5f},
{1999.88f, -19.61f, 325.5f}, {1961.37f, -19.54f, 325.5f}};
bool FlameLeviathanVehicleAction::Execute(Event event)
{
vehicleBase_ = bot->GetVehicleBase();
vehicle_ = bot->GetVehicle();
if (!vehicleBase_ || !vehicle_)
return false;
GuidVector attackers = context->GetValue<GuidVector>("attackers")->Get();
Unit* target = nullptr;
Unit* flame = nullptr;
for (auto i = attackers.begin(); i != attackers.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (!unit)
continue;
if (unit->GetEntry() == 33139) // Flame Leviathan Turret
continue;
if (unit->GetEntry() == 33142) // Leviathan Defense Turret
continue;
if (unit->GetEntry() == 33113) // Flame Leviathan
{
flame = unit;
continue;
}
if (!target || bot->GetExactDist(target) > bot->GetExactDist(unit))
{
target = unit;
}
}
// Flame Leviathan is chasing me
if (flame && flame->GetVictim() == vehicleBase_)
if (MoveAvoidChasing(flame))
return true;
uint32 entry = vehicleBase_->GetEntry();
switch (entry)
{
case NPC_SALVAGED_DEMOLISHER:
return DemolisherAction(flame ? flame : target);
case NPC_SALVAGED_DEMOLISHER_TURRET:
return DemolisherTurretAction(target ? target: flame);
case NPC_SALVAGED_SIEGE_ENGINE:
return SiegeEngineAction(flame ? flame : target);
case NPC_SALVAGED_SIEGE_ENGINE_TURRET:
return SiegeEngineTurretAction(target ? target: flame);
case NPC_VEHICLE_CHOPPER:
return ChopperAction(target ? target: flame);
default:
break;
}
return false;
}
bool FlameLeviathanVehicleAction::MoveAvoidChasing(Unit* target)
{
if (!target)
return false;
if (avoidChaseIdx == -1)
{
for (int i = 0; i < corners.size(); i++)
{
if (bot->GetExactDist(corners[i]) > target->GetExactDist(corners[i]))
continue;
if (avoidChaseIdx == -1 || bot->GetExactDist(corners[i]) > bot->GetExactDist(corners[avoidChaseIdx]))
avoidChaseIdx = i;
}
if (avoidChaseIdx == -1)
avoidChaseIdx = 0;
}
else
{
if (bot->GetExactDist(corners[avoidChaseIdx]) < 5.0f && target->GetExactDist(bot) < 50.0f)
avoidChaseIdx = (avoidChaseIdx + 1) % corners.size();
}
const Position& to = corners[avoidChaseIdx];
return MoveTo(bot->GetMap()->GetId(), to.GetPositionX(), to.GetPositionY(), to.GetPositionZ(), false, false, false,
false, MovementPriority::MOVEMENT_COMBAT);
}
bool FlameLeviathanVehicleAction::DemolisherAction(Unit* target)
{
if (!target)
return false;
Aura* bluePyrite = target->GetAura(68605);
if (!bluePyrite || (vehicleBase_->GetPower(POWER_ENERGY) >= 20) || bluePyrite->GetDuration() <= 5000)
{
uint32 spellId = 62490;
if (botAI->CanCastVehicleSpell(spellId, target))
if (botAI->CastVehicleSpell(spellId, target))
{
vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
return true;
}
}
uint32 spellId = 62306;
if (botAI->CanCastVehicleSpell(spellId, target))
if (botAI->CastVehicleSpell(spellId, target))
{
vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
return true;
}
return false;
}
bool FlameLeviathanVehicleAction::DemolisherTurretAction(Unit* target)
{
int32 liquidCount = 0;
{
GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
for (auto i = npcs.begin(); i != npcs.end(); i++)
{
Unit* unit = botAI->GetUnit(*i);
if (!unit)
continue;
if (unit->GetEntry() != 33189)
continue;
if (unit->GetDistance(bot) >= 49.0f)
continue;
++liquidCount;
if (vehicleBase_->GetPower(POWER_ENERGY) <= 25) // Liquid Pyrite
{
uint32 spellId = 62479;
if (botAI->CanCastVehicleSpell(spellId, unit))
if (botAI->CastVehicleSpell(spellId, unit))
{
vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
return true;
}
}
}
}
if (liquidCount <= 10)
{
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
for (auto i = targets.begin(); i != targets.end(); i++)
{
Unit* unit = botAI->GetUnit(*i);
if (!unit)
continue;
if (unit->GetEntry() == 33214) // Mechanolift 304-A
{
uint32 spellId = 64979;
if (botAI->CanCastVehicleSpell(spellId, unit))
if (botAI->CastVehicleSpell(spellId, unit))
{
vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
return true;
}
}
}
}
if (!target)
return false;
uint32 spellId = 62634;
if (botAI->CanCastVehicleSpell(spellId, target))
if (botAI->CastVehicleSpell(spellId, target))
{
vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
return true;
}
return false;
}
bool FlameLeviathanVehicleAction::SiegeEngineAction(Unit* target)
{
if (!target)
return false;
if (target->GetCurrentSpell(CURRENT_CHANNELED_SPELL) || target->HasAura(62396))
{
uint32 spellId = 62522;
if (botAI->CanCastVehicleSpell(spellId, target))
if (botAI->CastVehicleSpell(spellId, target))
{
vehicleBase_->AddSpellCooldown(spellId, 0, 10000);
return true;
}
}
uint32 spellId = 62345;
if (vehicleBase_->GetPower(POWER_ENERGY) >= 80 && botAI->CanCastVehicleSpell(spellId, target))
if (botAI->CastVehicleSpell(spellId, target))
{
vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
return true;
}
return false;
}
bool FlameLeviathanVehicleAction::SiegeEngineTurretAction(Unit* target)
{
if (!target)
return false;
uint32 spellId = 62358;
if (botAI->CanCastVehicleSpell(spellId, target))
if (botAI->CastVehicleSpell(spellId, target))
{
vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
return true;
}
return false;
}
bool FlameLeviathanVehicleAction::ChopperAction(Unit* target)
{
if (!target)
return false;
uint32 spellId = 62286;
if (botAI->CanCastVehicleSpell(spellId, target))
if (botAI->CastVehicleSpell(spellId, target))
{
vehicleBase_->AddSpellCooldown(spellId, 0, 15000);
return true;
}
spellId = 62974;
if (botAI->CanCastVehicleSpell(spellId, target))
if (botAI->CastVehicleSpell(spellId, target))
{
vehicleBase_->AddSpellCooldown(spellId, 0, 1000);
return true;
}
return false;
}
bool FlameLeviathanEnterVehicleAction::Execute(Event event)
{
// do not switch vehicles yet
if (bot->GetVehicle())
return false;
Unit* vehicleToEnter = nullptr;
GuidVector npcs = AI_VALUE(GuidVector, "nearest vehicles far");
for (GuidVector::iterator i = npcs.begin(); i != npcs.end(); i++)
{
Unit* vehicleBase = botAI->GetUnit(*i);
if (!vehicleBase)
continue;
if (vehicleBase->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE))
continue;
if (!ShouldEnter(vehicleBase))
continue;
if (!vehicleToEnter || bot->GetExactDist(vehicleToEnter) > bot->GetExactDist(vehicleBase))
vehicleToEnter = vehicleBase;
}
if (!vehicleToEnter)
return false;
if (EnterVehicle(vehicleToEnter, true))
return true;
return false;
}
bool FlameLeviathanEnterVehicleAction::EnterVehicle(Unit* vehicleBase, bool moveIfFar)
{
float dist = bot->GetDistance(vehicleBase);
if (dist > INTERACTION_DISTANCE && !moveIfFar)
return false;
if (dist > INTERACTION_DISTANCE)
return MoveTo(vehicleBase);
botAI->RemoveShapeshift();
// Use HandleSpellClick instead of Unit::EnterVehicle to handle special vehicle script (ulduar)
vehicleBase->HandleSpellClick(bot);
if (!bot->IsOnVehicle(vehicleBase))
return false;
// dismount because bots can enter vehicle on mount
WorldPacket emptyPacket;
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
return true;
}
bool FlameLeviathanEnterVehicleAction::ShouldEnter(Unit* target)
{
Vehicle* vehicleKit = target->GetVehicleKit();
if (!vehicleKit)
return false;
bool isMelee = botAI->IsMelee(bot);
bool allMain = AllMainVehiclesOnUse();
bool inUse = vehicleKit->IsVehicleInUse();
int32 entry = target->GetEntry();
if (entry != NPC_SALVAGED_DEMOLISHER && entry != NPC_SALVAGED_SIEGE_ENGINE && entry != NPC_VEHICLE_CHOPPER)
return false;
// two phase enter (make all main vehicles in use -> next player enter)
if (!allMain)
{
if (inUse)
return false;
if (entry != NPC_SALVAGED_DEMOLISHER && entry != NPC_SALVAGED_SIEGE_ENGINE)
return false;
if (entry == NPC_SALVAGED_DEMOLISHER && isMelee)
return false;
if (entry == NPC_SALVAGED_SIEGE_ENGINE && !isMelee)
return false;
return true;
}
if (!vehicleKit->GetAvailableSeatCount())
return false;
// do not enter useless seat
if (entry == NPC_SALVAGED_SIEGE_ENGINE)
{
Unit* turret = vehicleKit->GetPassenger(7);
if (!turret)
return false;
Vehicle* turretVehicle = turret->GetVehicleKit();
if (!turretVehicle)
return false;
if (turretVehicle->IsVehicleInUse())
return false;
return true;
}
if (entry == NPC_SALVAGED_DEMOLISHER)
{
if (vehicleKit->GetPassenger(0))
{
Unit* target2 = vehicleKit->GetPassenger(1);
if (!target2)
return false;
Vehicle* vehicle2 = target2->GetVehicleKit();
if (!vehicle2)
return false;
if (vehicle2->GetPassenger(0))
return false;
}
return true;
}
if (entry == NPC_VEHICLE_CHOPPER && vehicleKit->GetAvailableSeatCount() <= 1)
return false;
return true;
}
bool FlameLeviathanEnterVehicleAction::AllMainVehiclesOnUse()
{
Group* group = bot->GetGroup();
if (!group)
return false;
int demolisher = 0;
int siege = 0;
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* player = gref->GetSource();
if (!player)
continue;
Unit* vehicleBase = player->GetVehicleBase();
if (!vehicleBase)
continue;
if (vehicleBase->GetEntry() == NPC_SALVAGED_DEMOLISHER)
++demolisher;
else if (vehicleBase->GetEntry() == NPC_SALVAGED_SIEGE_ENGINE)
++siege;
}
Difficulty diff = bot->GetRaidDifficulty();
int maxC = (diff == RAID_DIFFICULTY_10MAN_NORMAL || diff == RAID_DIFFICULTY_10MAN_HEROIC) ? 2 : 5;
return demolisher >= maxC && siege >= maxC;
}
bool RazorscaleAvoidDevouringFlameAction::Execute(Event event)
{
RazorscaleBossHelper razorscaleHelper(botAI);
if (!razorscaleHelper.UpdateBossAI())
{
return false;
}
bool isMainTank = botAI->IsMainTank(bot);
const float flameRadius = 3.5f;
// Main tank moves further so they can hold adds away from flames, but only during the air phases
const float safeDistanceMultiplier = (isMainTank && !razorscaleHelper.IsGroundPhase()) ? 2.3f : 1.0f;
const float safeDistance = flameRadius * safeDistanceMultiplier;
// Get the boss
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
{
return false;
}
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
Unit* closestFlame = nullptr;
float closestDistance = std::numeric_limits<float>::max();
// Find the closest Devouring Flame
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == RazorscaleBossHelper::UNIT_DEVOURING_FLAME)
{
float distance = bot->GetDistance2d(unit);
if (distance < closestDistance)
{
closestDistance = distance;
closestFlame = unit;
}
}
}
// Off tanks are following the main tank during grounded and should prioritise stacking
if (razorscaleHelper.IsGroundPhase() && (botAI->IsTank(bot) && !botAI->IsMainTank(bot)))
{
return false;
}
// Handle movement from flames
if (closestDistance < safeDistance)
{
return MoveAway(closestFlame, safeDistance);
}
return false;
}
bool RazorscaleAvoidDevouringFlameAction::isUseful()
{
bool isMainTank = botAI->IsMainTank(bot);
const float flameRadius = 3.5f;
const float safeDistanceMultiplier = isMainTank ? 2.3f : 1.0f;
const float safeDistance = flameRadius * safeDistanceMultiplier;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == RazorscaleBossHelper::UNIT_DEVOURING_FLAME)
{
float distance = bot->GetDistance2d(unit);
if (distance < safeDistance)
{
return true; // Bot is within the danger distance
}
}
}
return false; // No nearby flames or bot is at a safe distance
}
bool RazorscaleAvoidSentinelAction::Execute(Event event)
{
bool isMainTank = botAI->IsMainTank(bot);
bool isRanged = botAI->IsRanged(bot);
const float radius = 8.0f;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
Unit* lowestHealthSentinel = nullptr;
uint32 lowestHealth = UINT32_MAX;
bool movedAway = false;
// Iterate through all nearby NPCs
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == RazorscaleBossHelper::UNIT_DARK_RUNE_SENTINEL)
{
// Check if this sentinel has the lowest health
if (unit->GetHealth() < lowestHealth)
{
lowestHealth = unit->GetHealth();
lowestHealthSentinel = unit;
}
// Move away if ranged and too close
if (isRanged && bot->GetDistance2d(unit) < radius)
{
movedAway = MoveAway(unit, radius) || movedAway;
}
}
}
// Check if the main tank is a human player
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a real player
{
// Iterate through the first 3 bot tanks to assign the Skull marker
for (int i = 0; i < 3; ++i)
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot)) // Bot is a valid tank
{
Group* group = bot->GetGroup();
if (group && lowestHealthSentinel)
{
int8 skullIndex = 7; // Skull
ObjectGuid currentSkullTarget = group->GetTargetIcon(skullIndex);
// If there's no skull set yet, or the skull is on a different target, set the sentinel
if (!currentSkullTarget || (lowestHealthSentinel->GetGUID() != currentSkullTarget))
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), lowestHealthSentinel->GetGUID());
}
}
break; // Stop after finding the first valid bot tank
}
}
}
else if (isMainTank && lowestHealthSentinel) // Bot is the main tank
{
Group* group = bot->GetGroup();
if (group)
{
int8 skullIndex = 7; // Skull
ObjectGuid currentSkullTarget = group->GetTargetIcon(skullIndex);
// If there's no skull set yet, or the skull is on a different target, set the sentinel
if (!currentSkullTarget || (lowestHealthSentinel->GetGUID() != currentSkullTarget))
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), lowestHealthSentinel->GetGUID());
}
}
}
return movedAway; // Return true if moved
}
bool RazorscaleAvoidSentinelAction::isUseful()
{
bool isMainTank = botAI->IsMainTank(bot);
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
// If this bot is the main tank, it should always try to mark
if (isMainTank)
{
return true;
}
// If the main tank is a human, check if this bot is one of the first three valid bot tanks
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a human player
{
for (int i = 0; i < 3; ++i)
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot)) // Bot is a valid tank
{
return true; // This bot should assist with marking
}
}
}
bool isRanged = botAI->IsRanged(bot);
const float radius = 8.0f;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == RazorscaleBossHelper::UNIT_DARK_RUNE_SENTINEL)
{
if (isRanged && bot->GetDistance2d(unit) < radius)
{
return true;
}
}
}
return false;
}
bool RazorscaleAvoidWhirlwindAction::Execute(Event event)
{
if (botAI->IsTank(bot))
{
return false;
}
const float radius = 8.0f;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == RazorscaleBossHelper::UNIT_DARK_RUNE_SENTINEL)
{
float currentDistance = bot->GetDistance2d(unit);
if (currentDistance < radius)
{
return MoveAway(unit, radius);
}
}
}
return false;
}
bool RazorscaleAvoidWhirlwindAction::isUseful()
{
// Tanks do not avoid Whirlwind
if (botAI->IsTank(bot))
{
return false;
}
const float radius = 8.0f;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == RazorscaleBossHelper::UNIT_DARK_RUNE_SENTINEL)
{
if (unit->HasAura(RazorscaleBossHelper::SPELL_SENTINEL_WHIRLWIND) ||
unit->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
{
if (bot->GetDistance2d(unit) < radius)
{
return true;
}
}
}
}
return false;
}
bool RazorscaleIgnoreBossAction::isUseful()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
{
return false;
}
// Check if the boss is flying
if (boss->GetPositionZ() >= RazorscaleBossHelper::RAZORSCALE_FLYING_Z_THRESHOLD)
{
// Check if the bot is outside the designated area
if (bot->GetDistance2d(RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y) >
RazorscaleBossHelper::RAZORSCALE_ARENA_RADIUS + 25.0f)
{
return true; // Movement to the center is the top priority for all bots
}
if (!botAI->IsTank(bot))
{
return false;
}
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
// Check if the boss is already set as the moon marker
int8 moonIndex = 4; // Moon marker index
ObjectGuid currentMoonTarget = group->GetTargetIcon(moonIndex);
if (currentMoonTarget == boss->GetGUID())
{
return false; // Moon marker is already correctly set, no further action needed
}
// Proceed to tank-specific logic
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
// If this bot is the main tank, it needs to set the moon marker
if (mainTankUnit == bot)
{
return true;
}
// If the main tank is a human, check if this bot is the lowest-indexed bot tank
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a human player
{
for (int i = 0; i < 3; ++i) // Only iterate through the first 3 indexes
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot)) // Valid bot tank
{
return true; // This bot should assign the marker
}
}
}
}
return false;
}
bool RazorscaleIgnoreBossAction::Execute(Event event)
{
if (!bot)
{
return false;
}
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
{
return false;
}
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
// Check if the bot is outside the designated area and move inside first
if (bot->GetDistance2d(RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y) >
RazorscaleBossHelper::RAZORSCALE_ARENA_RADIUS + 25.0f)
{
return MoveInside(ULDUAR_MAP_ID, RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y, bot->GetPositionZ(),
RazorscaleBossHelper::RAZORSCALE_ARENA_RADIUS - 10.0f, MovementPriority::MOVEMENT_NORMAL);
}
if (!botAI->IsTank(bot))
{
return false;
}
// Check if the boss is already set as the moon marker
int8 moonIndex = 4;
ObjectGuid currentMoonTarget = group->GetTargetIcon(moonIndex);
if (currentMoonTarget == boss->GetGUID())
{
return false; // Moon marker is already correctly set
}
// Get the main tank and determine role
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
// If the main tank is a human, assign the moon marker using the lowest-indexed bot tank
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a real player
{
for (int i = 0; i < 3; ++i) // Only iterate through the first 3 indexes
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot)) // Bot is a valid tank
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), boss->GetGUID());
SetNextMovementDelay(1000);
break; // Assign the moon marker and stop
}
}
}
else if (mainTankUnit == bot) // If this bot is the main tank
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), boss->GetGUID());
SetNextMovementDelay(1000);
}
// Tanks move inside the arena
return MoveInside(ULDUAR_MAP_ID, RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y, bot->GetPositionZ(),
RazorscaleBossHelper::RAZORSCALE_ARENA_RADIUS - 10.0f, MovementPriority::MOVEMENT_NORMAL);
}
bool RazorscaleGroundedAction::isUseful()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss || !boss->IsAlive() || boss->GetPositionZ() > RazorscaleBossHelper::RAZORSCALE_FLYING_Z_THRESHOLD)
{
return false;
}
if (botAI->IsMainTank(bot))
{
Group* group = bot->GetGroup();
if (!group)
return false;
// Check if the boss is marked with Moon
int8 moonIndex = 4;
ObjectGuid currentMoonTarget = group->GetTargetIcon(moonIndex);
// Useful only if the boss is currently marked with Moon
return currentMoonTarget == boss->GetGUID();
}
if (botAI->IsTank(bot) && !botAI->IsMainTank(bot))
{
Group* group = bot->GetGroup();
if (!group)
return false;
// Find the main tank
Player* mainTank = nullptr;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && botAI->IsMainTank(member))
{
mainTank = member;
break;
}
}
if (mainTank)
{
constexpr float maxDistance = 2.0f;
float distanceToMainTank = bot->GetDistance2d(mainTank);
return (distanceToMainTank > maxDistance);
}
}
if (botAI->IsMelee(bot))
{
return false;
}
if (botAI->IsRanged(bot))
{
constexpr float landingX = 588.0f;
constexpr float landingY = -166.0f;
constexpr float landingZ = 391.1f;
float bossX = boss->GetPositionX();
float bossY = boss->GetPositionY();
float bossZ = boss->GetPositionZ();
bool atInitialLandingPosition =
(fabs(bossX - landingX) < 2.0f) && (fabs(bossY - landingY) < 2.0f) && (fabs(bossZ - landingZ) < 1.0f);
constexpr float initialLandingRadius = 14.0f;
constexpr float normalRadius = 12.0f;
if (atInitialLandingPosition)
{
float adjustedCenterX = RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X;
float adjustedCenterY = RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y - 20.0f;
float distanceToAdjustedCenter = bot->GetDistance2d(adjustedCenterX, adjustedCenterY);
return distanceToAdjustedCenter > initialLandingRadius;
}
float distanceToCenter = bot->GetDistance2d(RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y);
return distanceToCenter > normalRadius;
}
return false;
}
bool RazorscaleGroundedAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss || !boss->IsAlive() || boss->GetPositionZ() > RazorscaleBossHelper::RAZORSCALE_FLYING_Z_THRESHOLD)
return false;
Group* group = bot->GetGroup();
if (!group)
return false;
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a human player
{
// Iterate through the first 3 bot tanks to handle the moon marker
for (int i = 0; i < 3; ++i)
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot)) // Bot is a valid tank
{
int8 moonIndex = 4;
ObjectGuid currentMoonTarget = group->GetTargetIcon(moonIndex);
// If the moon marker is set to the boss, reset it
if (currentMoonTarget == boss->GetGUID())
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), ObjectGuid::Empty);
SetNextMovementDelay(1000);
return true;
}
}
}
}
else if (botAI->IsMainTank(bot)) // Bot is the main tank
{
int8 moonIndex = 4;
ObjectGuid currentMoonTarget = group->GetTargetIcon(moonIndex);
// If the moon marker is set to the boss, reset it
if (currentMoonTarget == boss->GetGUID())
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), ObjectGuid::Empty);
SetNextMovementDelay(1000);
return true;
}
}
if (mainTank && (botAI->IsTank(bot) && !botAI->IsMainTank(bot)))
{
constexpr float followDistance = 2.0f;
return MoveNear(mainTank, followDistance, MovementPriority::MOVEMENT_COMBAT);
}
if (botAI->IsRanged(bot))
{
constexpr float landingX = 588.0f;
constexpr float landingY = -166.0f;
constexpr float landingZ = 391.1f;
float bossX = boss->GetPositionX();
float bossY = boss->GetPositionY();
float bossZ = boss->GetPositionZ();
bool atInitialLandingPosition =
(fabs(bossX - landingX) < 2.0f) && (fabs(bossY - landingY) < 2.0f) && (fabs(bossZ - landingZ) < 1.0f);
if (atInitialLandingPosition)
{
// If at the initial landing position, use 12-yard radius with a
// 20 yard offset on the Y axis so everyone is behind the boss
return MoveInside(ULDUAR_MAP_ID, RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y - 20.0f, bot->GetPositionZ(),
RazorscaleBossHelper::RAZORSCALE_ARENA_RADIUS - 12.0f, MovementPriority::MOVEMENT_COMBAT);
}
// Otherwise, move inside a 12-yard radius around the arena center
return MoveInside(ULDUAR_MAP_ID, RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_X,
RazorscaleBossHelper::RAZORSCALE_ARENA_CENTER_Y, bot->GetPositionZ(), 12.0f,
MovementPriority::MOVEMENT_COMBAT);
}
return false;
}
bool RazorscaleHarpoonAction::Execute(Event event)
{
if (!bot)
{
return false;
}
RazorscaleBossHelper razorscaleHelper(botAI);
// Update the boss AI context
if (!razorscaleHelper.UpdateBossAI())
return false;
Unit* boss = razorscaleHelper.GetBoss();
if (!boss || !boss->IsAlive())
return false;
// Retrieve harpoon data from the helper
const std::vector<RazorscaleBossHelper::HarpoonData>& harpoonData = razorscaleHelper.GetHarpoonData();
GameObject* closestHarpoon = nullptr;
float minDistance = std::numeric_limits<float>::max();
// Find the nearest harpoon that hasn't been fired and is not on cooldown
for (auto const& harpoon : harpoonData)
{
if (razorscaleHelper.IsHarpoonFired(harpoon.chainSpellId))
continue;
if (GameObject* harpoonGO = bot->FindNearestGameObject(harpoon.gameObjectEntry, 200.0f))
{
if (RazorscaleBossHelper::IsHarpoonReady(harpoonGO))
{
float distance = bot->GetDistance2d(harpoonGO);
if (distance < minDistance)
{
minDistance = distance;
closestHarpoon = harpoonGO;
}
}
}
}
if (!closestHarpoon)
return false;
// Find the nearest ranged DPS (not a healer) to the harpoon
Player* closestRangedDPS = nullptr;
minDistance = std::numeric_limits<float>::max();
GuidVector groupBots = AI_VALUE(GuidVector, "group members");
for (auto& guid : groupBots)
{
Player* member = ObjectAccessor::FindPlayer(guid);
if (member && member->IsAlive() && botAI->IsRanged(member) && botAI->IsDps(member) && !botAI->IsHeal(member))
{
float distance = member->GetDistance2d(closestHarpoon);
if (distance < minDistance)
{
minDistance = distance;
closestRangedDPS = member;
}
}
}
// Only proceed if this bot is the closest ranged DPS
if (closestRangedDPS != bot)
return false;
float botDist = bot->GetDistance(closestHarpoon);
if (botDist > INTERACTION_DISTANCE - 1.0f)
{
return MoveTo(bot->GetMapId(), closestHarpoon->GetPositionX(), closestHarpoon->GetPositionY(),
closestHarpoon->GetPositionZ());
}
SetNextMovementDelay(1000);
// Interact with the harpoon
{
WorldPacket usePacket(CMSG_GAMEOBJ_USE);
usePacket << closestHarpoon->GetGUID();
bot->GetSession()->HandleGameObjectUseOpcode(usePacket);
}
{
WorldPacket reportPacket(CMSG_GAMEOBJ_REPORT_USE);
reportPacket << closestHarpoon->GetGUID();
bot->GetSession()->HandleGameobjectReportUse(reportPacket);
}
RazorscaleBossHelper::SetHarpoonOnCooldown(closestHarpoon);
return true;
}
bool RazorscaleHarpoonAction::isUseful()
{
RazorscaleBossHelper razorscaleHelper(botAI);
// Update the boss AI context to ensure we have the latest info
if (!razorscaleHelper.UpdateBossAI())
return false;
Unit* boss = razorscaleHelper.GetBoss();
if (!boss || !boss->IsAlive())
return false;
const std::vector<RazorscaleBossHelper::HarpoonData>& harpoonData = razorscaleHelper.GetHarpoonData();
for (auto const& harpoon : harpoonData)
{
if (razorscaleHelper.IsHarpoonFired(harpoon.chainSpellId))
continue;
if (GameObject* harpoonGO = bot->FindNearestGameObject(harpoon.gameObjectEntry, 200.0f))
{
if (RazorscaleBossHelper::IsHarpoonReady(harpoonGO))
{
// Check if this bot is a ranged DPS (not a healer)
if (botAI->IsRanged(bot) && botAI->IsDps(bot) && !botAI->IsHeal(bot))
return true;
}
}
}
return false;
}
bool RazorscaleFuseArmorAction::isUseful()
{
// If this bot cannot tank at all, no need to do anything
if (!botAI->IsTank(bot))
return false;
// If this bot is the main tank AND has Fuse Armor at the threshold, return true immediately
if (botAI->IsMainTank(bot))
{
Aura* fuseArmor = bot->GetAura(RazorscaleBossHelper::SPELL_FUSEARMOR);
if (fuseArmor && fuseArmor->GetStackAmount() >= RazorscaleBossHelper::FUSEARMOR_THRESHOLD)
return true;
}
// Otherwise, check if there's any other main tank with high Fuse Armor
Group* group = bot->GetGroup();
if (!group)
return false;
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member)
continue;
if (botAI->IsMainTank(member) && member != bot)
{
Aura* fuseArmor = member->GetAura(RazorscaleBossHelper::SPELL_FUSEARMOR);
if (fuseArmor && fuseArmor->GetStackAmount() >= RazorscaleBossHelper::FUSEARMOR_THRESHOLD)
{
// There is another main tank with high Fuse Armor
return true;
}
}
}
return false;
}
bool RazorscaleFuseArmorAction::Execute(Event event)
{
// We already know from isUseful() that:
// 1) This bot can tank, AND
// 2) There is at least one main tank (possibly this bot) with Fuse Armor >= threshold.
RazorscaleBossHelper bossHelper(botAI);
// Attempt to reassign the roles based on health/Fuse Armor debuff
bossHelper.AssignRolesBasedOnHealth();
return true;
}
bool IronAssemblyLightningTendrilsAction::isUseful()
{
IronAssemblyLightningTendrilsTrigger ironAssemblyLightningTendrilsTrigger(botAI);
return ironAssemblyLightningTendrilsTrigger.IsActive();
}
bool IronAssemblyLightningTendrilsAction::Execute(Event event)
{
const float radius = 18.0f + 10.0f; // 18 yards + 10 yards for safety
Unit* boss = AI_VALUE2(Unit*, "find target", "stormcaller brundir");
if (!boss)
return false;
float currentDistance = bot->GetDistance2d(boss);
if (currentDistance < radius)
{
return MoveAway(boss, radius - currentDistance);
}
return false;
}
bool IronAssemblyOverloadAction::isUseful()
{
IronAssemblyOverloadTrigger ironAssemblyOverloadTrigger(botAI);
return ironAssemblyOverloadTrigger.IsActive();
}
bool IronAssemblyOverloadAction::Execute(Event event)
{
const float radius = 20.0f + 5.0f; // 20 yards + 5 yards for safety
Unit* boss = AI_VALUE2(Unit*, "find target", "stormcaller brundir");
if (!boss)
return false;
float currentDistance = bot->GetDistance2d(boss);
if (currentDistance < radius)
{
return MoveAway(boss, radius - currentDistance);
}
return false;
}
bool IronAssemblyRuneOfPowerAction::isUseful()
{
IronAssemblyRuneOfPowerTrigger ironAssemblyRuneOfPowerTrigger(botAI);
return ironAssemblyRuneOfPowerTrigger.IsActive();
}
bool IronAssemblyRuneOfPowerAction::Execute(Event event)
{
Unit* target = botAI->GetUnit(bot->GetTarget());
if (!target || !target->IsAlive())
return false;
return MoveAway(target, 10.0f, true);
}
bool KologarnMarkDpsTargetAction::isUseful()
{
KologarnMarkDpsTargetTrigger kologarnMarkDpsTargetTrigger(botAI);
return kologarnMarkDpsTargetTrigger.IsActive();
}
bool KologarnMarkDpsTargetAction::Execute(Event event)
{
Unit* targetToMark = nullptr;
Unit* additionalTargetToMark = nullptr;
Unit* targetToCcMark = nullptr;
int8 skullIndex = 7; // Skull
int8 crossIndex = 6; // Cross
int8 moonIndex = 4; // Moon
Unit* boss = AI_VALUE2(Unit*, "find target", "kologarn");
if (!boss || !boss->IsAlive())
return false;
// Check that there is rubble to mark
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
Unit* target = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
target = botAI->GetUnit(*i);
if (!target)
continue;
uint32 creatureId = target->GetEntry();
if (target->GetEntry() == NPC_RUBBLE && target->IsAlive())
{
targetToMark = target;
additionalTargetToMark = boss;
}
}
if (!targetToMark)
{
Unit* rightArm = AI_VALUE2(Unit*, "find target", "right arm");
if (rightArm && rightArm->IsAlive())
{
targetToMark = rightArm;
additionalTargetToMark = boss;
}
}
if (!targetToMark)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "kologarn");
if (boss && boss->IsAlive())
{
targetToMark = boss;
}
}
if (!targetToMark)
{
return false; // No target to mark
}
Unit* leftArm = AI_VALUE2(Unit*, "find target", "left arm");
if (leftArm && leftArm->IsAlive())
{
targetToCcMark = leftArm;
}
bool isMainTank = botAI->IsMainTank(bot);
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a real player
{
// Iterate through the first 3 bot tanks to assign the Skull marker
for (int i = 0; i < 3; ++i)
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot)) // Bot is a valid tank
{
Group* group = bot->GetGroup();
if (group)
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), targetToMark->GetGUID());
if (targetToCcMark)
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), targetToCcMark->GetGUID());
}
if (additionalTargetToMark)
{
group->SetTargetIcon(crossIndex, bot->GetGUID(), additionalTargetToMark->GetGUID());
}
return true;
}
break; // Stop after finding the first valid bot tank
}
}
}
else if (isMainTank && bot->IsAlive()) // Bot is the main tank
{
Group* group = bot->GetGroup();
if (group)
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), targetToMark->GetGUID());
if (targetToCcMark)
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), targetToCcMark->GetGUID());
}
if (additionalTargetToMark)
{
group->SetTargetIcon(crossIndex, bot->GetGUID(), additionalTargetToMark->GetGUID());
}
return true;
}
}
else
{
for (int i = 0; i < 3; ++i)
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot) && bot->IsAlive()) // Bot is a valid tank
{
Group* group = bot->GetGroup();
if (group)
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), targetToMark->GetGUID());
if (targetToCcMark)
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), targetToCcMark->GetGUID());
}
if (additionalTargetToMark)
{
group->SetTargetIcon(crossIndex, bot->GetGUID(), additionalTargetToMark->GetGUID());
}
return true;
}
break; // Stop after finding the first valid bot tank
}
}
}
return false;
}
bool KologarnFallFromFloorAction::Execute(Event event)
{
return bot->TeleportTo(bot->GetMapId(), ULDUAR_KOLOGARN_RESTORE_POSITION.GetPositionX(),
ULDUAR_KOLOGARN_RESTORE_POSITION.GetPositionY(),
ULDUAR_KOLOGARN_RESTORE_POSITION.GetPositionZ(),
ULDUAR_KOLOGARN_RESTORE_POSITION.GetOrientation());
}
bool KologarnFallFromFloorAction::isUseful()
{
KologarnFallFromFloorTrigger kologarnFallFromFloorTrigger(botAI);
return kologarnFallFromFloorTrigger.IsActive();
}
bool KologarnRubbleSlowdownAction::Execute(Event event)
{
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->GetEntry() != NPC_RUBBLE)
return false;
return botAI->CastSpell("frost trap", currentSkullUnit);
}
bool KologarnEyebeamAction::Execute(Event event)
{
float distanceToLeftPoint = bot->GetExactDist(ULDUAR_KOLOGARN_EYEBEAM_LEFT_POSITION);
float distanceToRightPoint = bot->GetExactDist(ULDUAR_KOLOGARN_EYEBEAM_RIGHT_POSITION);
bool runToLeftSide;
if (!distanceToLeftPoint)
{
runToLeftSide = true;
}
else if (!distanceToRightPoint)
{
runToLeftSide = false;
}
else
{
runToLeftSide = distanceToRightPoint > distanceToLeftPoint;
}
bool teleportedToPoint;
KologarnEyebeamTrigger kologarnEyebeamTrigger(botAI);
if (runToLeftSide)
{
teleportedToPoint = bot->TeleportTo(bot->GetMapId(), ULDUAR_KOLOGARN_EYEBEAM_LEFT_POSITION.GetPositionX(),
ULDUAR_KOLOGARN_EYEBEAM_LEFT_POSITION.GetPositionY(),
ULDUAR_KOLOGARN_EYEBEAM_LEFT_POSITION.GetPositionZ(),
ULDUAR_KOLOGARN_EYEBEAM_LEFT_POSITION.GetOrientation());
}
else
{
teleportedToPoint = bot->TeleportTo(bot->GetMapId(), ULDUAR_KOLOGARN_EYEBEAM_RIGHT_POSITION.GetPositionX(),
ULDUAR_KOLOGARN_EYEBEAM_RIGHT_POSITION.GetPositionY(),
ULDUAR_KOLOGARN_EYEBEAM_RIGHT_POSITION.GetPositionZ(),
ULDUAR_KOLOGARN_EYEBEAM_RIGHT_POSITION.GetOrientation());
}
if (teleportedToPoint)
SetNextMovementDelay(5000);
return teleportedToPoint;
}
bool KologarnEyebeamAction::isUseful()
{
KologarnEyebeamTrigger kologarnEyebeamTrigger(botAI);
if (!kologarnEyebeamTrigger.IsActive())
{
return false;
}
return botAI->HasCheat(BotCheatMask::raid);
}
bool KologarnRtiTargetAction::isUseful()
{
KologarnRtiTargetTrigger kologarnRtiTargetTrigger(botAI);
return kologarnRtiTargetTrigger.IsActive();
}
bool KologarnRtiTargetAction::Execute(Event event)
{
if (botAI->IsMainTank(bot) || botAI->IsAssistTankOfIndex(bot, 0))
{
context->GetValue<std::string>("rti")->Set("cross");
return true;
}
context->GetValue<std::string>("rti")->Set("skull");
return true;
}
bool KologarnCrunchArmorAction::isUseful()
{
KologarnCrunchArmorTrigger kologarnCrunchArmorTrigger(botAI);
if (!kologarnCrunchArmorTrigger.IsActive())
{
return false;
}
return botAI->HasCheat(BotCheatMask::raid);
}
bool KologarnCrunchArmorAction::Execute(Event event)
{
bot->RemoveAura(SPELL_CRUNCH_ARMOR);
return true;
}
bool AuriayaFallFromFloorAction::Execute(Event event)
{
Player* master = botAI->GetMaster();
if (!master)
return false;
return bot->TeleportTo(bot->GetMapId(), master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(),
master->GetOrientation());
}
bool AuriayaFallFromFloorAction::isUseful()
{
AuriayaFallFromFloorTrigger auriayaFallFromFloorTrigger(botAI);
return auriayaFallFromFloorTrigger.IsActive();
}
bool HodirMoveSnowpackedIcicleAction::isUseful()
{
// Check boss and it is alive
Unit* boss = AI_VALUE2(Unit*, "find target", "hodir");
if (!boss || !boss->IsAlive())
{
return false;
}
// Check if boss is casting Flash Freeze
if (!boss->HasUnitState(UNIT_STATE_CASTING) || !boss->FindCurrentSpellBySpellId(SPELL_FLASH_FREEZE))
{
return false;
}
// Find the nearest Snowpacked Icicle Target
Creature* target = bot->FindNearestCreature(NPC_SNOWPACKED_ICICLE, 100.0f);
if (!target)
return false;
// Check that bot is stacked on Snowpacked Icicle
if (bot->GetDistance2d(target->GetPositionX(), target->GetPositionY()) <= 5.0f)
{
return false;
}
return true;
}
bool HodirMoveSnowpackedIcicleAction::Execute(Event event)
{
Creature* target = bot->FindNearestCreature(NPC_SNOWPACKED_ICICLE, 100.0f);
if (!target)
return false;
return MoveTo(target->GetMapId(), target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), false,
false, false, true, MovementPriority::MOVEMENT_NORMAL, true);
}
bool HodirBitingColdJumpAction::Execute(Event event)
{
bot->RemoveAurasDueToSpell(SPELL_BITING_COLD_PLAYER_AURA);
return true;
// Backup when the overall strategy without cheat will be more vialable
// int mapId = bot->GetMap()->GetId();
// int x = bot->GetPositionX();
// int y = bot->GetPositionY();
// int z = bot->GetPositionZ() + 3.98f;
// float speed = 7.96f;
// UpdateMovementState();
// if (!IsMovingAllowed(mapId, x, y, z))
//{
// return false;
// }
// MovementPriority priority;
// if (IsWaitingForLastMove(priority))
//{
// return false;
// }
// MotionMaster& mm = *bot->GetMotionMaster();
// mm.Clear();
// mm.MoveJump(x, y, z, speed, speed, 1, AI_VALUE(Unit*, "current target"));
// mm.MoveFall(0, true);
// AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), 1000, priority);
// return true;
}
bool HodirBitingColdJumpAction::isUseful()
{
return botAI->HasCheat(BotCheatMask::raid);
}
bool FreyaMoveAwayNatureBombAction::isUseful()
{
// Check boss and it is alive
Unit* boss = AI_VALUE2(Unit*, "find target", "freya");
if (!boss || !boss->IsAlive())
{
return false;
}
// Find the nearest Nature Bomb
GameObject* target = bot->FindNearestGameObject(GOBJECT_NATURE_BOMB, 12.0f);
if (!target)
return false;
return true;
}
bool FreyaMoveAwayNatureBombAction::Execute(Event event)
{
GameObject* target = bot->FindNearestGameObject(GOBJECT_NATURE_BOMB, 12.0f);
if (!target)
return false;
return FleePosition(target->GetPosition(), 13.0f);
}
bool FreyaMarkDpsTargetAction::isUseful()
{
FreyaMarkDpsTargetTrigger freyaMarkDpsTargetTrigger(botAI);
return freyaMarkDpsTargetTrigger.IsActive();
}
bool FreyaMarkDpsTargetAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "freya");
if (!boss || !boss->IsAlive())
return false;
Unit* targetToMark = nullptr;
// Check which adds is up
Unit* eonarsGift = nullptr;
Unit* ancientConservator = nullptr;
Unit* snaplasher = nullptr;
Unit* ancientWaterSpirit = nullptr;
Unit* stormLasher = nullptr;
Unit* firstDetonatingLasher = nullptr;
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
Unit* target = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
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)
{
targetToMark = eonarsGift;
}
// Check that ancient conservator is need to be mark
if (ancientConservator && !targetToMark)
{
targetToMark = ancientConservator;
}
// Check that trio of adds is need to be mark
if ((snaplasher || ancientWaterSpirit || stormLasher) && !targetToMark)
{
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;
}
// If the highest health unit is not already marked, mark it
if (highestHealthUnit)
{
targetToMark = highestHealthUnit;
}
}
// Check that detonating lasher is need to be mark
if (firstDetonatingLasher && !targetToMark)
{
targetToMark = firstDetonatingLasher;
}
if (!targetToMark)
{
return false; // No target to mark
}
bool isMainTank = botAI->IsMainTank(bot);
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
int8 squareIndex = 5; // Square
int8 skullIndex = 7; // Skull
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a real player
{
// Iterate through the first 3 bot tanks to assign the Skull marker
for (int i = 0; i < 3; ++i)
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot)) // Bot is a valid tank
{
Group* group = bot->GetGroup();
if (group)
{
ObjectGuid currentSkullTarget = group->GetTargetIcon(skullIndex);
if (!currentSkullTarget || (targetToMark->GetGUID() != currentSkullTarget))
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), targetToMark->GetGUID());
group->SetTargetIcon(squareIndex, bot->GetGUID(), boss->GetGUID());
return true;
}
}
break;
}
}
}
else if (isMainTank) // Bot is the main tank
{
Group* group = bot->GetGroup();
if (group)
{
ObjectGuid currentSkullTarget = group->GetTargetIcon(skullIndex);
if (!currentSkullTarget || (targetToMark->GetGUID() != currentSkullTarget))
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), targetToMark->GetGUID());
group->SetTargetIcon(squareIndex, bot->GetGUID(), boss->GetGUID());
botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Set("square");
return true;
}
}
}
return false;
}
bool FreyaMoveToHealingSporeAction::isUseful()
{
FreyaMoveToHealingSporeTrigger freyaMoveToHealingSporeTrigger(botAI);
return freyaMoveToHealingSporeTrigger.IsActive();
}
bool FreyaMoveToHealingSporeAction::Execute(Event event)
{
GuidVector targets = AI_VALUE(GuidVector, "nearest npcs");
Creature* nearestSpore = nullptr;
float nearestDistance = std::numeric_limits<float>::max();
for (auto guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit)
continue;
// Check if this unit is a healthy spore and alive
if (unit->GetEntry() != NPC_HEALTHY_SPORE || !unit->IsAlive())
continue;
float distance = bot->GetDistance2d(unit);
if (distance < nearestDistance)
{
nearestDistance = distance;
nearestSpore = static_cast<Creature*>(unit);
}
}
if (!nearestSpore)
return false;
return MoveTo(nearestSpore->GetMapId(), nearestSpore->GetPositionX(), nearestSpore->GetPositionY(),
nearestSpore->GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
}
bool ThorimUnbalancingStrikeAction::isUseful()
{
ThorimUnbalancingStrikeTrigger thorimUnbalancingStrikeTrigger(botAI);
if (!thorimUnbalancingStrikeTrigger.IsActive())
{
return false;
}
return botAI->HasCheat(BotCheatMask::raid);
}
bool ThorimUnbalancingStrikeAction::Execute(Event event)
{
bot->RemoveAura(SPELL_UNBALANCING_STRIKE);
return true;
}
bool ThorimMarkDpsTargetAction::isUseful()
{
ThorimMarkDpsTargetTrigger thorimMarkDpsTargetTrigger(botAI);
return thorimMarkDpsTargetTrigger.IsActive();
}
bool ThorimMarkDpsTargetAction::Execute(Event event)
{
Unit* targetToMark = nullptr;
Group* group = bot->GetGroup();
if (!group)
return false;
ObjectGuid currentMoonTarget = group->GetTargetIcon(RtiTargetValue::moonIndex);
Unit* currentMoonUnit = botAI->GetUnit(currentMoonTarget);
Unit* boss = AI_VALUE2(Unit*, "find target", "thorim");
if (!currentMoonUnit && boss && boss->IsAlive() && boss->GetPositionZ() > ULDUAR_THORIM_AXIS_Z_FLOOR_THRESHOLD)
{
group->SetTargetIcon(RtiTargetValue::moonIndex, bot->GetGUID(), boss->GetGUID());
}
if (currentMoonUnit && boss && currentMoonUnit->GetEntry() == boss->GetEntry() &&
boss->GetPositionZ() < ULDUAR_THORIM_AXIS_Z_FLOOR_THRESHOLD)
{
group->SetTargetIcon(RtiTargetValue::skullIndex, bot->GetGUID(), boss->GetGUID());
return true;
}
if (botAI->IsMainTank(bot))
{
ObjectGuid currentSkullTarget = group->GetTargetIcon(RtiTargetValue::skullIndex);
Unit* currentSkullUnit = botAI->GetUnit(currentSkullTarget);
if (currentSkullUnit && !currentSkullUnit->IsAlive())
{
currentSkullUnit = nullptr;
}
Unit* acolyte = AI_VALUE2(Unit*, "find target", "dark rune acolyte");
Unit* evoker = AI_VALUE2(Unit*, "find target", "dark rune evoker");
if (acolyte && acolyte->IsAlive() && bot->GetDistance(acolyte) < 50.0f &&
(!currentSkullUnit || currentSkullUnit->GetEntry() != acolyte->GetEntry()))
targetToMark = acolyte;
else if (evoker && evoker->IsAlive() && bot->GetDistance(evoker) < 50.0f &&
(!currentSkullUnit || currentSkullUnit->GetEntry() != evoker->GetEntry()))
targetToMark = evoker;
else
return false;
}
else if (botAI->IsAssistTankOfIndex(bot, 0))
{
ObjectGuid currentCrossTarget = group->GetTargetIcon(RtiTargetValue::crossIndex);
Unit* currentCrossUnit = botAI->GetUnit(currentCrossTarget);
if (currentCrossUnit && !currentCrossUnit->IsAlive())
{
currentCrossUnit = nullptr;
}
Unit* acolyte = AI_VALUE2(Unit*, "find target", "dark rune acolyte");
Unit* runicColossus = AI_VALUE2(Unit*, "find target", "runic colossus");
Unit* ancientRuneGiant = AI_VALUE2(Unit*, "find target", "ancient rune giant");
Unit* ironHonorGuard = AI_VALUE2(Unit*, "find target", "iron ring guard");
Unit* ironRingGuard = AI_VALUE2(Unit*, "find target", "iron honor guard");
if (acolyte && acolyte->IsAlive() && (!currentCrossUnit || currentCrossUnit->GetEntry() != acolyte->GetEntry()))
targetToMark = acolyte;
else if (runicColossus && runicColossus->IsAlive() &&
(!currentCrossUnit || currentCrossUnit->GetEntry() != runicColossus->GetEntry()))
targetToMark = runicColossus;
else if (ancientRuneGiant && ancientRuneGiant->IsAlive() &&
(!currentCrossUnit || currentCrossUnit->GetEntry() != ancientRuneGiant->GetEntry()))
targetToMark = ancientRuneGiant;
else if (ironHonorGuard && ironHonorGuard->IsAlive() &&
(!currentCrossUnit || currentCrossUnit->GetEntry() != ironHonorGuard->GetEntry()))
targetToMark = ironHonorGuard;
else if (ironRingGuard && ironRingGuard->IsAlive() &&
(!currentCrossUnit || currentCrossUnit->GetEntry() != ironRingGuard->GetEntry()))
targetToMark = ironRingGuard;
else
return false;
}
if (!targetToMark)
return false; // No target to mark
if (botAI->IsMainTank(bot))
{
group->SetTargetIcon(RtiTargetValue::skullIndex, bot->GetGUID(), targetToMark->GetGUID());
return true;
}
if (botAI->IsAssistTankOfIndex(bot, 0))
{
group->SetTargetIcon(RtiTargetValue::crossIndex, bot->GetGUID(), targetToMark->GetGUID());
return true;
}
return false;
}
bool ThorimArenaPositioningAction::isUseful()
{
ThorimArenaPositioningTrigger thorimArenaPositioningTrigger(botAI);
return thorimArenaPositioningTrigger.IsActive();
}
bool ThorimArenaPositioningAction::Execute(Event event)
{
FollowMasterStrategy followMasterStrategy(botAI);
MoveTo(bot->GetMapId(), ULDUAR_THORIM_NEAR_ARENA_CENTER.GetPositionX(),
ULDUAR_THORIM_NEAR_ARENA_CENTER.GetPositionY(), ULDUAR_THORIM_NEAR_ARENA_CENTER.GetPositionZ(), false, false,
false, true, MovementPriority::MOVEMENT_COMBAT, true);
if (botAI->HasStrategy(followMasterStrategy.getName(), BotState::BOT_STATE_NON_COMBAT))
{
botAI->ChangeStrategy(REMOVE_STRATEGY_CHAR + followMasterStrategy.getName(), BotState::BOT_STATE_NON_COMBAT);
}
return true;
}
bool ThorimGauntletPositioningAction::isUseful()
{
ThorimGauntletPositioningTrigger thorimGauntletPositioningTrigger(botAI);
return thorimGauntletPositioningTrigger.IsActive();
}
bool ThorimGauntletPositioningAction::Execute(Event event)
{
FollowMasterStrategy followMasterStrategy(botAI);
Unit* master = botAI->GetMaster();
std::string const rti = AI_VALUE(std::string, "rti");
if (rti != "cross")
{
botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Set("cross");
}
if (master->GetDistance(ULDUAR_THORIM_NEAR_ENTRANCE_POSITION) < 10.0f && (bot->GetDistance2d(master) > 5.0f))
{
if (MoveTo(bot->GetMapId(), master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), false,
false, false, true, MovementPriority::MOVEMENT_NORMAL, true))
{
if (!botAI->HasStrategy(followMasterStrategy.getName(), BotState::BOT_STATE_NON_COMBAT))
{
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + followMasterStrategy.getName(),
BotState::BOT_STATE_NON_COMBAT);
}
return true;
}
}
if (master->GetDistance(ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_6_YARDS_1) < 6.0f ||
master->GetDistance(ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_6_YARDS_2) < 6.0f ||
master->GetDistance(ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_5_YARDS_1) < 5.0f ||
master->GetDistance(ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_10_YARDS_1) < 10.0f ||
master->GetDistance(ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_10_YARDS_2) < 10.0f ||
master->GetDistance(ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_10_YARDS_3) < 10.0f)
{
float distance1 = master->GetDistance(ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_6_YARDS_1);
float distance2 = master->GetDistance(ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_6_YARDS_2);
float distance3 = master->GetDistance(ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_5_YARDS_1);
float distance4 = master->GetDistance(ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_10_YARDS_1);
float distance5 = master->GetDistance(ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_10_YARDS_2);
float distance6 = master->GetDistance(ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_10_YARDS_3);
float smallestDistance = std::min({distance1, distance2, distance3, distance4, distance5, distance6});
Position targetPosition;
if (smallestDistance == distance1)
{
return MoveTo(bot->GetMapId(), ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_6_YARDS_1.GetPositionX(),
ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_6_YARDS_1.GetPositionY(),
ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_6_YARDS_1.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_NORMAL, true);
}
else if (smallestDistance == distance2)
{
return MoveTo(bot->GetMapId(), ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_6_YARDS_2.GetPositionX(),
ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_6_YARDS_2.GetPositionY(),
ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_6_YARDS_2.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_COMBAT);
}
else if (smallestDistance == distance3)
{
return MoveTo(bot->GetMapId(), ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_5_YARDS_1.GetPositionX(),
ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_5_YARDS_1.GetPositionY(),
ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_5_YARDS_1.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_NORMAL, true);
}
else if (smallestDistance == distance4)
{
return MoveTo(bot->GetMapId(), ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_10_YARDS_1.GetPositionX(),
ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_10_YARDS_1.GetPositionY(),
ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_10_YARDS_1.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_NORMAL, true);
}
else if (smallestDistance == distance5)
{
return MoveTo(bot->GetMapId(), ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_10_YARDS_2.GetPositionX(),
ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_10_YARDS_2.GetPositionY(),
ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_10_YARDS_2.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_NORMAL, true);
}
else if (smallestDistance == distance6)
{
return MoveTo(bot->GetMapId(), ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_10_YARDS_3.GetPositionX(),
ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_10_YARDS_3.GetPositionY(),
ULDUAR_THORIM_GAUNTLET_LEFT_SIDE_10_YARDS_3.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_NORMAL, true);
}
else
return false;
}
if (master->GetDistance(ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_6_YARDS_1) < 6.0f ||
master->GetDistance(ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_6_YARDS_2) < 6.0f ||
master->GetDistance(ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_5_YARDS_1) < 5.0f ||
master->GetDistance(ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_10_YARDS_1) < 10.0f ||
master->GetDistance(ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_10_YARDS_2) < 10.0f ||
master->GetDistance(ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_10_YARDS_3) < 10.0f)
{
float distance1 = master->GetDistance(ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_6_YARDS_1);
float distance2 = master->GetDistance(ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_6_YARDS_2);
float distance3 = master->GetDistance(ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_5_YARDS_1);
float distance4 = master->GetDistance(ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_10_YARDS_1);
float distance5 = master->GetDistance(ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_10_YARDS_2);
float distance6 = master->GetDistance(ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_10_YARDS_3);
float smallestDistance = std::min({distance1, distance2, distance3, distance4, distance5, distance6});
Position targetPosition;
if (smallestDistance == distance1)
{
return MoveTo(bot->GetMapId(), ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_6_YARDS_1.GetPositionX(),
ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_6_YARDS_1.GetPositionY(),
ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_6_YARDS_1.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_NORMAL, true);
}
else if (smallestDistance == distance2)
{
return MoveTo(bot->GetMapId(), ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_6_YARDS_2.GetPositionX(),
ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_6_YARDS_2.GetPositionY(),
ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_6_YARDS_2.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_COMBAT);
}
else if (smallestDistance == distance3)
{
return MoveTo(bot->GetMapId(), ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_5_YARDS_1.GetPositionX(),
ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_5_YARDS_1.GetPositionY(),
ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_5_YARDS_1.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_NORMAL, true);
}
else if (smallestDistance == distance4)
{
return MoveTo(bot->GetMapId(), ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_10_YARDS_1.GetPositionX(),
ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_10_YARDS_1.GetPositionY(),
ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_10_YARDS_1.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_NORMAL, true);
}
else if (smallestDistance == distance5)
{
return MoveTo(bot->GetMapId(), ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_10_YARDS_2.GetPositionX(),
ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_10_YARDS_2.GetPositionY(),
ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_10_YARDS_2.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_NORMAL, true);
}
else if (smallestDistance == distance6)
{
return MoveTo(bot->GetMapId(), ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_10_YARDS_3.GetPositionX(),
ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_10_YARDS_3.GetPositionY(),
ULDUAR_THORIM_GAUNTLET_RIGHT_SIDE_10_YARDS_3.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_NORMAL, true);
}
else
return false;
}
Unit* boss = AI_VALUE2(Unit*, "find target", "thorim");
if (boss && boss->IsAlive() && bot->GetPositionZ() > ULDUAR_THORIM_AXIS_Z_FLOOR_THRESHOLD &&
boss->GetPositionZ() < ULDUAR_THORIM_AXIS_Z_FLOOR_THRESHOLD)
{
MoveTo(bot->GetMapId(), ULDUAR_THORIM_JUMP_START_POINT.GetPositionX(),
ULDUAR_THORIM_JUMP_START_POINT.GetPositionY(), ULDUAR_THORIM_JUMP_START_POINT.GetPositionZ(), false,
false, false, true, MovementPriority::MOVEMENT_NORMAL, true);
if (bot->GetDistance(ULDUAR_THORIM_JUMP_START_POINT) > 0.5f)
return false;
JumpTo(bot->GetMapId(), ULDUAR_THORIM_JUMP_END_POINT.GetPositionX(),
ULDUAR_THORIM_JUMP_END_POINT.GetPositionY(), ULDUAR_THORIM_JUMP_END_POINT.GetPositionZ(),
MovementPriority::MOVEMENT_COMBAT);
}
return false;
}
bool ThorimFallFromFloorAction::Execute(Event event)
{
Player* master = botAI->GetMaster();
if (!master)
return false;
return bot->TeleportTo(bot->GetMapId(), master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(),
master->GetOrientation());
}
bool ThorimFallFromFloorAction::isUseful()
{
ThorimFallFromFloorTrigger thorimFallFromFloorTrigger(botAI);
return thorimFallFromFloorTrigger.IsActive();
}
bool ThorimPhase2PositioningAction::Execute(Event event)
{
Position targetPosition;
bool backward = false;
if (botAI->IsMainTank(bot))
{
targetPosition = ULDUAR_THORIM_PHASE2_TANK_SPOT;
backward = true;
}
else
{
Group* group = bot->GetGroup();
if (!group)
return false;
uint32 memberPositionNumber = 0;
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member)
continue;
if (botAI->IsRanged(member) || botAI->IsHeal(member))
{
if (bot->GetGUID() == member->GetGUID())
break;
memberPositionNumber++;
if (memberPositionNumber == 3)
memberPositionNumber = 0;
}
}
if (memberPositionNumber == 0)
targetPosition = ULDUAR_THORIM_PHASE2_RANGE1_SPOT;
if (memberPositionNumber == 1)
targetPosition = ULDUAR_THORIM_PHASE2_RANGE2_SPOT;
if (memberPositionNumber == 2)
targetPosition = ULDUAR_THORIM_PHASE2_RANGE3_SPOT;
}
MoveTo(bot->GetMapId(), targetPosition.GetPositionX(), targetPosition.GetPositionY(), targetPosition.GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_COMBAT, true, backward);
if (bot->GetDistance(targetPosition) > 1.0f)
return false;
return true;
}
bool ThorimPhase2PositioningAction::isUseful()
{
ThorimPhase2PositioningTrigger thorimPhase2PositioningTrigger(botAI);
return thorimPhase2PositioningTrigger.IsActive();
}
bool MimironShockBlastAction::Execute(Event event)
{
Unit* leviathanMkII = nullptr;
Unit* vx001 = nullptr;
Unit* aerialCommandUnit = nullptr;
float radius = 20.0f;
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
Unit* target = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
target = botAI->GetUnit(*i);
if (!target || !target->IsAlive())
continue;
if (target->GetEntry() == NPC_LEVIATHAN_MKII)
{
leviathanMkII = target;
}
else if (target->GetEntry() == NPC_VX001)
{
vx001 = target;
}
else if (target->GetEntry() == NPC_AERIAL_COMMAND_UNIT)
{
aerialCommandUnit = target;
}
}
if (!leviathanMkII)
{
return false;
}
if (!vx001 && !aerialCommandUnit)
{
float currentDistance = bot->GetDistance2d(leviathanMkII);
MoveAway(leviathanMkII, radius - currentDistance);
if (botAI->IsMelee(bot))
{
botAI->SetNextCheckDelay(100);
}
return true;
}
else
{
float init_angle = leviathanMkII->GetAngle(bot);
float distance = radius - bot->GetDistance2d(leviathanMkII);
for (float delta = 0; delta <= M_PI / 2; delta += M_PI / 8)
{
float angle = init_angle + delta;
float dx = bot->GetPositionX() + cos(angle) * distance;
float dy = bot->GetPositionY() + sin(angle) * distance;
float dz = bot->GetPositionZ();
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
bot->GetPositionZ(), dx, dy, dz))
{
bot->TeleportTo(target->GetMapId(), dx, dy, dz, target->GetOrientation());
return true;
}
}
return false;
}
}
bool MimironShockBlastAction::isUseful()
{
MimironShockBlastTrigger mimironShockBlastTrigger(botAI);
return mimironShockBlastTrigger.IsActive();
}
bool MimironPhase1PositioningAction::Execute(Event event)
{
SET_AI_VALUE(float, "disperse distance", 6.0f);
return true;
}
bool MimironPhase1PositioningAction::isUseful()
{
MimironPhase1PositioningTrigger mimironPhase1PositioningTrigger(botAI);
return mimironPhase1PositioningTrigger.IsActive();
}
bool MimironP3Wx2LaserBarrageAction::Execute(Event event)
{
auto master = botAI->GetMaster();
if (!master || !master->IsAlive())
{
return false;
}
if (bot->GetDistance2d(master) > 15.0f)
{
return bot->TeleportTo(master->GetMapId(), master->GetPositionX(), master->GetPositionY(),
master->GetPositionZ(), master->GetOrientation());
}
return MoveTo(master->GetMapId(), master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(), false,
false, false, true, MovementPriority::MOVEMENT_COMBAT, true);
}
bool MimironRapidBurstAction::isUseful()
{
MimironRapidBurstTrigger mimironRapidBurstTrigger(botAI);
return mimironRapidBurstTrigger.IsActive();
}
bool MimironRapidBurstAction::Execute(Event event)
{
Unit* leviathanMkII = nullptr;
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
Unit* target = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
target = botAI->GetUnit(*i);
if (!target || !target->IsAlive())
continue;
if (target->GetEntry() == NPC_LEVIATHAN_MKII)
{
leviathanMkII = target;
}
}
Position targetPosition;
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
uint32 memberSpotNumber = 0;
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member)
continue;
if (bot->GetGUID() == member->GetGUID())
{
if (botAI->IsRanged(bot))
{
switch (memberSpotNumber)
{
case 0:
targetPosition = ULDUAR_MIMIRON_PHASE2_SIDE1RANGE_SPOT;
break;
case 1:
targetPosition = ULDUAR_MIMIRON_PHASE2_SIDE2RANGE_SPOT;
break;
case 2:
targetPosition = ULDUAR_MIMIRON_PHASE2_SIDE3RANGE_SPOT;
break;
default:
break;
}
}
else if (botAI->IsMainTank(bot) && leviathanMkII)
{
targetPosition = ULDUAR_MIMIRON_PHASE4_TANK_SPOT;
}
else
{
switch (memberSpotNumber)
{
case 0:
targetPosition = ULDUAR_MIMIRON_PHASE2_SIDE1MELEE_SPOT;
break;
case 1:
targetPosition = ULDUAR_MIMIRON_PHASE2_SIDE2MELEE_SPOT;
break;
case 2:
targetPosition = ULDUAR_MIMIRON_PHASE2_SIDE3MELEE_SPOT;
break;
default:
break;
}
}
}
memberSpotNumber++;
if (memberSpotNumber == 3)
{
memberSpotNumber = 0;
}
}
MoveTo(bot->GetMapId(), targetPosition.GetPositionX(), targetPosition.GetPositionY(), targetPosition.GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_FORCED, true, false);
if (AI_VALUE(float, "disperse distance") != 0.0f)
{
SET_AI_VALUE(float, "disperse distance", 0.0f);
}
TankFaceStrategy tankFaceStrategy(botAI);
if (botAI->HasStrategy(tankFaceStrategy.getName(), BotState::BOT_STATE_COMBAT))
{
botAI->ChangeStrategy(REMOVE_STRATEGY_CHAR + tankFaceStrategy.getName(), BotState::BOT_STATE_COMBAT);
}
if (botAI->HasStrategy(tankFaceStrategy.getName(), BotState::BOT_STATE_NON_COMBAT))
{
botAI->ChangeStrategy(REMOVE_STRATEGY_CHAR + tankFaceStrategy.getName(), BotState::BOT_STATE_NON_COMBAT);
}
if (bot->GetDistance(targetPosition) > 1.0f)
return false;
return true;
}
bool MimironAerialCommandUnitAction::Execute(Event event)
{
Unit* boss = nullptr;
Unit* bombBot = nullptr;
Unit* assaultBot = nullptr;
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
Unit* target = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
target = botAI->GetUnit(*i);
if (!target || !target->IsAlive())
continue;
if (target->GetEntry() == NPC_AERIAL_COMMAND_UNIT)
{
boss = target;
}
else if (target->GetEntry() == NPC_BOMB_BOT)
{
bombBot = target;
}
else if (target->GetEntry() == NPC_ASSAULT_BOT)
{
assaultBot = target;
}
}
if (botAI->IsMainTank(bot) || botAI->IsAssistTankOfIndex(bot, 0))
{
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
if (bombBot)
{
group->SetTargetIcon(RtiTargetValue::crossIndex, bot->GetGUID(), bombBot->GetGUID());
}
else if (boss)
{
group->SetTargetIcon(RtiTargetValue::crossIndex, bot->GetGUID(), boss->GetGUID());
}
if (assaultBot)
{
ObjectGuid skullTarget = group->GetTargetIcon(RtiTargetValue::skullIndex);
Unit* skullUnit = botAI->GetUnit(skullTarget);
if (!skullTarget || !skullUnit || !skullUnit->IsAlive())
{
group->SetTargetIcon(RtiTargetValue::skullIndex, bot->GetGUID(), assaultBot->GetGUID());
}
}
return true;
}
if (AI_VALUE(float, "disperse distance") != 5.0f)
{
SET_AI_VALUE(float, "disperse distance", 5.0f);
}
botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Set("cross");
return true;
}
bool MimironRocketStrikeAction::isUseful()
{
MimironRocketStrikeTrigger mimironRocketStrikeTrigger(botAI);
return mimironRocketStrikeTrigger.IsActive();
}
bool MimironRocketStrikeAction::Execute(Event event)
{
Unit* leviathanMkII = nullptr;
Unit* vx001 = nullptr;
Unit* aerialCommandUnit = nullptr;
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
Unit* target = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
target = botAI->GetUnit(*i);
if (!target || !target->IsAlive())
continue;
if (target->GetEntry() == NPC_LEVIATHAN_MKII)
{
leviathanMkII = target;
}
else if (target->GetEntry() == NPC_VX001)
{
vx001 = target;
}
else if (target->GetEntry() == NPC_AERIAL_COMMAND_UNIT)
{
aerialCommandUnit = target;
}
}
Creature* rocketStrikeN = bot->FindNearestCreature(NPC_ROCKET_STRIKE_N, 100.0f);
if (!rocketStrikeN)
{
return false;
}
if (!vx001 && !aerialCommandUnit)
{
MoveAway(rocketStrikeN, 10.0f);
return true;
}
else
{
float init_angle = rocketStrikeN->GetAngle(bot);
float distance = 10.0f - bot->GetDistance2d(rocketStrikeN);
for (float delta = 0; delta <= M_PI / 2; delta += M_PI / 8)
{
float angle = init_angle + delta;
float dx = bot->GetPositionX() + cos(angle) * distance;
float dy = bot->GetPositionY() + sin(angle) * distance;
float dz = bot->GetPositionZ();
if (bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
bot->GetPositionZ(), dx, dy, dz))
{
bot->TeleportTo(target->GetMapId(), dx, dy, dz, target->GetOrientation());
return true;
}
}
return false;
}
}
bool MimironPhase4MarkDpsAction::Execute(Event event)
{
Unit* leviathanMkII = nullptr;
Unit* vx001 = nullptr;
Unit* aerialCommandUnit = nullptr;
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
Unit* target = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
target = botAI->GetUnit(*i);
if (!target || !target->IsAlive())
continue;
if (target->GetEntry() == NPC_LEVIATHAN_MKII)
{
leviathanMkII = target;
}
else if (target->GetEntry() == NPC_VX001)
{
vx001 = target;
}
else if (target->GetEntry() == NPC_AERIAL_COMMAND_UNIT)
{
aerialCommandUnit = target;
}
}
if (!leviathanMkII || !vx001 || !aerialCommandUnit)
{
return false;
}
if (botAI->IsMainTank(bot))
{
Unit* highestHealthUnit = nullptr;
uint32 highestHealth = 0;
if (leviathanMkII && leviathanMkII->GetHealth() > highestHealth)
{
highestHealth = leviathanMkII->GetHealth();
highestHealthUnit = leviathanMkII;
}
if (vx001 && vx001->GetHealth() > highestHealth)
{
highestHealth = vx001->GetHealth();
highestHealthUnit = vx001;
}
if (aerialCommandUnit && aerialCommandUnit->GetHealth() > highestHealth)
{
highestHealthUnit = aerialCommandUnit;
}
group->SetTargetIcon(RtiTargetValue::skullIndex, bot->GetGUID(), highestHealthUnit->GetGUID());
if (highestHealthUnit == leviathanMkII)
{
if (AI_VALUE(std::string, "rti") == "skull")
{
botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Set("skull");
}
}
else
{
group->SetTargetIcon(RtiTargetValue::crossIndex, bot->GetGUID(), leviathanMkII->GetGUID());
if (AI_VALUE(std::string, "rti") != "cross")
{
botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Set("cross");
}
}
botAI->DoSpecificAction("attack rti target");
return true;
}
else
{
/*if (AI_VALUE(float, "disperse distance") != 0.0f)
{
SET_AI_VALUE(float, "disperse distance", 0.0f);
}*/
botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Set("skull");
return true;
}
}
bool MimironCheatAction::Execute(Event event)
{
GuidVector targets = AI_VALUE(GuidVector, "nearest npcs");
for (const ObjectGuid& guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive())
continue;
if (unit->GetEntry() == NPC_PROXIMITY_MINE)
{
unit->Kill(bot, unit);
}
else if (unit->GetEntry() == NPC_BOMB_BOT)
{
unit->Kill(bot, unit);
}
}
return true;
}
bool VezaxCheatAction::Execute(Event event)
{
// Restore bot's mana to full
uint32 maxMana = bot->GetMaxPower(POWER_MANA);
if (maxMana > 0)
{
bot->SetPower(POWER_MANA, maxMana);
}
return true;
}
bool VezaxShadowCrashAction::Execute(Event event)
{
// Find General Vezax boss
Unit* boss = AI_VALUE2(Unit*, "find target", "general vezax");
if (!boss || !boss->IsAlive())
{
return false;
}
// Get bot's current position relative to boss
float bossX = boss->GetPositionX();
float bossY = boss->GetPositionY();
float bossZ = boss->GetPositionZ();
float botX = bot->GetPositionX();
float botY = bot->GetPositionY();
// Calculate current angle and distance from boss
float currentAngle = atan2(botY - bossY, botX - bossX);
float currentDistance = bot->GetDistance2d(boss);
// Set desired distance from boss (stay close enough for melee, far enough for ranged)
float desiredDistance = 15.0f;
// If too close or too far, adjust distance first
if (currentDistance < desiredDistance - 2.0f || currentDistance > desiredDistance + 2.0f)
{
currentDistance = desiredDistance;
}
// Calculate movement increment - move in increments around the boss
float angleIncrement = M_PI / 10;
float newAngle = currentAngle + angleIncrement;
// Calculate new position
float newX = bossX + currentDistance * cos(newAngle);
float newY = bossY + currentDistance * sin(newAngle);
float newZ = bossZ; // Keep same Z level as boss
// Move to the new position
return MoveTo(boss->GetMapId(), newX, newY, newZ, false, false, false, true, MovementPriority::MOVEMENT_COMBAT,
true);
}
bool VezaxMarkOfTheFacelessAction::Execute(Event event)
{
return MoveTo(bot->GetMapId(), ULDUAR_VEZAX_MARK_OF_THE_FACELESS_SPOT.GetPositionX(),
ULDUAR_VEZAX_MARK_OF_THE_FACELESS_SPOT.GetPositionY(),
ULDUAR_VEZAX_MARK_OF_THE_FACELESS_SPOT.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_FORCED, true, false);
}
bool YoggSaronOminousCloudCheatAction::Execute(Event event)
{
YoggSaronTrigger yoggSaronTrigger(botAI);
Unit* boss = yoggSaronTrigger.GetSaraIfAlive();
if (!boss)
{
return false;
}
Creature* target = boss->FindNearestCreature(NPC_OMINOUS_CLOUD, 25.0f);
if (!target || !target->IsAlive())
{
return false;
}
target->Kill(bot, target);
return true;
}
bool YoggSaronGuardianPositioningAction::Execute(Event event)
{
return MoveTo(bot->GetMapId(), ULDUAR_YOGG_SARON_MIDDLE.GetPositionX(), ULDUAR_YOGG_SARON_MIDDLE.GetPositionY(),
ULDUAR_YOGG_SARON_MIDDLE.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_FORCED, true, false);
}
bool YoggSaronSanityAction::Execute(Event event)
{
Creature* sanityWell = bot->FindNearestCreature(NPC_SANITY_WELL, 200.0f);
return MoveTo(bot->GetMapId(), sanityWell->GetPositionX(), sanityWell->GetPositionY(), sanityWell->GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_FORCED,
true, false);
}
bool YoggSaronMarkTargetAction::Execute(Event event)
{
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
YoggSaronTrigger yoggSaronTrigger(botAI);
if (yoggSaronTrigger.IsPhase2())
{
if (botAI->HasCheat(BotCheatMask::raid))
{
Unit* crusherTentacle = bot->FindNearestCreature(NPC_CRUSHER_TENTACLE, 200.0f, true);
if (crusherTentacle)
{
crusherTentacle->Kill(bot, crusherTentacle);
}
}
ObjectGuid currentMoonTarget = group->GetTargetIcon(RtiTargetValue::moonIndex);
Creature* yogg_saron = bot->FindNearestCreature(NPC_YOGG_SARON, 200.0f, true);
if (!currentMoonTarget || currentMoonTarget != yogg_saron->GetGUID())
{
group->SetTargetIcon(RtiTargetValue::moonIndex, bot->GetGUID(), yogg_saron->GetGUID());
return true;
}
ObjectGuid currentSkullTarget = group->GetTargetIcon(RtiTargetValue::skullIndex);
Creature* nextPossibleTarget = bot->FindNearestCreature(NPC_CONSTRICTOR_TENTACLE, 200.0f, true);
if (!nextPossibleTarget)
{
nextPossibleTarget = bot->FindNearestCreature(NPC_CORRUPTOR_TENTACLE, 200.0f, true);
if (!nextPossibleTarget)
{
return false;
}
}
if (currentSkullTarget)
{
Unit* currentSkullUnit = botAI->GetUnit(currentSkullTarget);
if (currentSkullUnit && currentSkullUnit->IsAlive() &&
currentSkullUnit->GetGUID() == nextPossibleTarget->GetGUID())
{
return false;
}
}
group->SetTargetIcon(RtiTargetValue::skullIndex, bot->GetGUID(), nextPossibleTarget->GetGUID());
}
else if (yoggSaronTrigger.IsPhase3())
{
TankFaceStrategy tankFaceStrategy(botAI);
if (botAI->HasStrategy(tankFaceStrategy.getName(), BotState::BOT_STATE_COMBAT))
{
botAI->ChangeStrategy(REMOVE_STRATEGY_CHAR + tankFaceStrategy.getName(), BotState::BOT_STATE_COMBAT);
}
TankAssistStrategy tankAssistStrategy(botAI);
if (!botAI->HasStrategy(tankAssistStrategy.getName(), BotState::BOT_STATE_COMBAT))
{
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + tankAssistStrategy.getName(), BotState::BOT_STATE_COMBAT);
}
GuidVector targets = AI_VALUE(GuidVector, "nearest npcs");
int lowestHealth = std::numeric_limits<int>::max();
Unit* lowestHealthUnit = nullptr;
for (const ObjectGuid& guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive())
{
continue;
}
if ((unit->GetEntry() == NPC_IMMORTAL_GUARDIAN || unit->GetEntry() == NPC_MARKED_IMMORTAL_GUARDIAN) &&
unit->GetHealthPct() > 10)
{
if (unit->GetHealth() < lowestHealth)
{
lowestHealth = unit->GetHealth();
lowestHealthUnit = unit;
}
}
}
if (lowestHealthUnit)
{
// Added because lunatic gaze freeze all bots and they can't attack
// If someone fix it then this cheat can be removed
if (botAI->HasCheat(BotCheatMask::raid))
{
lowestHealthUnit->Kill(bot, lowestHealthUnit);
}
else
{
group->SetTargetIcon(RtiTargetValue::skullIndex, bot->GetGUID(), lowestHealthUnit->GetGUID());
}
return true;
}
ObjectGuid currentSkullTarget = group->GetTargetIcon(RtiTargetValue::skullIndex);
Unit* currentSkullUnit = nullptr;
if (currentSkullTarget)
{
currentSkullUnit = botAI->GetUnit(currentSkullTarget);
}
if (!currentSkullUnit || currentSkullUnit->GetEntry() != NPC_YOGG_SARON)
{
Unit* yoggsaron = AI_VALUE2(Unit*, "find target", "yogg-saron");
if (yoggsaron && yoggsaron->IsAlive())
{
group->SetTargetIcon(RtiTargetValue::skullIndex, bot->GetGUID(), yoggsaron->GetGUID());
return true;
}
}
return false;
}
return false;
}
bool YoggSaronBrainLinkAction::Execute(Event event)
{
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* player = gref->GetSource();
if (player && player->IsAlive() && player->HasAura(SPELL_BRAIN_LINK) && player->GetGUID() != bot->GetGUID())
{
return MoveNear(player, 10.0f, MovementPriority::MOVEMENT_FORCED);
}
}
return false;
}
bool YoggSaronMoveToEnterPortalAction::Execute(Event event)
{
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
bool isInBrainRoomTeam = false;
int portalNumber = 0;
int brainRoomTeamCount = 10;
if (bot->GetRaidDifficulty() == Difficulty::RAID_DIFFICULTY_10MAN_NORMAL)
{
brainRoomTeamCount = 4;
}
Player* master = botAI->GetMaster();
if (master && !botAI->IsTank(master))
{
portalNumber++;
brainRoomTeamCount--;
}
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member || !member->IsAlive() || botAI->IsTank(member) || botAI->GetMaster()->GetGUID() == member->GetGUID())
{
continue;
}
portalNumber++;
if (member->GetGUID() == bot->GetGUID())
{
isInBrainRoomTeam = true;
break;
}
brainRoomTeamCount--;
if (brainRoomTeamCount == 0)
{
break;
}
}
if (!isInBrainRoomTeam)
{
return false;
}
Position assignedPortalPosition = yoggPortalLoc[portalNumber - 1];
botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Set("diamond");
if (botAI->HasCheat(BotCheatMask::raid))
{
return bot->TeleportTo(bot->GetMapId(), assignedPortalPosition.GetPositionX(),
assignedPortalPosition.GetPositionY(),
assignedPortalPosition.GetPositionZ(), bot->GetOrientation());
}
else
{
return MoveNear(bot->GetMapId(), assignedPortalPosition.GetPositionX(),
assignedPortalPosition.GetPositionY(),
assignedPortalPosition.GetPositionZ(), sPlayerbotAIConfig.contactDistance,
MovementPriority::MOVEMENT_FORCED);
}
}
bool YoggSaronFallFromFloorAction::Execute(Event event)
{
std::string rtiMark = AI_VALUE(std::string, "rti");
if (rtiMark == "skull")
{
return bot->TeleportTo(bot->GetMapId(), ULDUAR_YOGG_SARON_BOSS_ROOM_RESTORE_POINT.GetPositionX(),
ULDUAR_YOGG_SARON_BOSS_ROOM_RESTORE_POINT.GetPositionY(),
ULDUAR_YOGG_SARON_BOSS_ROOM_RESTORE_POINT.GetPositionZ(),
ULDUAR_YOGG_SARON_BOSS_ROOM_RESTORE_POINT.GetOrientation());
}
if (rtiMark == "cross")
{
return bot->TeleportTo(bot->GetMapId(), ULDUAR_YOGG_SARON_STORMWIND_KEEPER_MIDDLE.GetPositionX(),
ULDUAR_YOGG_SARON_STORMWIND_KEEPER_MIDDLE.GetPositionY(),
ULDUAR_YOGG_SARON_STORMWIND_KEEPER_MIDDLE.GetPositionZ(),
bot->GetOrientation());
}
if (rtiMark == "circle")
{
return bot->TeleportTo(bot->GetMapId(), ULDUAR_YOGG_SARON_ICECROWN_CITADEL_MIDDLE.GetPositionX(),
ULDUAR_YOGG_SARON_ICECROWN_CITADEL_MIDDLE.GetPositionY(),
ULDUAR_YOGG_SARON_ICECROWN_CITADEL_MIDDLE.GetPositionZ(), bot->GetOrientation());
}
if (rtiMark == "star")
{
return bot->TeleportTo(bot->GetMapId(), ULDUAR_YOGG_SARON_CHAMBER_OF_ASPECTS_MIDDLE.GetPositionX(),
ULDUAR_YOGG_SARON_CHAMBER_OF_ASPECTS_MIDDLE.GetPositionY(),
ULDUAR_YOGG_SARON_CHAMBER_OF_ASPECTS_MIDDLE.GetPositionZ(), bot->GetOrientation());
}
return false;
}
bool YoggSaronBossRoomMovementCheatAction::Execute(Event event)
{
FollowMasterStrategy followMasterStrategy(botAI);
if (botAI->HasStrategy(followMasterStrategy.getName(), BotState::BOT_STATE_NON_COMBAT))
{
botAI->ChangeStrategy(REMOVE_STRATEGY_CHAR + followMasterStrategy.getName(), BotState::BOT_STATE_NON_COMBAT);
}
if (!botAI->HasCheat(BotCheatMask::raid))
{
return false;
}
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
ObjectGuid currentSkullTarget = group->GetTargetIcon(RtiTargetValue::skullIndex);
if (!currentSkullTarget)
{
return false;
}
Unit* currentSkullUnit = botAI->GetUnit(currentSkullTarget);
if (!currentSkullUnit || !currentSkullUnit->IsAlive())
{
return false;
}
return bot->TeleportTo(bot->GetMapId(), currentSkullUnit->GetPositionX(), currentSkullUnit->GetPositionY(),
currentSkullUnit->GetPositionZ(), bot->GetOrientation());
}
bool YoggSaronUsePortalAction::Execute(Event event)
{
Creature* assignedPortal = bot->FindNearestCreature(NPC_DESCEND_INTO_MADNESS, 2.0f, true);
if (!assignedPortal)
{
return false;
}
FollowMasterStrategy followMasterStrategy(botAI);
if (botAI->HasStrategy(followMasterStrategy.getName(), BotState::BOT_STATE_NON_COMBAT))
{
botAI->ChangeStrategy(ADD_STRATEGY_CHAR + followMasterStrategy.getName(), BotState::BOT_STATE_NON_COMBAT);
}
return assignedPortal->HandleSpellClick(bot);
}
bool YoggSaronIllusionRoomAction::Execute(Event event)
{
YoggSaronTrigger yoggSaronTrigger(botAI);
bool resultSetRtiMark = SetRtiMark(yoggSaronTrigger);
bool resultSetIllusionRtiTarget = SetIllusionRtiTarget(yoggSaronTrigger);
bool resultSetBrainRtiTarget = SetBrainRtiTarget(yoggSaronTrigger);
return resultSetRtiMark || resultSetIllusionRtiTarget || resultSetBrainRtiTarget;
}
bool YoggSaronIllusionRoomAction::SetRtiMark(YoggSaronTrigger yoggSaronTrigger)
{
if (AI_VALUE(std::string, "rti") == "diamond")
{
if (yoggSaronTrigger.IsInStormwindKeeperIllusion())
{
botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Set("cross");
return true;
}
else if (yoggSaronTrigger.IsInIcecrownKeeperIllusion())
{
botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Set("circle");
return true;
}
else if (yoggSaronTrigger.IsInChamberOfTheAspectsIllusion())
{
botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Set("star");
return true;
}
}
return false;
}
bool YoggSaronIllusionRoomAction::SetIllusionRtiTarget(YoggSaronTrigger yoggSaronTrigger)
{
Unit* currentRtiTarget = yoggSaronTrigger.GetIllusionRoomRtiTarget();
if (currentRtiTarget)
{
return false;
}
Unit* nextRtiTarget = yoggSaronTrigger.GetNextIllusionRoomRtiTarget();
if (!nextRtiTarget)
{
return false;
}
// If proper adds handling in illusion room will be implemented, then this can be removed
if (botAI->HasCheat(BotCheatMask::raid))
{
bot->TeleportTo(bot->GetMapId(), nextRtiTarget->GetPositionX(), nextRtiTarget->GetPositionY(),
nextRtiTarget->GetPositionZ(), bot->GetOrientation());
Unit::DealDamage(bot->GetSession()->GetPlayer(), nextRtiTarget, nextRtiTarget->GetHealth(), nullptr,
DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, nullptr, false, true);
}
else
{
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
uint8 rtiIndex = RtiTargetValue::GetRtiIndex(AI_VALUE(std::string, "rti"));
group->SetTargetIcon(rtiIndex, bot->GetGUID(), nextRtiTarget->GetGUID());
}
return true;
}
bool YoggSaronIllusionRoomAction::SetBrainRtiTarget(YoggSaronTrigger yoggSaronTrigger)
{
if (AI_VALUE(std::string, "rti") == "square" || !yoggSaronTrigger.IsMasterIsInBrainRoom())
{
return false;
}
botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Set("square");
Group* group = bot->GetGroup();
if (!group)
{
return false;
}
Creature* brain = bot->FindNearestCreature(NPC_BRAIN, 200.0f, true);
if (!brain)
{
return false;
}
group->SetTargetIcon(RtiTargetValue::squareIndex, bot->GetGUID(), brain->GetGUID());
Position entrancePosition = yoggSaronTrigger.GetIllusionRoomEntrancePosition();
if (botAI->HasCheat(BotCheatMask::raid))
{
if (Unit const* master = botAI->GetMaster())
{
Position masterPosition = master->GetPosition();
bot->TeleportTo(bot->GetMapId(), masterPosition.GetPositionX(), masterPosition.GetPositionY(),
masterPosition.GetPositionZ(), bot->GetOrientation());
}
else
{
bot->TeleportTo(bot->GetMapId(), entrancePosition.GetPositionX(), entrancePosition.GetPositionY(),
entrancePosition.GetPositionZ(), bot->GetOrientation());
}
}
else
{
MoveTo(bot->GetMapId(), entrancePosition.GetPositionX(), entrancePosition.GetPositionY(),
entrancePosition.GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_FORCED, true,
false);
}
botAI->DoSpecificAction("attack rti target");
return true;
}
bool YoggSaronMoveToExitPortalAction::Execute(Event event)
{
GameObject* portal = bot->FindNearestGameObject(GO_FLEE_TO_THE_SURFACE_PORTAL, 100.0f);
if (!portal)
{
return false;
}
if (botAI->HasCheat(BotCheatMask::raid))
{
bot->TeleportTo(bot->GetMapId(), portal->GetPositionX(), portal->GetPositionY(), portal->GetPositionZ(),
bot->GetOrientation());
}
else
{
MoveTo(bot->GetMapId(), portal->GetPositionX(), portal->GetPositionY(), portal->GetPositionZ(), false,
false, false, true, MovementPriority::MOVEMENT_FORCED,
true, false);
}
if (bot->GetDistance2d(portal) > 2.0f)
{
return false;
}
portal->Use(bot);
botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Set("skull");
return true;
}
bool YoggSaronLunaticGazeAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "yogg-saron");
if (!boss || !boss->IsAlive())
{
return false;
}
float angle = bot->GetAngle(boss);
float newAngle = Position::NormalizeOrientation(angle + M_PI); // Add 180 degrees (PI radians)
bot->SetFacingTo(newAngle);
if (botAI->IsRangedDps(bot))
{
if (AI_VALUE(std::string, "rti") != "cross")
{
botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Set("cross");
}
}
return true;
}
bool YoggSaronPhase3PositioningAction::Execute(Event event)
{
if (botAI->IsRanged(bot))
{
if (botAI->HasCheat(BotCheatMask::raid))
{
return bot->TeleportTo(bot->GetMapId(), ULDUAR_YOGG_SARON_PHASE_3_RANGED_SPOT.GetPositionX(),
ULDUAR_YOGG_SARON_PHASE_3_RANGED_SPOT.GetPositionY(),
ULDUAR_YOGG_SARON_PHASE_3_RANGED_SPOT.GetPositionZ(),
bot->GetOrientation());
}
else
{
return MoveTo(bot->GetMapId(), ULDUAR_YOGG_SARON_PHASE_3_RANGED_SPOT.GetPositionX(),
ULDUAR_YOGG_SARON_PHASE_3_RANGED_SPOT.GetPositionY(),
ULDUAR_YOGG_SARON_PHASE_3_RANGED_SPOT.GetPositionZ(), false,
false, false, true, MovementPriority::MOVEMENT_FORCED, true, false);
}
}
if (botAI->IsMelee(bot) && !botAI->IsTank(bot))
{
if (botAI->HasCheat(BotCheatMask::raid))
{
return bot->TeleportTo(bot->GetMapId(), ULDUAR_YOGG_SARON_PHASE_3_MELEE_SPOT.GetPositionX(),
ULDUAR_YOGG_SARON_PHASE_3_MELEE_SPOT.GetPositionY(),
ULDUAR_YOGG_SARON_PHASE_3_MELEE_SPOT.GetPositionZ(), bot->GetOrientation());
}
else
{
return MoveTo(bot->GetMapId(), ULDUAR_YOGG_SARON_PHASE_3_MELEE_SPOT.GetPositionX(),
ULDUAR_YOGG_SARON_PHASE_3_MELEE_SPOT.GetPositionY(),
ULDUAR_YOGG_SARON_PHASE_3_MELEE_SPOT.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_FORCED, true, false);
}
}
if (botAI->IsTank(bot))
{
if (bot->GetDistance(ULDUAR_YOGG_SARON_PHASE_3_MELEE_SPOT) > 30.0f)
{
if (botAI->HasCheat(BotCheatMask::raid))
{
return bot->TeleportTo(bot->GetMapId(), ULDUAR_YOGG_SARON_PHASE_3_MELEE_SPOT.GetPositionX(),
ULDUAR_YOGG_SARON_PHASE_3_MELEE_SPOT.GetPositionY(),
ULDUAR_YOGG_SARON_PHASE_3_MELEE_SPOT.GetPositionZ(), bot->GetOrientation());
}
}
return MoveTo(bot->GetMapId(), ULDUAR_YOGG_SARON_PHASE_3_MELEE_SPOT.GetPositionX(),
ULDUAR_YOGG_SARON_PHASE_3_MELEE_SPOT.GetPositionY(),
ULDUAR_YOGG_SARON_PHASE_3_MELEE_SPOT.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_FORCED, true, false);
}
return false;
}