Files
mod-playerbots/src/Ai/Raid/Karazhan/Util/RaidKarazhanHelpers.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

383 lines
14 KiB
C++

#include "RaidKarazhanHelpers.h"
#include "RaidKarazhanActions.h"
#include "Playerbots.h"
namespace KarazhanHelpers
{
// Attumen the Huntsman
std::unordered_map<uint32, time_t> attumenDpsWaitTimer;
// Big Bad Wolf
std::unordered_map<ObjectGuid, uint8> bigBadWolfRunIndex;
// Netherspite
std::unordered_map<uint32, time_t> netherspiteDpsWaitTimer;
std::unordered_map<ObjectGuid, time_t> redBeamMoveTimer;
std::unordered_map<ObjectGuid, bool> lastBeamMoveSideways;
// Nightbane
std::unordered_map<uint32, time_t> nightbaneDpsWaitTimer;
std::unordered_map<ObjectGuid, uint8> nightbaneTankStep;
std::unordered_map<ObjectGuid, uint8> nightbaneRangedStep;
std::unordered_map<uint32, time_t> nightbaneFlightPhaseStartTimer;
std::unordered_map<ObjectGuid, bool> nightbaneRainOfBonesHit;
const Position MAIDEN_OF_VIRTUE_BOSS_POSITION = { -10945.881f, -2103.782f, 92.712f };
const Position MAIDEN_OF_VIRTUE_RANGED_POSITION[8] =
{
{ -10931.178f, -2116.580f, 92.179f },
{ -10925.828f, -2102.425f, 92.180f },
{ -10933.089f, -2088.502f, 92.180f },
{ -10947.590f, -2082.815f, 92.180f },
{ -10960.912f, -2090.437f, 92.179f },
{ -10966.017f, -2105.288f, 92.175f },
{ -10959.242f, -2119.617f, 92.180f },
{ -10944.495f, -2123.857f, 92.180f },
};
const Position BIG_BAD_WOLF_BOSS_POSITION = { -10913.391f, -1773.508f, 90.477f };
const Position BIG_BAD_WOLF_RUN_POSITION[4] =
{
{ -10875.456f, -1779.036f, 90.477f },
{ -10872.281f, -1751.638f, 90.477f },
{ -10910.492f, -1747.401f, 90.477f },
{ -10913.391f, -1773.508f, 90.477f },
};
const Position THE_CURATOR_BOSS_POSITION = { -11139.463f, -1884.645f, 165.765f };
const Position NIGHTBANE_TRANSITION_BOSS_POSITION = { -11160.646f, -1932.773f, 91.473f }; // near some ribs
const Position NIGHTBANE_FINAL_BOSS_POSITION = { -11173.530f, -1940.707f, 91.473f };
const Position NIGHTBANE_RANGED_POSITION1 = { -11145.949f, -1970.927f, 91.473f };
const Position NIGHTBANE_RANGED_POSITION2 = { -11143.594f, -1954.981f, 91.473f };
const Position NIGHTBANE_RANGED_POSITION3 = { -11159.778f, -1961.031f, 91.473f };
const Position NIGHTBANE_FLIGHT_STACK_POSITION = { -11159.555f, -1893.526f, 91.473f }; // Broken Barrel
const Position NIGHTBANE_RAIN_OF_BONES_POSITION = { -11165.233f, -1911.123f, 91.473f };
Unit* GetFirstAliveUnit(const std::vector<Unit*>& units)
{
for (Unit* unit : units)
{
if (unit && unit->IsAlive())
return unit;
}
return nullptr;
}
bool IsFlameWreathActive(PlayerbotAI* botAI, Player* bot)
{
Unit* aran = botAI->GetAiObjectContext()->GetValue<Unit*>("find target", "shade of aran")->Get();
Spell* currentSpell = aran ? aran->GetCurrentSpell(CURRENT_GENERIC_SPELL) : nullptr;
if (currentSpell && currentSpell->m_spellInfo &&
currentSpell->m_spellInfo->Id == SPELL_FLAME_WREATH_CAST)
return true;
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive())
continue;
if (member->HasAura(SPELL_FLAME_WREATH_AURA))
return true;
}
}
return false;
}
// Red beam blockers: tank bots, no Nether Exhaustion Red
std::vector<Player*> GetRedBlockers(PlayerbotAI* botAI, Player* bot)
{
std::vector<Player*> redBlockers;
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || !botAI->IsTank(member) || !GET_PLAYERBOT_AI(member) ||
member->HasAura(SPELL_NETHER_EXHAUSTION_RED))
continue;
redBlockers.push_back(member);
}
}
return redBlockers;
}
// Blue beam blockers: non-Rogue/Warrior DPS bots, no Nether Exhaustion Blue and <24 stacks of Blue Beam debuff
std::vector<Player*> GetBlueBlockers(PlayerbotAI* botAI, Player* bot)
{
std::vector<Player*> blueBlockers;
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || !GET_PLAYERBOT_AI(member))
continue;
bool hasExhaustion = member->HasAura(SPELL_NETHER_EXHAUSTION_BLUE);
Aura* blueBuff = member->GetAura(SPELL_BLUE_BEAM_DEBUFF);
bool overStack = blueBuff && blueBuff->GetStackAmount() >= 24;
bool isDps = botAI->IsDps(member);
bool isWarrior = member->getClass() == CLASS_WARRIOR;
bool isRogue = member->getClass() == CLASS_ROGUE;
if (isDps && !isWarrior && !isRogue && !hasExhaustion && !overStack)
blueBlockers.push_back(member);
}
}
return blueBlockers;
}
// Green beam blockers:
// (1) Prioritize Rogues and non-tank Warrior bots, no Nether Exhaustion Green
// (2) Then assign Healer bots, no Nether Exhaustion Green and <24 stacks of Green Beam debuff
std::vector<Player*> GetGreenBlockers(PlayerbotAI* botAI, Player* bot)
{
std::vector<Player*> greenBlockers;
if (Group* group = bot->GetGroup())
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || !GET_PLAYERBOT_AI(member))
continue;
bool hasExhaustion = member->HasAura(SPELL_NETHER_EXHAUSTION_GREEN);
bool isRogue = member->getClass() == CLASS_ROGUE;
bool isDpsWarrior = member->getClass() == CLASS_WARRIOR && botAI->IsDps(member);
bool eligibleRogueWarrior = (isRogue || isDpsWarrior) && !hasExhaustion;
if (eligibleRogueWarrior)
greenBlockers.push_back(member);
}
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || !GET_PLAYERBOT_AI(member))
continue;
bool hasExhaustion = member->HasAura(SPELL_NETHER_EXHAUSTION_GREEN);
Aura* greenBuff = member->GetAura(SPELL_GREEN_BEAM_DEBUFF);
bool overStack = greenBuff && greenBuff->GetStackAmount() >= 24;
bool isHealer = botAI->IsHeal(member);
bool eligibleHealer = isHealer && !hasExhaustion && !overStack;
if (eligibleHealer)
greenBlockers.push_back(member);
}
}
return greenBlockers;
}
std::tuple<Player*, Player*, Player*> GetCurrentBeamBlockers(PlayerbotAI* botAI, Player* bot)
{
static ObjectGuid currentRedBlocker;
static ObjectGuid currentGreenBlocker;
static ObjectGuid currentBlueBlocker;
Player* redBlocker = nullptr;
Player* greenBlocker = nullptr;
Player* blueBlocker = nullptr;
std::vector<Player*> redBlockers = GetRedBlockers(botAI, bot);
if (!redBlockers.empty())
{
auto it = std::find_if(redBlockers.begin(), redBlockers.end(), [](Player* player)
{
return player && player->GetGUID() == currentRedBlocker;
});
if (it != redBlockers.end())
redBlocker = *it;
else
redBlocker = redBlockers.front();
currentRedBlocker = redBlocker ? redBlocker->GetGUID() : ObjectGuid::Empty;
}
else
{
currentRedBlocker = ObjectGuid::Empty;
redBlocker = nullptr;
}
std::vector<Player*> greenBlockers = GetGreenBlockers(botAI, bot);
if (!greenBlockers.empty())
{
auto it = std::find_if(greenBlockers.begin(), greenBlockers.end(), [](Player* player)
{
return player && player->GetGUID() == currentGreenBlocker;
});
if (it != greenBlockers.end())
greenBlocker = *it;
else
greenBlocker = greenBlockers.front();
currentGreenBlocker = greenBlocker ? greenBlocker->GetGUID() : ObjectGuid::Empty;
}
else
{
currentGreenBlocker = ObjectGuid::Empty;
greenBlocker = nullptr;
}
std::vector<Player*> blueBlockers = GetBlueBlockers(botAI, bot);
if (!blueBlockers.empty())
{
auto it = std::find_if(blueBlockers.begin(), blueBlockers.end(), [](Player* player)
{
return player && player->GetGUID() == currentBlueBlocker;
});
if (it != blueBlockers.end())
blueBlocker = *it;
else
blueBlocker = blueBlockers.front();
currentBlueBlocker = blueBlocker ? blueBlocker->GetGUID() : ObjectGuid::Empty;
}
else
{
currentBlueBlocker = ObjectGuid::Empty;
blueBlocker = nullptr;
}
return std::make_tuple(redBlocker, greenBlocker, blueBlocker);
}
std::vector<Unit*> GetAllVoidZones(PlayerbotAI* botAI, Player* bot)
{
std::vector<Unit*> voidZones;
const float radius = 30.0f;
const GuidVector npcs = botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest npcs")->Get();
for (auto const& npcGuid : npcs)
{
Unit* unit = botAI->GetUnit(npcGuid);
if (!unit || unit->GetEntry() != NPC_VOID_ZONE)
continue;
float dist = bot->GetExactDist2d(unit);
if (dist < radius)
voidZones.push_back(unit);
}
return voidZones;
}
bool IsSafePosition(float x, float y, float z, const std::vector<Unit*>& hazards, float hazardRadius)
{
for (Unit* hazard : hazards)
{
float dist = hazard->GetExactDist2d(x, y);
if (dist < hazardRadius)
return false;
}
return true;
}
std::vector<Unit*> GetSpawnedInfernals(PlayerbotAI* botAI)
{
std::vector<Unit*> infernals;
const GuidVector npcs = botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest npcs")->Get();
for (auto const& npcGuid : npcs)
{
Unit* unit = botAI->GetUnit(npcGuid);
if (unit && unit->GetEntry() == NPC_NETHERSPITE_INFERNAL)
infernals.push_back(unit);
}
return infernals;
}
bool IsStraightPathSafe(const Position& start, const Position& target, const std::vector<Unit*>& hazards,
float hazardRadius, float stepSize)
{
float sx = start.GetPositionX();
float sy = start.GetPositionY();
float sz = start.GetPositionZ();
float tx = target.GetPositionX();
float ty = target.GetPositionY();
float tz = target.GetPositionZ();
const float totalDist = start.GetExactDist2d(target.GetPositionX(), target.GetPositionY());
if (totalDist == 0.0f)
return true;
for (float checkDist = 0.0f; checkDist <= totalDist; checkDist += stepSize)
{
float t = checkDist / totalDist;
float checkX = sx + (tx - sx) * t;
float checkY = sy + (ty - sy) * t;
float checkZ = sz + (tz - sz) * t;
for (Unit* hazard : hazards)
{
const float hx = checkX - hazard->GetPositionX();
const float hy = checkY - hazard->GetPositionY();
if ((hx*hx + hy*hy) < hazardRadius * hazardRadius)
return false;
}
}
return true;
}
bool TryFindSafePositionWithSafePath(
Player* bot, float originX, float originY, float originZ, float centerX, float centerY, float centerZ,
const std::vector<Unit*>& hazards, float safeDistance, float stepSize, uint8 numAngles,
float maxSampleDist, bool requireSafePath, float& bestDestX, float& bestDestY, float& bestDestZ)
{
float bestMoveDist = std::numeric_limits<float>::max();
bool found = false;
for (int i = 0; i < numAngles; ++i)
{
float angle = (2.0f * M_PI * i) / numAngles;
float dx = cos(angle);
float dy = sin(angle);
for (float dist = stepSize; dist <= maxSampleDist; dist += stepSize)
{
float x = centerX + dx * dist;
float y = centerY + dy * dist;
float z = centerZ;
float destX = x, destY = y, destZ = z;
if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, centerX, centerY, centerZ,
destX, destY, destZ, true))
continue;
if (!IsSafePosition(destX, destY, destZ, hazards, safeDistance))
continue;
if (requireSafePath)
{
if (!IsStraightPathSafe(Position(originX, originY, originZ), Position(destX, destY, destZ),
hazards, safeDistance, stepSize))
continue;
}
const float moveDist = Position(originX, originY, originZ).GetExactDist2d(destX, destY);
if (moveDist < bestMoveDist)
{
bestMoveDist = moveDist;
bestDestX = destX;
bestDestY = destY;
bestDestZ = destZ;
found = true;
}
}
}
return found;
}
}