Compare commits

...

10 Commits

Author SHA1 Message Date
dillyns
6294199343
DKs should use weapon stones (#2407)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Death Knights were not using weapon stones. This PR lets them use and
initialize with weapon stones.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
Create an rndbot DK. They should be init with weaponstones and use them
on their weapon.
Or give a weapon stone to an altbot. They should use it on their weapon.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-22 21:57:20 -07:00
dillyns
1443668694
Make arcane barrage the alternate for arcane blast for level 60 mages (#2401)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Adds arcane barrage as the alternate for arcane blast so level 60 arcane
mages who dont have arcane blast yet will use arcane barrage whenever
available.
For level 60 arcane mages, its actually better dps to alternate between
arcane barrage and arcane missiles to fish for Missile Barrage procs.

Before:
<img width="576" height="403" alt="Screenshot_20260518_024601"
src="https://github.com/user-attachments/assets/567f198f-3655-4449-86e6-2cfffd19a529"
/>

After:
<img width="579" height="381" alt="Screenshot_20260518_025040"
src="https://github.com/user-attachments/assets/803f5380-58d3-490a-a3b1-e2941e2f0048"
/>


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

Have a level 60 arcane mage dps a dummy. To compare to the old
"rotation" of just using arcane missiles you can "ss Arcane Barrage"

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
2026-05-22 21:47:38 -07:00
kadeshar
55c5d29e2d
Replace hardcoded bot texts (#2408)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Replaced hardcoded bot text with translationable.

Related with: #1295 


## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite bots
2. Check that text after "follow" and "stay" return texts "Following"
and "Staying"

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

Summary hardcoded text and checking that they already exists to reuse.

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-22 21:41:24 -07:00
Crow
3a7e3e2719
Fix Mages' Armor Strategies & Light Refactor (#2390)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Mages have a "bdps" strategy to use Molten Armor (default for Fire and
Arcane) and "bmana" strategy to use Mage Armor (default for Frost). The
existing code uses a series of alternatives for armor
(Molten->Mage->Ice->Frost), which is needed for Mages that have not
learned Molten or Mage. However, I was noticing that sometimes my Fire
and Arcane Mages would end up with Mage Armor, presumably because there
could be a situation in which the casting of Molten Armor failed and the
fallback to Mage Armor kicked in (for example, due to there being not
enough mana to cast Molten Armor). This PR makes bdps always mean Molten
Armor, if it is learned, and bmana always mean Mage Armor, if it is
learned, by gating through triggers.

Other changes:

- Added bdps and bmana to default Mage combat strategies (still bdps for
Fire and Arcane and bmana for Frost) so that Mages will reapply armor if
it expires in combat.
- Deleted Arcane Explosion strategy--it was not fully implemented
because there was no associated action (such as through a
CastArcaneExplosionAction class). I debated implementing it, but there
isn't a suitable targeting mechanism that exists in the code from what I
can tell. Arcane Mages generally just use Blizzard for AoE (and
Flamestrike with PoM); Arcane Explosion is useful to use if (1) a player
is moving or (2) mobs are almost dead in an AoE situation. Scenario (1)
is irrelevant for bots since they cannot cast while moving. With respect
to scenario (2), the existing AoE triggers in fact look for highest HP
mobs so to implement Arcane Explosion in a useful manner would probably
require a new Value, and that is not worth it for what would be
miniscule benefit anyway.
- General cleanups of Mage code (e.g., deleted empty ActionNodes). These
were based on a quick review; I did not do any sort of detailed or
comprehensive review and have no desire to with this PR. Note: I know
that FrostMageStrategy.cpp had a Fireball alternative for Frostfire
Bolt, but I deleted it anyway because the same ActionNode is already in
GenericMageStrategy.cpp.
- General cleanups of AiFactory default combat/noncombat strategies
(e.g., removal of deprecated bdps and bmana strategies for Shamans).


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.

Added getAlternatives for the armor strategies; this approach already
exists for Druids. Added one new trigger for Molten Armor that is
throttled by 10s like the existing Mage Armor trigger.

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
Give a Mage the "bdps" strategy. They should cast Molten Armor. Make
them cast a different armor. After the trigger throttle period (10s),
they should reapply Molten Armor. Same goes for bmana and Mage Armor.
Try this in combat, and it should work too.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

The point of this PR is to fix the default Mage armor buffing behavior.


- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
I had GPT-5.4 present a couple of possibilities to fix the issue of Mage
Armor being cast with bdps, and from there I settled on the
getAlternatives approach. I did everything else.


<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
@Dreathean Perhaps the wiki can be updated to document the bdps and
bmana strategies for Mages?
2026-05-22 19:25:48 -07:00
Crow
cd2fe2f9a1
Use Stones for Prot Paladins & Reduce Oils (#2405)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Back when I did the Stones/Oils PR, I gave Wizard Oil to Prot Paladins.
I was operating based on their mechanics in TBC and have since realized
that their damage is much more physical-based in WotLK as opposed to
spell-based in TBC. So I've changed them to now get stones upon
maintenance and apply stones.

I also reduced weapon oils given during maintenance from 4 to 2 stacks.
I did 4 originally because oils stack to 5 so it would align with the
amount given of stones and poisons (which stack to 20). But 4 inventory
slots taken up by oils is excessive, and 2 still last far longer than
buffing reagents in a raid context. So this is just to reduce inventory
clutter.

Other stuff is just little code stuff like reformatting or reordering
things to be more efficient.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.

There's nothing new--essentially with respect to consumables, prot
paladins now are lumped with ret.


## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

Create a prot paladin, turn on selfbot. Use maintenance and the paladin
should be given stones and no oils. The paladin should then apply the
stone to its weapon (if it is equipping a level-eligible weapon).

Create a caster, turn on selfbot. Use maintenance and they should be
given 2 stacks of oils.

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

Prot paladins will now use stones in their inventory and will not use
oils in their inventories. This is better for their mechanics.

- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-22 19:25:07 -07:00
Crow
92081c9f1a
Expand PWS Usage by Disc Priests (#2403)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Disc Priests currently do not use Power Word: Shield until a party
member is at "medium health" (configurable, default 65%). That is the
second-level healing threshold; at the highest level, "almost full
health" (configurable, default 85%), Disc Priests will use only Prayer
of Mending and Renew. This PR adds PWS as the highest priority healing
action starting at "almost full health."


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.
Added new action "power word: shield on party" to "party member almost
full health" trigger in HealPriestStrategy.cpp (the "heal" strategy,
which is the default strategy for Disc Priests, as Holy Priests use the
"holy heal" strategy).


## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
Group up with a Disc Priest and take damage; confirm that PWS is cast
when you drop below your configured almost full health threshold.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

PWS is the signature ability of Disc. Priests, and delaying it to 65% is
significantly limiting their effectiveness in group content,
particularly with raid bosses that deal raidwide damage and in heroic
dungeons, where waiting until the tank hits 65% is a death wish. This
single change makes an enormous difference in their effectiveness.

See below for before/after change for Eredar Twins (focus on the
activity).

Before:

<img width="693" height="397" alt="Screenshot 2026-05-18 201949"
src="https://github.com/user-attachments/assets/18ad84c7-9ad8-4c39-94e7-650c9bb5f36e"
/>

After:

<img width="746" height="409" alt="image"
src="https://github.com/user-attachments/assets/6240f118-e12f-44c7-a1af-373e94985957"
/>


- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-22 19:24:47 -07:00
kadeshar
34f34ef13d
Fix for ru translation (#2400)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Fixed bug with finding russian texts (loc8)

Related with:
https://github.com/mod-playerbots/mod-playerbots/issues/1884

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Use ru client
2. Invite bot
3. Use command `focus heal ?"

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

Find and fix wrong places checking texts

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-22 19:24:15 -07:00
HennyWilly
ab196cb532
Refactoring of BWL strategy (#2397)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
This PR refactors the Blackwing Lair strategy to align with newer raid
strategy implementations.
It extracts repeated Blackwing Lair spell IDs, game object IDs, and
suppression device checks into a shared helper, so the action and
trigger code use the same centralized definitions instead of duplicating
literals and condition chains.
No gameplay behavior changes are expected.

This PR is intended as a base for follow-up PRs that introduce
additional boss-specific strategy logic.

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Move existing BWL-specific constants and the suppression device
condition into a shared helper.
- Keep all existing trigger names, action names, spell IDs, game object
IDs, and condition checks unchanged.
- Update the affected action/trigger implementations to call the helper
instead of duplicating the same logic inline.
- Describe the **processing cost** when this logic executes across many
bots.
- No meaningful increase. The logic executed per bot remains effectively
the same.
- This refactor only replaces duplicated inline checks with a shared
helper function and named constants.
- There are no additional scans, branches, state tracking, or new
decision loops.

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
Run the Blackwing Lair raid and check if the already implemented
features still work:
- _Onyxia Scale Cloak handling_: Confirm the bot still applies/checks
the same aura as before.
- _Suppression device handling_: Confirm bots still detect nearby active
suppression devices and turn them off under the same conditions as
before.
- _Chromaggus bronze affliction handling_: Confirm bots still use
Hourglass Sand if they have the bronze affliction.

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [x] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)

A small helper call was introduced for the suppression device check, so
there is technically a minor additional call overhead compared to the
previous inline condition. In practice, the executed logic, iteration
scope, and decision flow remain unchanged, so the impact is negligible
and does not introduce meaningful scaling risk.

- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)

- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
AI was used for review support and drafting the pull request text.
The refactoring itself was done manually.

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
This PR is intended to be behavior-preserving only.
The main change is consolidation of repeated Blackwing Lair constants
and suppression device logic into a shared helper used by both actions
and triggers. Review can focus on verifying that the extracted helper
matches the previous conditions.
2026-05-22 19:23:49 -07:00
Mat
c7b4b9aa80
ICC V2, Autogear BiS cmd (#2363)
## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Big thanks to @kadeshar for providing the bis list for many raids and
ilvls :D

Video demo for ICC 25HC:
https://studio.youtube.com/video/nACyjn817iQ/edit

Video demo for autogear bis chat command:
https://www.youtube.com/watch?v=2YqyVBaSb2g

split main IccActions.cpp into sperate per boss .cpp files
changed style to be more aligned with
https://www.azerothcore.org/wiki/cpp-code-standards (WIP)
added bisicc chat command for bots to gear with ICC bis gear if autogear
and bisicc is enabled in cfg
https://gist.github.com/metal0/0bb094bf65d27e17044308ad0646cae1 bis list
used

LM

Added multiple spike marking and focus for faster spike clearing, each
spike will get its own kill group, tank spike will never get melee bots
(only assist tank and ranged dps)
Added coldflame detection so that melee bots dont go for spikes that are
in flames
During bonestorm assist tank will go far away spot so that once
bonestorm is fixed, LM will bounce back and forth from MT to AT (atm it
targets randomly, it should always pick furthest target)
Coldflame avoidance is handled by avoid AOE, important to keep it on in
cfg

Tested on ALL diffs

LDW

Improved skull marking of adds, add handling by tanks and dps
Changed 1st position for ranged bots for easier adds handling in HC and
NM
Improved tanking logic for tanks, assist tank will focus on collecting
adds and bring them near boss
Real players will also get cyclone aura when mind controlled
Improved ranged position during 2nd phase, they should not get stuck in
corners/walls anymore
Tanks will remove LDW ToI aura in HC (really hard to tank with it since
many things are happening at once)
Added Cheat for LDW fight to help tanks with agro in 2nd phase of heroic
modes
Changed tank position in phase 2 closer to pillars opposed to stairs
(bots love to fall thru floor and run thru walls if near them) this
fixed the issue
Fixed edge case for escaping from shades, it could happen that multiple
shades would target bot, and it was running from 1st one he found, now
it will run form all that are targeting it
Hunters will cast viper sting now, to increase shield draining speed

Tested on ALL diffs
Edit 19.5. :
Tested 25hc with autogear bis gear, playebots cfg ICC cheats off, world
cfg ICC buff on max (30%)
In short cleared LDW without ICC cheats with bis gear but unoptimized
enchants, talents, gems. I still recommend using ICC cheats for better
and fun experience.

GS

Changed triggers and actions to enable cross faction play
Assist tank will now actually tank adds on friendly ship
Dps will properly jump to attack mage and go back to their ship, if
stuck on enemy ship /p reset, /p summon or /p follow
fixed trigger for cannons, if cannons are frozen bots wont try to mount
them anymore which prevented them from attacking mage properly
bots will use rocket packs to jump to and from enemy ship instead of
teleporting
Main tank will now jump 1st. tank enemy boss and wait until all bots
have jumped back before he jumps back
All bots will wait for main tank to engage enemy captain before jumping
to enemy ship
Cannons will focus rockets 1st, then other adds now (for when gs gets
scripted)
Rdps will focus nearby adds on enemy ship and mark with star rti icon
when there is no deep freeze

todo: remove tanking bypass when core fixes enemy ship boss threat
reseting
Tested crossfaction on horde with single ally bot, ally bot did
everything right, need to test more.
note horde side is heavily bugged due to threat issue of adds, tanks
cant take threat, on ally its somewhat ok, on horde rip. Horde is
doable, but annoying cus of threat issue.


Tested on ALL diffs

DBS

Remade tank taunt logic, tanks should now properly taunt boss and let
other tank taunt it if they get rune of blood
Tanks will tank adds better now, no loose adds anymore

Tested on ALL diffs

Dogs

Remade tank taunt logic, tanks should now properly taunt boss and let
other tank taunt it if they get 8 mortal wounds stacks
Tanks will tank adds better now, no loose adds anymore

Tested on ALL diffs


Festergut

Hunters sometimes populated row 0 which would make them in melee range
of the boss (bad for dps). They should pick correct rows now
Healers will populate row 0 1st then other rows for optimal healing
position
Ranged bots should properly choose unique spots to avoid stacking when
there is no spore present
Remade tank taunt logic, tanks should now properly taunt boss and let
other tank taunt it if they get 6 gastric bloat stacks
Changed ranged spore position closer to boss
Spore bots should be able to attack/do non movement action when they
have spore and are in position
Solved malleable goo detection via direct boss hooks to detect boss
targets!

Tested on ALL diffs

Rotface

Tanks should not fight over big ooze anymore
Improved big ooze kiting
Improved small ooze stacking logic (when no big ooze present, stack at
small ooze position, when big ooze is present move to it)
Fixed edge cases when main and assist tank get small ooze (they used to
move to big ooze, that was really bad since main tank would start to
tank big ooze and get hit by big ooze, assist tank would stop kiting and
get hit by big ooze)
stopped mutated plague from dispelling instantly (as fight goes on,
rotface cast mutated plague more and more, thus making it impossible to
pass due to sheer numbers of small oozes and big oozes on the map, this
will delay their spawning and give enough time for bots to handle them
properly)
Fixed edge case of multiple small oozes and big oozes being alive at
same time (bots would detect wrong oozes and wipe raid or get stuck)
Improved flood avoidance
Improved ranged positioning in heroic mode, instead of letting them
choose positions (which is a nightmare on dynamic fight as rotface, they
now will choose 1 spot of 22 premade ones and populate them based on
guid and adopt spot based on flood position)
Improved Explosion avoidance by making bots remember their starting
position so that they can return to it after big ooze explode, their
movement is not chaotic anymore, and improved timers, they will wait 2
sec at new position before returning to starting position so that they
can avoid explosion projectiles properly, they should also avoid moving
to other bots starting positions.
These changes ensure minimal movements so that bot can do maximum dps
possible.

Tested on ALL diffs

PP

Fixed many logic conflicts that caused bots to freeze, do bad dps to
ooze/clouds
Fixed triggers and multipliers
Improved Gas Cloud avoidance, bloated bot will now remember its previous
position to avoid backtracking/getting stuck in corners
Added boss hooks to finally detect malleable goo, it is not an npc,
object or creature and PP doesn't target anyone, bots will flee from it
now
Boss stacking now only in last phase
Added cheats for players also (if enabled in cfg) only bots used to get
auras
Fixed tank switching in last phase, atm PP doesn't apply aura, but it
should work, since same logic works for dogs, festergut and dbs
Assist tank will now become abo if there is no abo before first puddle
appears
Abo will during puddles, slow oozes, slash boss & oozes
In last phase assist will return to normal

Tested on ALL diffs
Edit 19.5. :
Tested 25hc with autogear bis gear, playebots cfg ICC cheats off, world
cfg ICC buff on max (30%)
Tanks switched in last phase flawlesly and shared stacks as they should
(mutated plague got fixed in core)
In short cleared PP without ICC cheats with bis gear but unoptimized
enchants, talents, gems. I still recommend using ICC cheats for better
and fun experience.

BPC

Added center position to prevent bots from pulling BQL or other adds
when they glitch thru walls/floor and thus resetting raid back to icc
entrance teleporter
Added additional z axis resetting since bots like to "fly" up in the air
when attacking kinetic bombs.
using cheat bypass for ball of inferno flames (atm bugged, doesn't
shrink), bots will simply kill them when they spawn.
Improved tanking for main tanks, improved collection of dark nuclei for
assist tank
Improved kinetics bomb handling
Improved shock vortex spreading
Improved valaran spreading for ranged
Added shock vortex (non empowered) detection to avoid it while moving
into safe positions
Fixed jittery movement

Tested on ALL diffs

BQL

Removed center position block so that bots can spread our easier in 25
mode, not ideal but makes 25hc easier
Replaced repulsion based spreading, now each bot will have its own spot
and move if needed to new spot
Improved air phase spreading
Fixed assist tank taking 1st bite

Tested on ALL diffs

VDW

Due to recent core changes bots got bugged in portals if no real player
entered and changed Z axis, if there was no z axis change bots would
chill under the cloud on the ground and do nothing. I could not figure
out how to fix this (thus breaking immersion) without force teleporting
them to the clouds.
Bots that go into portals will now teleport at the same time to clouds
instead of following leader bot.
Added feature that if players enter the portal, player with lowest guid
will become bot "leader" and they will follow that player so that there
is at least a little bit of immersion left.
Fixed cloud collection for Heroic Mode, bots will now time clouds more
precisely to avoid loosing stack due to not picking them up
Improved RTI marking
Improved group splitting
Improved zombie kiting and avoiding explosion

Tested on ALL diffs

Sindragosa

Bots will mark tomb positions with red smoke bomb in air phase so that
real player know where to go with when beacon on them
in last phase they will mark with blue smoke tomb position
Fixed tank positioning
Fixed wrong tomb choice and positioning
Fixed tomb marking
In last phase healers will stack with melee to allow boss healing
In last phase when waiting for mystic debuff to pass, bots will damage
tomb like in air phase to speed up the kill

todo: tank switch to reset mystic buffet stacks
Tested on ALL diffs
Edit 19.5. :
Tested 25hc with autogear bis gear, playebots cfg ICC cheats off, world
cfg ICC buff on max (30%)
In short cleared LDW without ICC cheats with bis gear but unoptimized
enchants, talents, gems. I still recommend using ICC cheats for better
and fun experience.

LK

Changed add gathering logic for 1st phase and winter phase, instead of
tank moving to shamblings, he will keep taunting until they agro him.
necrotic plague is easy now, ditched complex timing logic for a simple
logic ( move to shambling, wait until dispeled, go back. Healers dont
dispel until defile ally is near shambling )
Fixed winter phase gathering logic, assist tank will now properly move
to raging spirits asap and bring them to main tank, melee dps will no
properly move behind/flank spirits and shamblings to avoid instant
death. Rdps will now properly focus frost orbs and adds, Transition
should also be smoother now, but still needs /p reset if they get stuck.
Other phases are ok, LK fight is now even better than before, but player
still need to know tactics and use multibot addon to help out bots when
needed, especially during defile phase since its random and position
matter for valkyrs and future defiles
Non winter phase AT will collect raging spirits and move them to main
tank, ranged bots will keep distance, melee bots will flank them to
avoid aoe
Defile, ditched complex spreading which was mostly gamble with boss
hooks to detect defile victim. If bot, bot will move away from raid, if
real player main tank will yell Player name move away defile.
bots will stay in center now if safe from defile, raging spirits or vile
spirits
Vile spirits soaking by assist tank. Assist tank will stand between
spirits and raid and chase spirits. healers are allowed to move from
position to heal assist tank. one hunter if alive will be at center
position to place traps to slow down spirits


HC

Real players will also get buffs if cheats are enabled now
Assist tank will now never move towards the raid to gather adds, instead
it will taunt them instead so that they come to it
Assist tank will rotate shamblings at all times away from raid
Assist tank will stun shamblings before transition to avoid shockwave
wipe
Winter phase ice sphere location changed, ranged will focus sphere
faster and better now
Fixed jittery movement and low dps during winter phase
Fixed most of the bots getting stuck during winter phase
Valkyrs will be properly marked now, one by one, in hc bots will now
ignore low hp valkyrs and focus on grabbing valkyrs or boss
After winter raging spirit will have top priority for killing
After winter ranged bots will 1st handle ice spheres then skull targets
Spirit bomb avoidance improved, main tank should not back track into
unsafe positions anymore


Since real player is leader its crucial that player know the tactics,
bots can not handle edge cases during the fight alone,
they need some of reset, follow, summon here and there since its a long
fight and things can go wrong.

Tested on ALL diffs
NOTE: If server crash, bots will sometimes drop ICC strategy even though
they are in ICC, simply re enter or write /p nc +ICC to re enable.
NOTE: addons that mark icons during fight could break bots, since icons
are used for RTI by bots
NOTE: I did not use any raiding addons besides unbot and multibot to
control bots
NOTE: In theory everything should work wihout ICC buff from world cfg,
and ICC cheats from playerbots cfg, didnt test it, didnt try, its too
hard core for hc mode to go raw, but it should be possible good luck :)
NOTE: For normal about 5k gs should be enough to do most bosses. For HC
T10 set + ICC 25 nm or HC gear + gems + enchants + buffs from cfg for
fun experience.
NOTE: As player its good to know every strategy for Bosses, so that you
can spot and help out with reset, follow, summon if bots seem stuck or
are doing something strange, a lot of stuff is happening on most fights
so expect some intervention with reset, summon, follow.

10 MAN 2-3 Healers, 2 Tanks, at least 1 hunter, at least one druid for
bress (its not set in stone, but most success with this setup)
25 MAN 6-7 Healers, 2 tanks, at least 1 hunter, at least 3-4 druids for
bress (its not set in stone, but most success with this setup)

GL & HF, happy raiding :D

Closes #1421 #2120
Fixes #1219 NOTE: Not all of them, I have updated affected changes in
#1219. Trash, quest, cheats are still nice to haves, but I don't see
working on that in near future.

Before posting bugs check #1219 and write there. As I said, I dont plan
to implement certain things in near future, but I am more than willing
to fix bugs that crash server if they happen ASAP.

<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->





## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
Enter ICC
Test Bosses

bis ICC command
type bisicc into party chat or whisper and bots will reply and equip
gear

- Any required setup (e.g. multiple players, number of bots, specific
configuration).
NOTE: If server crash, bots will sometimes drop ICC strategy even though
they are in ICC, simply re enter or write /p nc +ICC to re enable.
NOTE: addons that mark icons during fight could break bots, since icons
are used for RTI by bots
NOTE: I did not use any raiding addons besides unbot and multibot to
control bots
NOTE: In theory everything should work wihout ICC buff from world cfg,
and ICC cheats from playerbots cfg, didnt test it, didnt try, its too
hard core for hc mode to go raw, but it should be possible good luck :)
NOTE: For normal about 5k gs should be enough to do most bosses. For HC
T10 set + ICC 25 nm or HC gear + gems + enchants + buffs from cfg for
fun experience.
NOTE: As player its good to know every strategy for Bosses, so that you
can spot and help out with reset, follow, summon if bots seem stuck or
are doing something strange, a lot of stuff is happening on most fights
so expect some intervention with reset, summon, follow.

10 MAN 2-3 Healers, 2 Tanks, at least 1 hunter, at least one druid for
bress (its not set in stone, but most success with this setup)
25 MAN 6-7 Healers, 2 tanks, at least 1 hunter, at least 3-4 druids for
bress (its not set in stone, but most success with this setup)
- Expected behavior and how to verify it.
If requirements are met, bots should not struggle with killing bosses
Compare to https://www.youtube.com/watch?v=nACyjn817iQ&t=460s
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [X ] Minimal impact (**explain below**)
In theory it should not impact, didnt test with hi bot count or large
player count
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [X ] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [ ] No
    - - [X ] Yes (**explain below**)

Impacts in raid, new actions, triggers
Impacts with new bisicc cmd that will gear bots
Everything should make it easier for maintenance since each boss is in
seperate file now


## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

AI was used for analyzing code for ac code standard violations, edits
were made by me. It was used for fixing bugs, brainstorming and code
generation (for complex math problems, such as dynamicaly kiting oozes
around, assiging positions during multiple complex situations in rotface
encouter. Everything was checked and tested multiple times until it was
polished (to my abilites and understanding). It helped me to solve
Malleable goo detection, defile, by hooking directly to boss in order to
detect it, since it was detectable only by split second since it was not
npc, spell or object.


<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [ x] Stability is not compromised.
- - [x ] Performance impact is understood, tested, and acceptable.
- - [x ] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x ] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
I have not tested with multiple players, or large servers or with 3k+
bots

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-05-22 19:23:35 -07:00
Keleborn
2973083dda
RBAC sync (#2355)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Implement RBAC Permission system in checks.

Claude flagged the following
PlayerbotMgr.cpp:751	<= SEC_PLAYER 
SecurityCheckAction.cpp:27	== SEC_PLAYER 

In these two cases a moderator level account has access to these
commands. This was preserved in PR. The question is whether mods should
maintain the override.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-22 19:23:18 -07:00
106 changed files with 29253 additions and 11709 deletions

View File

@ -552,6 +552,17 @@ AiPlayerbot.AutoGearCommand = 1
# Default: 1 (enabled)
AiPlayerbot.AutoGearCommandAltBots = 1
# If 1 (enabled) chat command: autogear bis, gives bots BiS gear from the playerbots_bis_gear table
# whose item-level floor matches AutoGearScoreLimit (e.g. 290 = ICC, 245 = ToC,
# 125 = Kara, 78 = MC). See the AutoGearScoreLimit comment below for the full list.
# chat command: autogear bis x, (x must be positive integer) will give items based on value of x.
# If x is bigger than AutoGearScoreLimit, bis wont be given, if lower it will match x when giving items.
# Commands falls back to autogear when no tier matches or the table is empty for the bot's class/spec.
# Requires AutoGearQualityLimit = 4 and AutoGearCommand = 1.
# If AutoGearCommandAltBots = 1 it will be anbled for alt bots.
# Default: 0 (disabled)
AiPlayerbot.AutoGearBisCommand = 0
# Equipment quality limitation for autogear command (1 = normal, 2 = uncommon, 3 = rare, 4 = epic, 5 = legendary)
# Default: 3 (rare)
AiPlayerbot.AutoGearQualityLimit = 3
@ -2151,6 +2162,27 @@ AiPlayerbot.RandomClassSpecIndex.11.6 = 6
#
####################################################################################################
###################################
# #
# RAIDS #
# #
###################################
####################################################################################################
#
#
#
# Enable buffs in ICC to make Heroic easier and more casual. Default is 1.
# 30% more damage, 40% damage reduction (tank bots), increased all resistances, reduced threat for
# non tank bots, increased threat for tank bots.
# Buffs will be applied on LDW, PP, Sindragosa and Lich King.
AiPlayerbot.EnableICCBuffs = 1
#
#
#
####################################################################################################
###################################
# #
@ -2434,9 +2466,3 @@ AiPlayerbot.TargetPosRecalcDistance = 0.1
# Allow bots to be summoned near innkeepers
AiPlayerbot.SummonAtInnkeepersEnabled = 1
# Enable buffs in ICC to make Heroic easier and more casual.
# 30% more damage, 40% damage reduction (tank bots), increased all resistances, reduced threat for non tank bots, increased threat for tank bots.
# Buffs will be applied on PP, Sindragosa and Lich King
AiPlayerbot.EnableICCBuffs = 1

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,183 @@
-- #########################################################
-- Playerbots - Add /p autogear bis command texts
-- Localized for all WotLK locales (koKR, frFR, deDE, zhCN,
-- zhTW, esES, esMX, ruRU)
-- #########################################################
DELETE FROM ai_playerbot_texts WHERE name IN (
'bis_autogear_unavailable_error',
'bis_no_rows_fallback',
'bis_command_unavailable_error',
'bis_altbot_refused_error',
'bis_quality_floor_error',
'bis_pvp_refused_error',
'bis_invalid_arg_error',
'bis_arg_above_limit_error',
'bis_no_rows_autogear_msg',
'bis_closest_match_msg',
'bis_applying_msg',
'bis_applied_msg'
);
DELETE FROM ai_playerbot_texts_chance WHERE name IN (
'bis_autogear_unavailable_error',
'bis_no_rows_fallback',
'bis_command_unavailable_error',
'bis_altbot_refused_error',
'bis_quality_floor_error',
'bis_pvp_refused_error',
'bis_invalid_arg_error',
'bis_arg_above_limit_error',
'bis_no_rows_autogear_msg',
'bis_closest_match_msg',
'bis_applying_msg',
'bis_applied_msg'
);
INSERT INTO `ai_playerbot_texts`
(`id`, `name`, `text`, `say_type`, `reply_type`,
`text_loc1`, `text_loc2`, `text_loc3`, `text_loc4`,
`text_loc5`, `text_loc6`, `text_loc7`, `text_loc8`)
VALUES
(1767, 'bis_autogear_unavailable_error',
'autogear command is not allowed, please check the configuration.', 0, 0,
'자동 장비 명령이 허용되지 않습니다. 설정을 확인하세요.',
'La commande autogear n''est pas autorisée, veuillez vérifier la configuration.',
'Der autogear-Befehl ist nicht erlaubt, bitte überprüfe die Konfiguration.',
'自动装备命令未启用,请检查配置。',
'自動裝備指令未啟用,請檢查設定。',
'El comando autogear no está permitido, por favor revisa la configuración.',
'El comando autogear no está permitido, por favor revisa la configuración.',
'Команда autogear не разрешена, проверьте конфигурацию.'),
(1768, 'bis_no_rows_fallback',
'No BiS for your tier/spec/level, check cfg, running autogear instead', 0, 0,
'해당 등급/전문화/레벨에 BiS 목록이 없습니다. 설정을 확인하세요. 대신 자동 장비를 실행합니다.',
'Pas de BiS pour votre tier/spé/niveau, vérifiez la config, exécution d''autogear à la place.',
'Kein BiS für deinen Tier/Spec/Level, prüfe die Config, führe stattdessen autogear aus.',
'您的等级/天赋/级别没有BiS数据请检查配置改为运行autogear。',
'你的等級/天賦/級別沒有BiS資料請檢查設定改為執行autogear。',
'No hay BiS para tu tier/spec/nivel, revisa la configuración, ejecutando autogear en su lugar.',
'No hay BiS para tu tier/spec/nivel, revisa la configuración, ejecutando autogear en su lugar.',
'Нет BiS для вашего тира/спека/уровня, проверьте конфиг, запускаю autogear.'),
(1769, 'bis_command_unavailable_error',
'bis command is not allowed, please check the configuration.', 0, 0,
'bis 명령이 허용되지 않습니다. 설정을 확인하세요.',
'La commande bis n''est pas autorisée, veuillez vérifier la configuration.',
'Der bis-Befehl ist nicht erlaubt, bitte überprüfe die Konfiguration.',
'bis命令未启用请检查配置。',
'bis指令未啟用請檢查設定。',
'El comando bis no está permitido, por favor revisa la configuración.',
'El comando bis no está permitido, por favor revisa la configuración.',
'Команда bis не разрешена, проверьте конфигурацию.'),
(1770, 'bis_altbot_refused_error',
'You cannot use bis on alt bots.', 0, 0,
'부캐 봇에는 bis를 사용할 수 없습니다.',
'Vous ne pouvez pas utiliser bis sur des bots alternatifs.',
'Du kannst bis nicht auf Zweitbots verwenden.',
'你不能在副号机器人上使用bis。',
'你不能在副號機器人上使用bis。',
'No puedes usar bis en bots alternativos.',
'No puedes usar bis en bots alternativos.',
'Вы не можете использовать bis на дополнительных ботах.'),
(1771, 'bis_quality_floor_error',
'AutoGearQualityLimit must be 4 for BiS.', 0, 0,
'BiS를 사용하려면 AutoGearQualityLimit이 4여야 합니다.',
'AutoGearQualityLimit doit être à 4 pour utiliser BiS.',
'AutoGearQualityLimit muss für BiS auf 4 stehen.',
'BiS要求AutoGearQualityLimit设置为4。',
'BiS要求AutoGearQualityLimit設定為4。',
'AutoGearQualityLimit debe ser 4 para BiS.',
'AutoGearQualityLimit debe ser 4 para BiS.',
'AutoGearQualityLimit должен быть 4 для BiS.'),
(1772, 'bis_pvp_refused_error',
'bis is PvE only, bot is configured as PvP.', 0, 0,
'bis는 PvE 전용이며, 이 봇은 PvP로 설정되어 있습니다.',
'bis est uniquement pour le JcE, ce bot est configuré en JcJ.',
'bis ist nur für PvE, dieser Bot ist als PvP konfiguriert.',
'bis仅适用于PvE此机器人配置为PvP。',
'bis僅適用於PvE此機器人設定為PvP。',
'bis es solo para PvE, el bot está configurado como PvP.',
'bis es solo para PvE, el bot está configurado como PvP.',
'bis только для PvE, бот настроен на PvP.'),
(1773, 'bis_invalid_arg_error',
'Invalid BiS ilvl argument ''%param''. Use a positive integer.', 0, 0,
'잘못된 BiS 아이템 레벨 인수 ''%param''. 양의 정수를 사용하세요.',
'Argument iLvl BiS invalide ''%param''. Utilisez un entier positif.',
'Ungültiges BiS-iLvl-Argument ''%param''. Verwende eine positive ganze Zahl.',
'无效的BiS物品等级参数“%param”。请使用正整数。',
'無效的BiS物品等級參數「%param」。請使用正整數。',
'Argumento iLvl BiS inválido ''%param''. Usa un entero positivo.',
'Argumento iLvl BiS inválido ''%param''. Usa un entero positivo.',
'Неверный аргумент iLvl BiS ''%param''. Используйте положительное целое число.'),
(1774, 'bis_arg_above_limit_error',
'BiS ilvl %requested exceeds AutoGearScoreLimit %limit, refusing', 0, 0,
'BiS 아이템 레벨 %requested이(가) AutoGearScoreLimit %limit을(를) 초과합니다. 거부합니다.',
'iLvl BiS %requested dépasse AutoGearScoreLimit %limit, refusé.',
'BiS-iLvl %requested überschreitet AutoGearScoreLimit %limit, abgelehnt.',
'BiS物品等级%requested超过AutoGearScoreLimit %limit已拒绝。',
'BiS物品等級%requested超過AutoGearScoreLimit %limit已拒絕。',
'iLvl BiS %requested supera AutoGearScoreLimit %limit, rechazado.',
'iLvl BiS %requested supera AutoGearScoreLimit %limit, rechazado.',
'BiS iLvl %requested превышает AutoGearScoreLimit %limit, отказано.'),
(1775, 'bis_no_rows_autogear_msg',
'No BiS at ilvl %ilvl, using Autogear %ilvl instead', 0, 0,
'아이템 레벨 %ilvl의 BiS가 없어 대신 Autogear %ilvl을(를) 사용합니다.',
'Pas de BiS à l''iLvl %ilvl, utilisation d''Autogear %ilvl à la place.',
'Kein BiS auf iLvl %ilvl, verwende stattdessen Autogear %ilvl.',
'物品等级%ilvl没有BiS改用Autogear %ilvl。',
'物品等級%ilvl沒有BiS改用Autogear %ilvl。',
'No hay BiS en iLvl %ilvl, usando Autogear %ilvl en su lugar.',
'No hay BiS en iLvl %ilvl, usando Autogear %ilvl en su lugar.',
'Нет BiS на iLvl %ilvl, использую Autogear %ilvl.'),
(1776, 'bis_closest_match_msg',
'No BiS at ilvl %requested, using closest match at ilvl %resolved', 0, 0,
'아이템 레벨 %requested의 BiS가 없어 가장 가까운 아이템 레벨 %resolved을(를) 사용합니다.',
'Pas de BiS à l''iLvl %requested, utilisation de la correspondance la plus proche à l''iLvl %resolved.',
'Kein BiS auf iLvl %requested, verwende nächstliegende Übereinstimmung auf iLvl %resolved.',
'物品等级%requested没有BiS使用最接近的物品等级%resolved。',
'物品等級%requested沒有BiS使用最接近的物品等級%resolved。',
'No hay BiS en iLvl %requested, usando coincidencia más cercana en iLvl %resolved.',
'No hay BiS en iLvl %requested, usando coincidencia más cercana en iLvl %resolved.',
'Нет BiS на iLvl %requested, использую ближайшее совпадение на iLvl %resolved.'),
(1777, 'bis_applying_msg', 'Applying BiS gear', 0, 0,
'BiS 장비를 적용합니다.',
'Application de l''équipement BiS.',
'Wende BiS-Ausrüstung an.',
'正在装备BiS装备。',
'正在裝備BiS裝備。',
'Aplicando equipo BiS.',
'Aplicando equipo BiS.',
'Применяю BiS-снаряжение.'),
(1778, 'bis_applied_msg', 'BiS applied', 0, 0,
'BiS 장비가 적용되었습니다.',
'Équipement BiS appliqué.',
'BiS-Ausrüstung angewendet.',
'BiS装备已应用。',
'BiS裝備已套用。',
'Equipo BiS aplicado.',
'Equipo BiS aplicado.',
'BiS-снаряжение применено.');
INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES
('bis_autogear_unavailable_error', 100),
('bis_no_rows_fallback', 100),
('bis_command_unavailable_error', 100),
('bis_altbot_refused_error', 100),
('bis_quality_floor_error', 100),
('bis_pvp_refused_error', 100),
('bis_invalid_arg_error', 100),
('bis_arg_above_limit_error', 100),
('bis_no_rows_autogear_msg', 100),
('bis_closest_match_msg', 100),
('bis_applying_msg', 100),
('bis_applied_msg', 100);

View File

@ -0,0 +1,489 @@
DELETE FROM ai_playerbot_texts WHERE name IN (
'quest_accept_debug',
'quest_already_have_error',
'quest_cant_take_error',
'arena_team_already_in_team',
'arena_team_thanks_for_invite',
'area_trigger_follow_too_far_error',
'area_trigger_wait_for_me',
'attack_no_target_error',
'attack_target_not_in_world_error',
'attack_in_flight_error',
'attack_pvp_prohibited_error',
'attack_target_friendly_error',
'attack_target_dead_error',
'attack_target_not_in_sight_error',
'attack_already_attacking_error',
'attack_invalid_target_error',
'bank_no_banker_nearby_error',
'move_from_group',
'running_away',
'clean_quest_log_started',
'quest_trivial_will_remove',
'quest_has_been_removed',
'quest_not_trivial_kept',
'quest_removed_debug',
'quest_removed_with_name',
'guild_accept_inviter_not_in_guild',
'guild_accept_already_in_guild',
'guild_accept_declined',
'outfit_usage_add',
'outfit_usage_remove',
'outfit_usage_equip',
'outfit_set_as',
'outfit_equipping',
'outfit_replace_current',
'outfit_resetting',
'outfit_updating_current',
'outfit_item_removed_from',
'outfit_item_added_to',
'release_spirit_not_dead_wait',
'release_spirit_already_spirit',
'release_spirit_releasing',
'release_spirit_meet_graveyard',
'send_mail_no_mailbox_nearby',
'send_mail_one_item_only',
'send_mail_cannot_send_money',
'send_mail_not_enough_money',
'send_mail_sending_to',
'send_mail_cannot_send_item',
'send_mail_item_not_for_sale',
'send_mail_sent_to',
'craft_reset',
'craft_usage',
'craft_cannot_craft',
'craft_summary',
'set_home_success',
'set_home_no_innkeeper_error',
'quest_shared',
'tame_invalid_id_error',
'tame_usage_error',
'tame_pet_changed',
'tame_pet_changed_initialized',
'tame_exotic_requires_beast_mastery',
'tame_no_pet_by_name',
'tame_no_pet_by_id',
'tame_no_pet_by_family',
'tame_no_pet_to_rename',
'tame_pet_name_length_error',
'tame_pet_name_alpha_error',
'tame_pet_name_forbidden_error',
'tame_pet_renamed',
'tame_pet_rename_refresh_hint',
'tame_only_hunters_level_10',
'tame_creature_template_not_found',
'tame_create_pet_failed',
'tame_pet_abandoned',
'tame_no_hunter_pet_to_abandon',
'taxi_ready_next_flight',
'taxi_cant_fly_with_you',
'taxi_no_flightmaster_nearby',
'trade_busy_now',
'trade_disabled',
'trade_thank_you_player',
'trade_selling_disabled',
'trade_buying_disabled',
'trade_item_not_for_sale',
'trade_item_not_needed',
'trade_no_items_error',
'trade_discount_buy_only',
'trade_success_pleasure',
'trade_success_fair_trade',
'trade_success_thanks',
'trade_success_off_with_you',
'trade_want_money_for_this',
'use_item_none_available',
'use_gameobject',
'socket_does_not_fit',
'use_item_on_target',
'use_item',
'socketing_item_with_gem',
'meeting_stone_in_combat',
'meeting_stone_welcome',
'meeting_stone_none_nearby',
'meeting_stone_none_near_you',
'meeting_stone_no_hearthstone_self',
'meeting_stone_no_hearthstone_you',
'meeting_stone_hearthstone_not_ready_self',
'meeting_stone_hearthstone_not_ready_you',
'meeting_stone_no_innkeepers_nearby',
'meeting_stone_no_innkeepers_near_you',
'meeting_stone_cannot_summon_vehicle',
'meeting_stone_cannot_summon_master_in_combat',
'meeting_stone_cannot_summon_master_dead',
'meeting_stone_cannot_summon_bot_dead',
'meeting_stone_revived',
'meeting_stone_not_enough_space',
'new_rpg_quest_accepted',
'new_rpg_quest_rewarded',
'new_rpg_quest_dropped',
'rpg_item_better_for_player',
'rpg_start_trade_with_player'
);
DELETE FROM ai_playerbot_texts_chance WHERE name IN (
'quest_accept_debug',
'quest_already_have_error',
'quest_cant_take_error',
'arena_team_already_in_team',
'arena_team_thanks_for_invite',
'area_trigger_follow_too_far_error',
'area_trigger_wait_for_me',
'attack_no_target_error',
'attack_target_not_in_world_error',
'attack_in_flight_error',
'attack_pvp_prohibited_error',
'attack_target_friendly_error',
'attack_target_dead_error',
'attack_target_not_in_sight_error',
'attack_already_attacking_error',
'attack_invalid_target_error',
'bank_no_banker_nearby_error',
'move_from_group',
'running_away',
'clean_quest_log_started',
'quest_trivial_will_remove',
'quest_has_been_removed',
'quest_not_trivial_kept',
'quest_removed_debug',
'quest_removed_with_name',
'guild_accept_inviter_not_in_guild',
'guild_accept_already_in_guild',
'guild_accept_declined',
'outfit_usage_add',
'outfit_usage_remove',
'outfit_usage_equip',
'outfit_set_as',
'outfit_equipping',
'outfit_replace_current',
'outfit_resetting',
'outfit_updating_current',
'outfit_item_removed_from',
'outfit_item_added_to',
'release_spirit_not_dead_wait',
'release_spirit_already_spirit',
'release_spirit_releasing',
'release_spirit_meet_graveyard',
'send_mail_no_mailbox_nearby',
'send_mail_one_item_only',
'send_mail_cannot_send_money',
'send_mail_not_enough_money',
'send_mail_sending_to',
'send_mail_cannot_send_item',
'send_mail_item_not_for_sale',
'send_mail_sent_to',
'craft_reset',
'craft_usage',
'craft_cannot_craft',
'craft_summary',
'set_home_success',
'set_home_no_innkeeper_error',
'quest_shared',
'tame_invalid_id_error',
'tame_usage_error',
'tame_pet_changed',
'tame_pet_changed_initialized',
'tame_exotic_requires_beast_mastery',
'tame_no_pet_by_name',
'tame_no_pet_by_id',
'tame_no_pet_by_family',
'tame_no_pet_to_rename',
'tame_pet_name_length_error',
'tame_pet_name_alpha_error',
'tame_pet_name_forbidden_error',
'tame_pet_renamed',
'tame_pet_rename_refresh_hint',
'tame_only_hunters_level_10',
'tame_creature_template_not_found',
'tame_create_pet_failed',
'tame_pet_abandoned',
'tame_no_hunter_pet_to_abandon',
'taxi_ready_next_flight',
'taxi_cant_fly_with_you',
'taxi_no_flightmaster_nearby',
'trade_busy_now',
'trade_disabled',
'trade_thank_you_player',
'trade_selling_disabled',
'trade_buying_disabled',
'trade_item_not_for_sale',
'trade_item_not_needed',
'trade_no_items_error',
'trade_discount_buy_only',
'trade_success_pleasure',
'trade_success_fair_trade',
'trade_success_thanks',
'trade_success_off_with_you',
'trade_want_money_for_this',
'use_item_none_available',
'use_gameobject',
'socket_does_not_fit',
'use_item_on_target',
'use_item',
'socketing_item_with_gem',
'meeting_stone_in_combat',
'meeting_stone_welcome',
'meeting_stone_none_nearby',
'meeting_stone_none_near_you',
'meeting_stone_no_hearthstone_self',
'meeting_stone_no_hearthstone_you',
'meeting_stone_hearthstone_not_ready_self',
'meeting_stone_hearthstone_not_ready_you',
'meeting_stone_no_innkeepers_nearby',
'meeting_stone_no_innkeepers_near_you',
'meeting_stone_cannot_summon_vehicle',
'meeting_stone_cannot_summon_master_in_combat',
'meeting_stone_cannot_summon_master_dead',
'meeting_stone_cannot_summon_bot_dead',
'meeting_stone_revived',
'meeting_stone_not_enough_space',
'new_rpg_quest_accepted',
'new_rpg_quest_rewarded',
'new_rpg_quest_dropped',
'rpg_item_better_for_player',
'rpg_start_trade_with_player'
);
INSERT INTO ai_playerbot_texts (id, name, text, say_type, reply_type, text_loc1, text_loc2, text_loc3, text_loc4, text_loc5, text_loc6, text_loc7, text_loc8) VALUES
(1779, 'quest_accept_debug', 'Quest [%quest] accepted', 0, 0, '퀘스트 [%quest] 수락', 'Quête [%quest] acceptée', 'Quest [%quest] angenommen', '任务 [%quest] 已接受', '任務 [%quest] 已接受', 'Misión [%quest] aceptada', 'Misión [%quest] aceptada', 'Задание [%quest] принято'),
(1780, 'quest_already_have_error', 'I have this quest', 0, 0, '이미 이 퀘스트를 가지고 있습니다', 'J''ai déjà cette quête', 'Ich habe diese Quest bereits', '我已经有这个任务了', '我已經有這個任務了', 'Ya tengo esta misión', 'Ya tengo esta misión', 'У меня уже есть это задание'),
(1781, 'quest_cant_take_error', 'I can''t take this quest', 0, 0, '이 퀘스트를 받을 수 없습니다', 'Je ne peux pas prendre cette quête', 'Ich kann diese Quest nicht annehmen', '我无法接受这个任务', '我無法接受這個任務', 'No puedo aceptar esta misión', 'No puedo aceptar esta misión', 'Я не могу взять это задание'),
(1782, 'arena_team_already_in_team', 'Sorry, I am already in such team', 0, 0, '죄송하지만 이미 그런 팀에 속해 있습니다', 'Désolé, je suis déjà dans une telle équipe', 'Entschuldigung, ich bin bereits in so einem Team', '抱歉,我已经在这样的队伍里了', '抱歉,我已經在這樣的隊伍裡了', 'Lo siento, ya estoy en un equipo así', 'Lo siento, ya estoy en un equipo así', 'Извините, я уже состою в такой команде'),
(1783, 'arena_team_thanks_for_invite', 'Thanks for the invite!', 0, 0, '초대해 주셔서 감사합니다!', 'Merci pour l''invitation !', 'Danke für die Einladung!', '谢谢你的邀请!', '謝謝你的邀請!', 'Gracias por la invitación!', 'Gracias por la invitación!', 'Спасибо за приглашение!'),
(1784, 'area_trigger_follow_too_far_error', 'I won''t follow: too far away', 0, 0, '너무 멀어서 따라가지 않겠습니다', 'Je ne suivrai pas : c''est trop loin', 'Ich werde nicht folgen: zu weit entfernt', '我不会跟随:距离太远了', '我不會跟隨:距離太遠了', 'No te seguiré: estás demasiado lejos', 'No te seguiré: estás demasiado lejos', 'Я не пойду следом: слишком далеко'),
(1785, 'area_trigger_wait_for_me', 'Wait for me', 0, 0, '잠깐만 기다려 주세요', 'Attendez-moi', 'Warte auf mich', '等等我', '等等我', 'Espérame', 'Espérame', 'Подожди меня'),
(1786, 'attack_no_target_error', 'I have no target', 0, 0, '대상이 없습니다', 'Je n''ai pas de cible', 'Ich habe kein Ziel', '我没有目标', '我沒有目標', 'No tengo objetivo', 'No tengo objetivo', 'У меня нет цели'),
(1787, 'attack_target_not_in_world_error', '%target is no longer in the world.', 0, 0, '%target은(는) 더 이상 월드에 없습니다.', '%target n''est plus dans le monde.', '%target ist nicht mehr in der Welt.', '%target 已不在世界中。', '%target 已不在世界中。', '%target ya no está en el mundo.', '%target ya no está en el mundo.', '%target больше не находится в мире.'),
(1788, 'attack_in_flight_error', 'I cannot attack in flight', 0, 0, '비행 중에는 공격할 수 없습니다', 'Je ne peux pas attaquer en vol', 'Ich kann im Flug nicht angreifen', '飞行中无法攻击', '飛行中無法攻擊', 'No puedo atacar en vuelo', 'No puedo atacar en vuelo', 'Я не могу атаковать в полёте'),
(1789, 'attack_pvp_prohibited_error', 'I cannot attack other players in PvP prohibited areas.', 0, 0, 'PvP 금지 지역에서는 다른 플레이어를 공격할 수 없습니다.', 'Je ne peux pas attaquer d''autres joueurs dans les zones où le PvP est interdit.', 'Ich kann andere Spieler in PvP-verbotenen Gebieten nicht angreifen.', '我不能在禁止 PvP 的区域攻击其他玩家。', '我不能在禁止 PvP 的區域攻擊其他玩家。', 'No puedo atacar a otros jugadores en zonas donde el JcJ está prohibido.', 'No puedo atacar a otros jugadores en zonas donde el JcJ está prohibido.', 'Я не могу атаковать других игроков в зонах, где PvP запрещено.'),
(1790, 'attack_target_friendly_error', '%target is friendly to me.', 0, 0, '%target은(는) 우호적인 대상입니다.', '%target m''est amical.', '%target ist mir gegenüber freundlich.', '%target 对我是友方目标。', '%target 對我是友方目標。', '%target es amistoso conmigo.', '%target es amistoso conmigo.', '%target дружелюбен ко мне.'),
(1791, 'attack_target_dead_error', '%target is dead.', 0, 0, '%target은(는) 죽었습니다.', '%target est mort.', '%target ist tot.', '%target 已经死了。', '%target 已經死了。', '%target está muerto.', '%target está muerto.', '%target мёртв.'),
(1792, 'attack_target_not_in_sight_error', '%target is not in my sight.', 0, 0, '%target이(가) 시야에 없습니다.', '%target n''est pas dans mon champ de vision.', '%target ist nicht in Sichtweite.', '%target 不在我的视野中。', '%target 不在我的視野中。', '%target no está a mi vista.', '%target no está a mi vista.', '%target вне поля моего зрения.'),
(1793, 'attack_already_attacking_error', 'I am already attacking %target.', 0, 0, '이미 %target을(를) 공격하고 있습니다.', 'J''attaque déjà %target.', 'Ich greife %target bereits an.', '我已经在攻击 %target。', '我已經在攻擊 %target。', 'Ya estoy atacando a %target.', 'Ya estoy atacando a %target.', 'Я уже атакую %target.'),
(1794, 'attack_invalid_target_error', 'I cannot attack an invalid target.', 0, 0, '유효하지 않은 대상은 공격할 수 없습니다.', 'Je ne peux pas attaquer une cible invalide.', 'Ich kann kein ungültiges Ziel angreifen.', '我不能攻击无效目标。', '我不能攻擊無效目標。', 'No puedo atacar un objetivo no válido.', 'No puedo atacar un objetivo no válido.', 'Я не могу атаковать недопустимую цель.'),
(1795, 'bank_no_banker_nearby_error', 'Cannot find banker nearby', 0, 0, '근처에 은행원이 없습니다', 'Impossible de trouver un banquier à proximité', 'Kein Bankier in der Nähe gefunden', '附近找不到银行职员', '附近找不到銀行職員', 'No encuentro un banquero cerca', 'No encuentro un banquero cerca', 'Поблизости нет банкира'),
(1796, 'move_from_group', 'Moving away from group', 0, 0, '파티에서 멀어지는 중입니다', 'Je m''éloigne du groupe', 'Ich entferne mich von der Gruppe', '正在远离队伍', '正在遠離隊伍', 'Me estoy alejando del grupo', 'Me estoy alejando del grupo', 'Отхожу от группы'),
(1797, 'running_away', 'Running away', 0, 0, '도망치는 중입니다', 'Je m''enfuis', 'Ich laufe weg', '正在逃跑', '正在逃跑', 'Estoy huyendo', 'Estoy huyendo', 'Убегаю'),
(1798, 'clean_quest_log_started', 'Clean Quest Log command received, removing grey/trivial quests...', 0, 0, '퀘스트 로그 정리 명령을 받았습니다. 회색/사소한 퀘스트를 제거하는 중입니다...', 'Commande de nettoyage du journal des quêtes reçue, suppression des quêtes grises/triviales...', 'Befehl zum Bereinigen des Questlogs erhalten, graue/triviale Quests werden entfernt...', '已收到清理任务日志命令,正在移除灰色/琐碎任务...', '已收到清理任務日誌命令,正在移除灰色/瑣碎任務...', 'Comando para limpiar el registro de misiones recibido, eliminando misiones grises/triviales...', 'Comando para limpiar el registro de misiones recibido, eliminando misiones grises/triviales...', 'Получена команда очистки журнала заданий, удаляю серые/простые задания...'),
(1799, 'quest_trivial_will_remove', 'Quest [%title] will be removed because it is trivial (grey).', 0, 0, '퀘스트 [%title]은(는) 사소한(회색) 퀘스트이므로 제거됩니다.', 'La quête [%title] sera supprimée car elle est triviale (grise).', 'Quest [%title] wird entfernt, weil sie trivial (grau) ist.', '任务 [%title] 将被移除,因为它是琐碎的(灰色)任务。', '任務 [%title] 將被移除,因為它是瑣碎的(灰色)任務。', 'La misión [%title] se eliminará porque es trivial (gris).', 'La misión [%title] se eliminará porque es trivial (gris).', 'Задание [%title] будет удалено, так как оно простое (серое).'),
(1800, 'quest_has_been_removed', 'Quest [%title] has been removed.', 0, 0, '퀘스트 [%title]이(가) 제거되었습니다.', 'La quête [%title] a été supprimée.', 'Quest [%title] wurde entfernt.', '任务 [%title] 已被移除。', '任務 [%title] 已被移除。', 'La misión [%title] ha sido eliminada.', 'La misión [%title] ha sido eliminada.', 'Задание [%title] было удалено.'),
(1801, 'quest_not_trivial_kept', 'Quest [%title] is not trivial and will be kept.', 0, 0, '퀘스트 [%title]은(는) 사소하지 않으므로 유지됩니다.', 'La quête [%title] n''est pas triviale et sera conservée.', 'Quest [%title] ist nicht trivial und wird behalten.', '任务 [%title] 并不琐碎,将被保留。', '任務 [%title] 並不瑣碎,將被保留。', 'La misión [%title] no es trivial y se conservará.', 'La misión [%title] no es trivial y se conservará.', 'Задание [%title] не является простым и будет сохранено.'),
(1802, 'quest_removed_debug', 'Quest [%quest] removed', 0, 0, '퀘스트 [%quest] 제거됨', 'Quête [%quest] supprimée', 'Quest [%quest] entfernt', '任务 [%quest] 已移除', '任務 [%quest] 已移除', 'Misión [%quest] eliminada', 'Misión [%quest] eliminada', 'Задание [%quest] удалено'),
(1803, 'quest_removed_with_name', 'Quest removed %quest', 0, 0, '퀘스트 제거됨 %quest', 'Quête supprimée %quest', 'Quest entfernt %quest', '任务已移除 %quest', '任務已移除 %quest', 'Misión eliminada %quest', 'Misión eliminada %quest', 'Задание удалено %quest'),
(1804, 'guild_accept_inviter_not_in_guild', 'You are not in a guild!', 0, 0, '당신은 길드에 속해 있지 않습니다!', 'Vous n''êtes pas dans une guilde !', 'Du bist in keiner Gilde!', '你不在公会中!', '你不在公會中!', 'No estás en un gremio!', 'No estás en un gremio!', 'Вы не состоите в гильдии!'),
(1805, 'guild_accept_already_in_guild', 'Sorry, I am in a guild already', 0, 0, '죄송하지만 이미 길드에 속해 있습니다', 'Désolé, je suis déjà dans une guilde', 'Entschuldigung, ich bin bereits in einer Gilde', '抱歉,我已经在公会里了', '抱歉,我已經在公會裡了', 'Lo siento, ya estoy en un gremio', 'Lo siento, ya estoy en un gremio', 'Извините, я уже в гильдии'),
(1806, 'guild_accept_declined', 'Sorry, I don''t want to join your guild :(', 0, 0, '죄송하지만 당신의 길드에 가입하고 싶지 않습니다 :(', 'Désolé, je ne veux pas rejoindre votre guilde :(', 'Entschuldigung, ich möchte deiner Gilde nicht beitreten :(', '抱歉,我不想加入你的公会 :(', '抱歉,我不想加入你的公會 :(', 'Lo siento, no quiero unirme a tu gremio :(', 'Lo siento, no quiero unirme a tu gremio :(', 'Извините, я не хочу вступать в вашу гильдию :('),
(1807, 'outfit_usage_add', 'outfit <name> +[item] to add items', 0, 0, '아이템을 추가하려면 outfit <name> +[item]', 'outfit <name> +[item] pour ajouter des objets', 'outfit <name> +[item], um Gegenstände hinzuzufügen', '使用 outfit <name> +[item] 添加物品', '使用 outfit <name> +[item] 添加物品', 'outfit <name> +[item] para agregar objetos', 'outfit <name> +[item] para agregar objetos', 'outfit <name> +[item], чтобы добавить предметы'),
(1808, 'outfit_usage_remove', 'outfit <name> -[item] to remove items', 0, 0, '아이템을 제거하려면 outfit <name> -[item]', 'outfit <name> -[item] pour retirer des objets', 'outfit <name> -[item], um Gegenstände zu entfernen', '使用 outfit <name> -[item] 移除物品', '使用 outfit <name> -[item] 移除物品', 'outfit <name> -[item] para eliminar objetos', 'outfit <name> -[item] para eliminar objetos', 'outfit <name> -[item], чтобы убрать предметы'),
(1809, 'outfit_usage_equip', 'outfit <name> equip/replace to equip items', 0, 0, '아이템을 장착하려면 outfit <name> equip/replace', 'outfit <name> equip/replace pour équiper des objets', 'outfit <name> equip/replace, um Gegenstände anzulegen', '使用 outfit <name> equip/replace 装备物品', '使用 outfit <name> equip/replace 裝備物品', 'outfit <name> equip/replace para equipar objetos', 'outfit <name> equip/replace para equipar objetos', 'outfit <name> equip/replace, чтобы экипировать предметы'),
(1810, 'outfit_set_as', 'Setting outfit %name as %param', 0, 0, '복장 %name을(를) %param(으)로 설정하는 중입니다', 'Définition de la tenue %name comme %param', 'Setze Outfit %name als %param', '正在将装备方案 %name 设置为 %param', '正在將裝備方案 %name 設定為 %param', 'Estableciendo el atuendo %name como %param', 'Estableciendo el atuendo %name como %param', 'Устанавливаю комплект %name как %param'),
(1811, 'outfit_equipping', 'Equipping outfit %name', 0, 0, '복장 %name을(를) 장착하는 중입니다', 'Équipement de la tenue %name', 'Outfit %name wird angelegt', '正在装备方案 %name', '正在裝備方案 %name', 'Equipando el atuendo %name', 'Equipando el atuendo %name', 'Экипирую комплект %name'),
(1812, 'outfit_replace_current', 'Replacing current equip with outfit %name', 0, 0, '현재 장비를 복장 %name으로 교체하는 중입니다', 'Remplacement de l''équipement actuel par la tenue %name', 'Aktuelle Ausrüstung wird durch Outfit %name ersetzt', '正在用装备方案 %name 替换当前装备', '正在用裝備方案 %name 替換目前裝備', 'Reemplazando el equipo actual con el atuendo %name', 'Reemplazando el equipo actual con el atuendo %name', 'Заменяю текущую экипировку комплектом %name'),
(1813, 'outfit_resetting', 'Resetting outfit %name', 0, 0, '복장 %name을(를) 초기화하는 중입니다', 'Réinitialisation de la tenue %name', 'Outfit %name wird zurückgesetzt', '正在重置装备方案 %name', '正在重置裝備方案 %name', 'Restableciendo el atuendo %name', 'Restableciendo el atuendo %name', 'Сбрасываю комплект %name'),
(1814, 'outfit_updating_current', 'Updating with current items outfit %name', 0, 0, '현재 아이템으로 복장 %name을(를) 업데이트하는 중입니다', 'Mise à jour de la tenue %name avec les objets actuels', 'Outfit %name wird mit der aktuellen Ausrüstung aktualisiert', '正在用当前物品更新装备方案 %name', '正在用目前物品更新裝備方案 %name', 'Actualizando el atuendo %name con los objetos actuales', 'Actualizando el atuendo %name con los objetos actuales', 'Обновляю комплект %name текущими предметами'),
(1815, 'outfit_item_removed_from', '%item removed from %name', 0, 0, '%name에서 %item이(가) 제거되었습니다', '%item retiré de %name', '%item aus %name entfernt', '已从 %name 中移除 %item', '已從 %name 中移除 %item', '%item eliminado de %name', '%item eliminado de %name', '%item удалён из %name'),
(1816, 'outfit_item_added_to', '%item added to %name', 0, 0, '%item이(가) %name에 추가되었습니다', '%item ajouté à %name', '%item zu %name hinzugefügt', '已将 %item 添加到 %name', '已將 %item 添加到 %name', '%item agregado a %name', '%item agregado a %name', '%item добавлен в %name'),
(1817, 'release_spirit_not_dead_wait', 'I am not dead, will wait here', 0, 0, '저는 죽지 않았습니다. 여기서 기다리겠습니다', 'Je ne suis pas mort, j''attendrai ici', 'Ich bin nicht tot und werde hier warten', '我还没死,会在这里等', '我還沒死,會在這裡等', 'No estoy muerto, esperaré aquí', 'No estoy muerto, esperaré aquí', 'Я не мёртв, буду ждать здесь'),
(1818, 'release_spirit_already_spirit', 'I am already a spirit', 0, 0, '저는 이미 유령입니다', 'Je suis déjà un esprit', 'Ich bin bereits ein Geist', '我已经是灵魂状态了', '我已經是靈魂狀態了', 'Ya soy un espíritu', 'Ya soy un espíritu', 'Я уже дух'),
(1819, 'release_spirit_releasing', 'Releasing...', 0, 0, '해방 중...', 'Je libère mon esprit...', 'Geist wird freigesetzt...', '正在释放灵魂...', '正在釋放靈魂...', 'Liberando espíritu...', 'Liberando espíritu...', 'Освобождаю дух...'),
(1820, 'release_spirit_meet_graveyard', 'Meet me at the graveyard', 0, 0, '묘지에서 만나요', 'Retrouvez-moi au cimetière', 'Triff mich auf dem Friedhof', '墓地见', '墓地見', 'Encuéntrame en el cementerio', 'Encuéntrame en el cementerio', 'Встречаемся на кладбище'),
(1821, 'send_mail_no_mailbox_nearby', 'There is no mailbox nearby', 0, 0, '근처에 우체통이 없습니다', 'Il n''y a pas de boîte aux lettres à proximité', 'Kein Briefkasten in der Nähe', '附近没有邮箱', '附近沒有郵箱', 'No hay un buzón cerca', 'No hay un buzón cerca', 'Поблизости нет почтового ящика'),
(1822, 'send_mail_one_item_only', 'You can not request more than one item', 0, 0, '둘 이상의 아이템은 요청할 수 없습니다', 'Vous ne pouvez pas demander plus d''un objet', 'Du kannst nicht mehr als einen Gegenstand anfordern', '你不能请求多于一件物品', '你不能要求超過一件物品', 'No puedes solicitar más de un objeto', 'No puedes solicitar más de un objeto', 'Нельзя запрашивать больше одного предмета'),
(1823, 'send_mail_cannot_send_money', 'I cannot send money', 0, 0, '돈은 보낼 수 없습니다', 'Je ne peux pas envoyer d''argent', 'Ich kann kein Geld senden', '我不能寄送钱', '我不能寄送金錢', 'No puedo enviar dinero', 'No puedo enviar dinero', 'Я не могу отправить деньги'),
(1824, 'send_mail_not_enough_money', 'I don''t have enough money', 0, 0, '돈이 충분하지 않습니다', 'Je n''ai pas assez d''argent', 'Ich habe nicht genug Geld', '我没有足够的钱', '我沒有足夠的錢', 'No tengo suficiente dinero', 'No tengo suficiente dinero', 'У меня недостаточно денег'),
(1825, 'send_mail_sending_to', 'Sending mail to %receiver', 0, 0, '%receiver에게 우편을 보내는 중입니다', 'Envoi du courrier à %receiver', 'Sende Post an %receiver', '正在向 %receiver 发送邮件', '正在向 %receiver 發送郵件', 'Enviando correo a %receiver', 'Enviando correo a %receiver', 'Отправляю почту %receiver'),
(1826, 'send_mail_cannot_send_item', 'Cannot send %item', 0, 0, '%item을(를) 보낼 수 없습니다', 'Impossible d''envoyer %item', '%item kann nicht gesendet werden', '无法发送 %item', '無法發送 %item', 'No se puede enviar %item', 'No se puede enviar %item', 'Невозможно отправить %item'),
(1827, 'send_mail_item_not_for_sale', '%item: it is not for sale', 0, 0, '%item: 판매 대상이 아닙니다', '%item : ce n''est pas à vendre', '%item: Das steht nicht zum Verkauf', '%item这不是出售物品', '%item這不是出售物品', '%item: esto no está en venta', '%item: esto no está en venta', '%item: это не продаётся'),
(1828, 'send_mail_sent_to', 'Sent mail to %receiver', 0, 0, '%receiver에게 우편을 보냈습니다', 'Courrier envoyé à %receiver', 'Post an %receiver gesendet', '已向 %receiver 发送邮件', '已向 %receiver 發送郵件', 'Correo enviado a %receiver', 'Correo enviado a %receiver', 'Почта отправлена %receiver'),
(1829, 'craft_reset', 'I will not craft anything', 0, 0, '아무것도 제작하지 않겠습니다', 'Je ne fabriquerai rien', 'Ich werde nichts herstellen', '我不会制作任何东西', '我不會製作任何東西', 'No fabricaré nada', 'No fabricaré nada', 'Я ничего не буду создавать'),
(1830, 'craft_usage', 'Usage: ''craft [itemId]'' or ''craft reset''', 0, 0, '사용법: ''craft [itemId]'' 또는 ''craft reset''', 'Utilisation : ''craft [itemId]'' ou ''craft reset''', 'Verwendung: ''craft [itemId]'' oder ''craft reset''', '用法:''craft [itemId]''''craft reset''', '用法:''craft [itemId]''''craft reset''', 'Uso: ''craft [itemId]'' o ''craft reset''', 'Uso: ''craft [itemId]'' o ''craft reset''', 'Использование: ''craft [itemId]'' или ''craft reset'''),
(1831, 'craft_cannot_craft', 'I cannot craft this', 0, 0, '이것은 제작할 수 없습니다', 'Je ne peux pas fabriquer ceci', 'Ich kann das nicht herstellen', '我无法制作这个', '我無法製作這個', 'No puedo fabricar esto', 'No puedo fabricar esto', 'Я не могу это создать'),
(1832, 'craft_summary', 'I will craft %item using reagents: %reagents (craft fee: %money)', 0, 0, '재료 %reagents을(를) 사용해 %item을(를) 제작하겠습니다 (제작 수수료: %money)', 'Je fabriquerai %item en utilisant les composants : %reagents (frais de fabrication : %money)', 'Ich werde %item mit folgenden Reagenzien herstellen: %reagents (Herstellungsgebühr: %money)', '我将使用材料 %reagents 制作 %item制作费用%money', '我將使用材料 %reagents 製作 %item製作費用%money', 'Fabricaré %item usando los materiales: %reagents (tarifa de fabricación: %money)', 'Fabricaré %item usando los materiales: %reagents (tarifa de fabricación: %money)', 'Я изготовлю %item, используя реагенты: %reagents (плата за изготовление: %money)'),
(1833, 'set_home_success', 'This inn is my new home', 0, 0, '이 여관을 새로운 집으로 설정했습니다', 'Cette auberge est ma nouvelle maison', 'Dieses Gasthaus ist mein neues Zuhause', '这家旅店是我的新家', '這間旅店是我的新家', 'Esta posada es mi nuevo hogar', 'Esta posada es mi nuevo hogar', 'Этот трактир теперь мой новый дом'),
(1834, 'set_home_no_innkeeper_error', 'Can''t find any innkeeper around', 0, 0, '주변에서 여관주인을 찾을 수 없습니다', 'Impossible de trouver un aubergiste aux alentours', 'Kein Gastwirt in der Nähe gefunden', '附近找不到旅店老板', '附近找不到旅店老闆', 'No encuentro ningún posadero cerca', 'No encuentro ningún posadero cerca', 'Не удалось найти поблизости трактирщика'),
(1835, 'quest_shared', 'Quest shared', 0, 0, '퀘스트 공유됨', 'Quête partagée', 'Quest geteilt', '任务已共享', '任務已共享', 'Misión compartida', 'Misión compartida', 'Задание поделено'),
(1836, 'tame_invalid_id_error', 'Invalid tame id.', 0, 0, '잘못된 길들이기 ID입니다.', 'Identifiant de dressage invalide.', 'Ungültige Zähm-ID.', '无效的驯服 ID。', '無效的馴服 ID。', 'ID de domesticación no válido.', 'ID de domesticación no válido.', 'Недопустимый ID приручения.'),
(1837, 'tame_usage_error', 'Usage: tame name <name> | tame id <id> | tame family <family> | tame rename <new name> | tame abandon', 0, 0, '사용법: tame name <name> | tame id <id> | tame family <family> | tame rename <new name> | tame abandon', 'Utilisation : tame name <name> | tame id <id> | tame family <family> | tame rename <new name> | tame abandon', 'Verwendung: tame name <name> | tame id <id> | tame family <family> | tame rename <new name> | tame abandon', '用法tame name <name> | tame id <id> | tame family <family> | tame rename <new name> | tame abandon', '用法tame name <name> | tame id <id> | tame family <family> | tame rename <new name> | tame abandon', 'Uso: tame name <name> | tame id <id> | tame family <family> | tame rename <new name> | tame abandon', 'Uso: tame name <name> | tame id <id> | tame family <family> | tame rename <new name> | tame abandon', 'Использование: tame name <name> | tame id <id> | tame family <family> | tame rename <new name> | tame abandon'),
(1838, 'tame_pet_changed', 'Pet changed to %name, ID: %id.', 0, 0, '소환수가 %name, ID: %id(으)로 변경되었습니다.', 'Familier changé en %name, ID : %id.', 'Begleiter geändert zu %name, ID: %id.', '宠物已更改为 %nameID%id。', '寵物已更改為 %nameID%id。', 'Mascota cambiada a %name, ID: %id.', 'Mascota cambiada a %name, ID: %id.', 'Питомец изменён на %name, ID: %id.'),
(1839, 'tame_pet_changed_initialized', 'Pet changed and initialized!', 0, 0, '소환수가 변경되고 초기화되었습니다!', 'Familier changé et initialisé !', 'Begleiter geändert und initialisiert!', '宠物已更改并初始化!', '寵物已更改並初始化!', 'La mascota ha sido cambiada e inicializada!', 'La mascota ha sido cambiada e inicializada!', 'Питомец изменён и инициализирован!'),
(1840, 'tame_exotic_requires_beast_mastery', 'I cannot use exotic pets unless I have the Beast Mastery talent.', 0, 0, '야수 지배 특성이 없으면 특수 야수 소환수를 사용할 수 없습니다.', 'Je ne peux pas utiliser de familiers exotiques sans le talent Maîtrise des bêtes.', 'Ich kann ohne das Talent Tierherrschaft keine exotischen Begleiter benutzen.', '如果没有野兽掌握天赋,我无法使用异种宠物。', '如果沒有野獸控制天賦,我無法使用異種寵物。', 'No puedo usar mascotas exóticas a menos que tenga el talento Dominio de bestias.', 'No puedo usar mascotas exóticas a menos que tenga el talento Dominio de bestias.', 'Я не могу использовать экзотических питомцев без таланта Повелитель зверей.'),
(1841, 'tame_no_pet_by_name', 'No tameable pet found with name: %name', 0, 0, '이름이 %name인 길들일 수 있는 소환수를 찾을 수 없습니다', 'Aucun familier apprivoisable trouvé avec le nom : %name', 'Kein zähmbares Tier mit dem Namen %name gefunden', '未找到名为 %name 的可驯服宠物', '未找到名為 %name 的可馴服寵物', 'No se encontró ninguna mascota domesticable con el nombre: %name', 'No se encontró ninguna mascota domesticable con el nombre: %name', 'Не найден приручаемый питомец с именем: %name'),
(1842, 'tame_no_pet_by_id', 'No tameable pet found with id: %id', 0, 0, 'ID가 %id인 길들일 수 있는 소환수를 찾을 수 없습니다', 'Aucun familier apprivoisable trouvé avec l''id : %id', 'Kein zähmbares Tier mit der ID %id gefunden', '未找到 ID 为 %id 的可驯服宠物', '未找到 ID 為 %id 的可馴服寵物', 'No se encontró ninguna mascota domesticable con el id: %id', 'No se encontró ninguna mascota domesticable con el id: %id', 'Не найден приручаемый питомец с id: %id'),
(1843, 'tame_no_pet_by_family', 'No tameable pet found with family: %family', 0, 0, '계열이 %family인 길들일 수 있는 소환수를 찾을 수 없습니다', 'Aucun familier apprivoisable trouvé avec la famille : %family', 'Kein zähmbares Tier mit der Familie %family gefunden', '未找到家族为 %family 的可驯服宠物', '未找到家族為 %family 的可馴服寵物', 'No se encontró ninguna mascota domesticable con la familia: %family', 'No se encontró ninguna mascota domesticable con la familia: %family', 'Не найден приручаемый питомец семейства: %family'),
(1844, 'tame_no_pet_to_rename', 'You have no pet to rename.', 0, 0, '이름을 바꿀 소환수가 없습니다.', 'Vous n''avez pas de familier à renommer.', 'Du hast kein Tier zum Umbenennen.', '你没有可重命名的宠物。', '你沒有可重新命名的寵物。', 'No tienes ninguna mascota para renombrar.', 'No tienes ninguna mascota para renombrar.', 'У вас нет питомца для переименования.'),
(1845, 'tame_pet_name_length_error', 'Pet name must be between 1 and 12 alphabetic characters.', 0, 0, '소환수 이름은 1자에서 12자의 알파벳 문자여야 합니다.', 'Le nom du familier doit contenir entre 1 et 12 caractères alphabétiques.', 'Der Name des Begleiters muss zwischen 1 und 12 alphabetischen Zeichen lang sein.', '宠物名字必须为 1 到 12 个字母字符。', '寵物名字必須為 1 到 12 個字母字元。', 'El nombre de la mascota debe tener entre 1 y 12 caracteres alfabéticos.', 'El nombre de la mascota debe tener entre 1 y 12 caracteres alfabéticos.', 'Имя питомца должно содержать от 1 до 12 буквенных символов.'),
(1846, 'tame_pet_name_alpha_error', 'Pet name must only contain alphabetic characters (A-Z, a-z).', 0, 0, '소환수 이름에는 알파벳 문자(A-Z, a-z)만 포함될 수 있습니다.', 'Le nom du familier ne doit contenir que des caractères alphabétiques (A-Z, a-z).', 'Der Name des Begleiters darf nur alphabetische Zeichen (A-Z, a-z) enthalten.', '宠物名字只能包含字母字符A-Z, a-z', '寵物名字只能包含字母字元A-Z, a-z', 'El nombre de la mascota solo puede contener caracteres alfabéticos (A-Z, a-z).', 'El nombre de la mascota solo puede contener caracteres alfabéticos (A-Z, a-z).', 'Имя питомца должно содержать только буквенные символы (A-Z, a-z).'),
(1847, 'tame_pet_name_forbidden_error', 'That pet name is forbidden. Please choose another name.', 0, 0, '그 소환수 이름은 사용할 수 없습니다. 다른 이름을 선택해 주세요.', 'Ce nom de familier est interdit. Veuillez en choisir un autre.', 'Dieser Name für den Begleiter ist verboten. Bitte wähle einen anderen Namen.', '该宠物名称被禁止使用。请选择其他名字。', '該寵物名稱被禁止使用。請選擇其他名字。', 'Ese nombre de mascota está prohibido. Por favor, elige otro nombre.', 'Ese nombre de mascota está prohibido. Por favor, elige otro nombre.', 'Это имя для питомца запрещено. Пожалуйста, выберите другое имя.'),
(1848, 'tame_pet_renamed', 'Your pet has been renamed to %name!', 0, 0, '당신의 소환수 이름이 %name(으)로 변경되었습니다!', 'Votre familier a été renommé en %name !', 'Dein Begleiter wurde in %name umbenannt!', '你的宠物已重命名为 %name', '你的寵物已重新命名為 %name', 'Tu mascota ha sido renombrada a %name!', 'Tu mascota ha sido renombrada a %name!', 'Ваш питомец был переименован в %name!'),
(1849, 'tame_pet_rename_refresh_hint', 'If you do not see the new name, please dismiss and recall your pet.', 0, 0, '새 이름이 보이지 않으면 소환수를 해제했다가 다시 소환해 주세요.', 'Si vous ne voyez pas le nouveau nom, veuillez renvoyer puis rappeler votre familier.', 'Wenn du den neuen Namen nicht siehst, schicke deinen Begleiter weg und rufe ihn erneut.', '如果你看不到新名字,请先解散再召回你的宠物。', '如果你看不到新名字,請先解散再召回你的寵物。', 'Si no ves el nuevo nombre, por favor retira y vuelve a invocar a tu mascota.', 'Si no ves el nuevo nombre, por favor retira y vuelve a invocar a tu mascota.', 'Если вы не видите новое имя, отпустите и снова призовите питомца.'),
(1850, 'tame_only_hunters_level_10', 'Only level 10+ hunters can have pets.', 0, 0, '10레벨 이상의 사냥꾼만 소환수를 가질 수 있습니다.', 'Seuls les chasseurs de niveau 10+ peuvent avoir des familiers.', 'Nur Jäger ab Stufe 10 können Begleiter haben.', '只有 10 级以上的猎人才能拥有宠物。', '只有 10 級以上的獵人才能擁有寵物。', 'Solo los cazadores de nivel 10 o superior pueden tener mascotas.', 'Solo los cazadores de nivel 10 o superior pueden tener mascotas.', 'Только охотники 10 уровня и выше могут иметь питомцев.'),
(1851, 'tame_creature_template_not_found', 'Creature template not found.', 0, 0, '생물 템플릿을 찾을 수 없습니다.', 'Modèle de créature introuvable.', 'Kreaturvorlage nicht gefunden.', '未找到生物模板。', '未找到生物範本。', 'No se encontró la plantilla de criatura.', 'No se encontró la plantilla de criatura.', 'Шаблон существа не найден.'),
(1852, 'tame_create_pet_failed', 'Failed to create pet.', 0, 0, '소환수 생성에 실패했습니다.', 'Échec de la création du familier.', 'Erstellen des Begleiters fehlgeschlagen.', '创建宠物失败。', '建立寵物失敗。', 'No se pudo crear la mascota.', 'No se pudo crear la mascota.', 'Не удалось создать питомца.'),
(1853, 'tame_pet_abandoned', 'Your pet has been abandoned.', 0, 0, '당신의 소환수를 버렸습니다.', 'Votre familier a été abandonné.', 'Dein Begleiter wurde freigelassen.', '你的宠物已被放弃。', '你的寵物已被放棄。', 'Tu mascota ha sido abandonada.', 'Tu mascota ha sido abandonada.', 'Ваш питомец был брошен.'),
(1854, 'tame_no_hunter_pet_to_abandon', 'You have no hunter pet to abandon.', 0, 0, '버릴 사냥꾼 소환수가 없습니다.', 'Vous n''avez pas de familier de chasseur à abandonner.', 'Du hast kein Jägertier zum Freilassen.', '你没有可放弃的猎人宠物。', '你沒有可放棄的獵人寵物。', 'No tienes ninguna mascota de cazador que abandonar.', 'No tienes ninguna mascota de cazador que abandonar.', 'У вас нет питомца охотника, которого можно бросить.'),
(1855, 'taxi_ready_next_flight', 'I am ready for the next flight', 0, 0, '다음 비행을 탈 준비가 되었습니다', 'Je suis prêt pour le prochain vol', 'Ich bin bereit für den nächsten Flug', '我已准备好进行下一次飞行', '我已準備好進行下一次飛行', 'Estoy listo para el siguiente vuelo', 'Estoy listo para el siguiente vuelo', 'Я готов к следующему перелёту'),
(1856, 'taxi_cant_fly_with_you', 'I can''t fly with you', 0, 0, '당신과 함께 날 수 없습니다', 'Je ne peux pas voler avec vous', 'Ich kann nicht mit dir fliegen', '我不能和你一起飞', '我不能和你一起飛', 'No puedo volar contigo', 'No puedo volar contigo', 'Я не могу лететь с вами'),
(1857, 'taxi_no_flightmaster_nearby', 'Cannot find any flightmaster to talk', 0, 0, '대화할 비행 조련사를 찾을 수 없습니다', 'Impossible de trouver un maître de vol à qui parler', 'Keinen Flugmeister zum Ansprechen gefunden', '找不到可以交谈的飞行管理员', '找不到可以交談的飛行管理員', 'No encuentro ningún maestro de vuelo con quien hablar', 'No encuentro ningún maestro de vuelo con quien hablar', 'Не могу найти распорядителя полётов, с которым можно поговорить'),
(1858, 'trade_busy_now', 'I''m kind of busy now', 0, 0, '지금은 좀 바쁩니다', 'Je suis un peu occupé en ce moment', 'Ich bin gerade etwas beschäftigt', '我现在有点忙', '我現在有點忙', 'Ahora estoy un poco ocupado', 'Ahora estoy un poco ocupado', 'Сейчас я немного занят'),
(1859, 'trade_disabled', 'Trading is disabled', 0, 0, '거래가 비활성화되어 있습니다', 'L''échange est désactivé', 'Handel ist deaktiviert', '交易已禁用', '交易已停用', 'El comercio está deshabilitado', 'El comercio está deshabilitado', 'Торговля отключена'),
(1860, 'trade_thank_you_player', 'Thank you %player', 0, 0, '고마워요 %player', 'Merci %player', 'Danke %player', '谢谢你 %player', '謝謝你 %player', 'Gracias %player', 'Gracias %player', 'Спасибо, %player'),
(1861, 'trade_selling_disabled', 'Selling is disabled.', 0, 0, '판매가 비활성화되어 있습니다.', 'La vente est désactivée.', 'Verkaufen ist deaktiviert.', '出售已禁用。', '出售已停用。', 'La venta está deshabilitada.', 'La venta está deshabilitada.', 'Продажа отключена.'),
(1862, 'trade_buying_disabled', 'Buying is disabled.', 0, 0, '구매가 비활성화되어 있습니다.', 'L''achat est désactivé.', 'Kaufen ist deaktiviert.', '购买已禁用。', '購買已停用。', 'La compra está deshabilitada.', 'La compra está deshabilitada.', 'Покупка отключена.'),
(1863, 'trade_item_not_for_sale', '%item - This is not for sale', 0, 0, '%item - 이것은 판매용이 아닙니다', '%item - Ceci n''est pas à vendre', '%item - Das steht nicht zum Verkauf', '%item - 这不是出售物品', '%item - 這不是出售物品', '%item - Esto no está en venta', '%item - Esto no está en venta', '%item - это не продаётся'),
(1864, 'trade_item_not_needed', '%item - I don''t need this', 0, 0, '%item - 저는 이것이 필요 없습니다', '%item - Je n''en ai pas besoin', '%item - Das brauche ich nicht', '%item - 我不需要这个', '%item - 我不需要這個', '%item - No necesito esto', '%item - No necesito esto', '%item - мне это не нужно'),
(1865, 'trade_no_items_error', 'There are no items to trade', 0, 0, '거래할 아이템이 없습니다', 'Il n''y a aucun objet à échanger', 'Es gibt keine Gegenstände zum Handeln', '没有可交易的物品', '沒有可交易的物品', 'No hay objetos para comerciar', 'No hay objetos para comerciar', 'Нет предметов для обмена'),
(1866, 'trade_discount_buy_only', 'You can use discount to buy items only', 0, 0, '할인은 아이템 구매에만 사용할 수 있습니다', 'Vous ne pouvez utiliser la réduction que pour acheter des objets', 'Rabatte können nur zum Kauf von Gegenständen verwendet werden', '折扣只能用于购买物品', '折扣只能用於購買物品', 'Solo puedes usar el descuento para comprar objetos', 'Solo puedes usar el descuento para comprar objetos', 'Скидку можно использовать только для покупки предметов'),
(1867, 'trade_success_pleasure', 'A pleasure doing business with you', 0, 0, '당신과 거래해서 즐거웠습니다', 'Un plaisir de faire affaire avec vous', 'Es war mir ein Vergnügen, mit dir Geschäfte zu machen', '很高兴和你做生意', '很高興和你做生意', 'Un placer hacer negocios contigo', 'Un placer hacer negocios contigo', 'Приятно было иметь с вами дело'),
(1868, 'trade_success_fair_trade', 'Fair trade', 0, 0, '공정한 거래입니다', 'Échange équitable', 'Fairer Handel', '公平交易', '公平交易', 'Intercambio justo', 'Intercambio justo', 'Честная сделка'),
(1869, 'trade_success_thanks', 'Thanks', 0, 0, '감사합니다', 'Merci', 'Danke', '谢谢', '謝謝', 'Gracias', 'Gracias', 'Спасибо'),
(1870, 'trade_success_off_with_you', 'Off with you', 0, 0, '이제 가보세요', 'Allez-vous-en maintenant', 'Nun geh deiner Wege', '走吧你', '走吧你', 'Ahora vete', 'Ahora vete', 'Иди уже'),
(1871, 'trade_want_money_for_this', 'I want %money for this', 0, 0, '이것에 대해 %money을(를) 원합니다', 'Je veux %money pour ceci', 'Ich möchte %money dafür', '这个我想要 %money', '這個我想要 %money', 'Quiero %money por esto', 'Quiero %money por esto', 'Я хочу %money за это'),
(1872, 'use_item_none_available', 'No items (or game objects) available', 0, 0, '사용할 수 있는 아이템(또는 게임 오브젝트)이 없습니다', 'Aucun objet (ou objet interactif) disponible', 'Keine Gegenstände (oder Spielobjekte) verfügbar', '没有可用的物品(或游戏物体)', '沒有可用的物品(或遊戲物件)', 'No hay objetos (ni objetos del juego) disponibles', 'No hay objetos (ni objetos del juego) disponibles', 'Нет доступных предметов (или игровых объектов)'),
(1873, 'use_gameobject', 'Using %gameobject', 0, 0, '%gameobject 사용 중', 'Utilisation de %gameobject', 'Benutze %gameobject', '正在使用 %gameobject', '正在使用 %gameobject', 'Usando %gameobject', 'Usando %gameobject', 'Использую %gameobject'),
(1874, 'socket_does_not_fit', 'Socket does not fit', 0, 0, '소켓이 맞지 않습니다', 'La châsse ne correspond pas', 'Sockel passt nicht', '插槽不匹配', '插槽不匹配', 'La ranura no encaja', 'La ranura no encaja', 'Гнездо не подходит'),
(1875, 'use_item_on_target', 'Using %item on %target', 0, 0, '%target에게 %item을(를) 사용하는 중', 'Utilisation de %item sur %target', 'Benutze %item auf %target', '正在对 %target 使用 %item', '正在對 %target 使用 %item', 'Usando %item en %target', 'Usando %item en %target', 'Использую %item на %target'),
(1876, 'use_item', 'Using %item', 0, 0, '%item 사용 중', 'Utilisation de %item', 'Benutze %item', '正在使用 %item', '正在使用 %item', 'Usando %item', 'Usando %item', 'Использую %item'),
(1877, 'socketing_item_with_gem', 'Socketing %item with %gem', 0, 0, '%item에 %gem 보석을 장착하는 중', 'Sertissage de %item avec %gem', 'Sockele %item mit %gem', '正在将 %gem 镶嵌到 %item 上', '正在將 %gem 鑲嵌到 %item 上', 'Engarzando %item con %gem', 'Engarzando %item con %gem', 'Вставляю %gem в %item'),
(1878, 'meeting_stone_in_combat', 'I am in combat', 0, 0, '전투 중입니다', 'Je suis en combat', 'Ich bin im Kampf', '我在战斗中', '我在戰鬥中', 'Estoy en combate', 'Estoy en combate', 'Я в бою'),
(1879, 'meeting_stone_welcome', 'Welcome!', 0, 0, '환영합니다!', 'Bienvenue !', 'Willkommen!', '欢迎!', '歡迎!', 'Bienvenido!', 'Bienvenido!', 'Добро пожаловать!'),
(1880, 'meeting_stone_none_nearby', 'There is no meeting stone nearby', 0, 0, '근처에 집결의 돌이 없습니다', 'Il n''y a pas de pierre de rencontre à proximité', 'Es gibt keinen Beschwörungsstein in der Nähe', '附近没有集合石', '附近沒有集合石', 'No hay ninguna piedra de encuentro cerca', 'No hay ninguna piedra de encuentro cerca', 'Поблизости нет камня встреч'),
(1881, 'meeting_stone_none_near_you', 'There is no meeting stone near you', 0, 0, '당신 근처에 집결의 돌이 없습니다', 'Il n''y a pas de pierre de rencontre près de vous', 'Es gibt keinen Beschwörungsstein in deiner Nähe', '你附近没有集合石', '你附近沒有集合石', 'No hay ninguna piedra de encuentro cerca de ti', 'No hay ninguna piedra de encuentro cerca de ti', 'Рядом с вами нет камня встреч'),
(1882, 'meeting_stone_no_hearthstone_self', 'I have no hearthstone', 0, 0, '귀환석이 없습니다', 'Je n''ai pas de pierre de foyer', 'Ich habe keinen Ruhestein', '我没有炉石', '我沒有爐石', 'No tengo piedra de hogar', 'No tengo piedra de hogar', 'У меня нет камня возвращения'),
(1883, 'meeting_stone_no_hearthstone_you', 'You have no hearthstone', 0, 0, '당신에게 귀환석이 없습니다', 'Vous n''avez pas de pierre de foyer', 'Du hast keinen Ruhestein', '你没有炉石', '你沒有爐石', 'No tienes piedra de hogar', 'No tienes piedra de hogar', 'У вас нет камня возвращения'),
(1884, 'meeting_stone_hearthstone_not_ready_self', 'My hearthstone is not ready', 0, 0, '제 귀환석은 아직 준비되지 않았습니다', 'Ma pierre de foyer n''est pas prête', 'Mein Ruhestein ist nicht bereit', '我的炉石还没准备好', '我的爐石還沒準備好', 'Mi piedra de hogar no está lista', 'Mi piedra de hogar no está lista', 'Мой камень возвращения ещё не готов'),
(1885, 'meeting_stone_hearthstone_not_ready_you', 'Your hearthstone is not ready', 0, 0, '당신의 귀환석은 아직 준비되지 않았습니다', 'Votre pierre de foyer n''est pas prête', 'Dein Ruhestein ist nicht bereit', '你的炉石还没准备好', '你的爐石還沒準備好', 'Tu piedra de hogar no está lista', 'Tu piedra de hogar no está lista', 'Ваш камень возвращения ещё не готов'),
(1886, 'meeting_stone_no_innkeepers_nearby', 'There are no innkeepers nearby', 0, 0, '근처에 여관주인이 없습니다', 'Il n''y a pas d''aubergistes à proximité', 'Es gibt keine Gastwirte in der Nähe', '附近没有旅店老板', '附近沒有旅店老闆', 'No hay posaderos cerca', 'No hay posaderos cerca', 'Поблизости нет трактирщиков'),
(1887, 'meeting_stone_no_innkeepers_near_you', 'There are no innkeepers near you', 0, 0, '당신 근처에 여관주인이 없습니다', 'Il n''y a pas d''aubergistes près de vous', 'Es gibt keine Gastwirte in deiner Nähe', '你附近没有旅店老板', '你附近沒有旅店老闆', 'No hay posaderos cerca de ti', 'No hay posaderos cerca de ti', 'Рядом с вами нет трактирщиков'),
(1888, 'meeting_stone_cannot_summon_vehicle', 'You cannot summon me while I''m on a vehicle', 0, 0, '제가 탈것/차량에 타고 있는 동안에는 소환할 수 없습니다', 'Vous ne pouvez pas m''invoquer tant que je suis sur un véhicule', 'Du kannst mich nicht beschwören, solange ich auf einem Fahrzeug bin', '当我在载具上时,你不能召唤我', '當我在載具上時,你不能召喚我', 'No puedes invocarme mientras esté en un vehículo', 'No puedes invocarme mientras esté en un vehículo', 'Вы не можете призвать меня, пока я на транспорте'),
(1889, 'meeting_stone_cannot_summon_master_in_combat', 'You cannot summon me while you''re in combat', 0, 0, '당신이 전투 중일 때는 저를 소환할 수 없습니다', 'Vous ne pouvez pas m''invoquer pendant que vous êtes en combat', 'Du kannst mich nicht beschwören, solange du im Kampf bist', '当你在战斗中时,不能召唤我', '當你在戰鬥中時,不能召喚我', 'No puedes invocarme mientras estés en combate', 'No puedes invocarme mientras estés en combate', 'Вы не можете призвать меня, пока вы в бою'),
(1890, 'meeting_stone_cannot_summon_master_dead', 'You cannot summon me while you''re dead', 0, 0, '당신이 죽어 있는 동안에는 저를 소환할 수 없습니다', 'Vous ne pouvez pas m''invoquer pendant que vous êtes mort', 'Du kannst mich nicht beschwören, solange du tot bist', '当你死亡时,不能召唤我', '當你死亡時,不能召喚我', 'No puedes invocarme mientras estés muerto', 'No puedes invocarme mientras estés muerto', 'Вы не можете призвать меня, пока вы мертвы'),
(1891, 'meeting_stone_cannot_summon_bot_dead', 'You cannot summon me while I''m dead, you need to release my spirit first', 0, 0, '제가 죽어 있는 동안에는 저를 소환할 수 없습니다. 먼저 제 영혼을 해방해야 합니다', 'Vous ne pouvez pas m''invoquer tant que je suis mort, vous devez d''abord libérer mon esprit', 'Du kannst mich nicht beschwören, solange ich tot bin; du musst zuerst meinen Geist freisetzen', '当我死亡时,你不能召唤我,你需要先释放我的灵魂', '當我死亡時,你不能召喚我,你需要先釋放我的靈魂', 'No puedes invocarme mientras esté muerto, primero debes liberar mi espíritu', 'No puedes invocarme mientras esté muerto, primero debes liberar mi espíritu', 'Вы не можете призвать меня, пока я мёртв, сначала нужно освободить мой дух'),
(1892, 'meeting_stone_revived', 'I live, again!', 0, 0, '다시 살아났습니다!', 'Je vis à nouveau !', 'Ich lebe wieder!', '我又活了!', '我又活了!', 'Vivo de nuevo!', 'Vivo de nuevo!', 'Я снова жив!'),
(1893, 'meeting_stone_not_enough_space', 'Not enough place to summon', 0, 0, '소환할 공간이 부족합니다', 'Pas assez de place pour invoquer', 'Nicht genug Platz zum Beschwören', '没有足够的空间进行召唤', '沒有足夠的空間進行召喚', 'No hay suficiente espacio para invocar', 'No hay suficiente espacio para invocar', 'Недостаточно места для призыва'),
(1894, 'new_rpg_quest_accepted', 'Quest accepted %quest', 0, 0, '퀘스트 수락 %quest', 'Quête acceptée %quest', 'Quest angenommen %quest', '任务已接受 %quest', '任務已接受 %quest', 'Misión aceptada %quest', 'Misión aceptada %quest', 'Задание принято %quest'),
(1895, 'new_rpg_quest_rewarded', 'Quest rewarded %quest', 0, 0, '퀘스트 보상 받음 %quest', 'Quête récompensée %quest', 'Quest abgeschlossen %quest', '任务已奖励 %quest', '任務已獎勵 %quest', 'Misión completada %quest', 'Misión completada %quest', 'Награда за задание получена %quest'),
(1896, 'new_rpg_quest_dropped', 'Quest dropped %quest', 0, 0, '퀘스트 포기 %quest', 'Quête abandonnée %quest', 'Quest abgebrochen %quest', '任务已放弃 %quest', '任務已放棄 %quest', 'Misión abandonada %quest', 'Misión abandonada %quest', 'Задание отменено %quest'),
(1897, 'rpg_item_better_for_player', 'You can use this %item better than me, %player.', 0, 0, '%player님, 이 %item은(는) 저보다 당신에게 더 잘 맞습니다.', 'Vous pouvez mieux utiliser cet objet %item que moi, %player.', 'Du kannst diesen %item besser gebrauchen als ich, %player.', '%player这个 %item 比我更适合你使用。', '%player這個 %item 比我更適合你使用。', 'Tú puedes usar este %item mejor que yo, %player.', 'Tú puedes usar este %item mejor que yo, %player.', '%player, ты можешь использовать %item лучше, чем я.'),
(1898, 'rpg_start_trade_with_player', 'Start trade with %player', 0, 0, '%player와(과) 거래를 시작합니다', 'Début de l''échange avec %player', 'Beginne Handel mit %player', '开始与 %player 交易', '開始與 %player 交易', 'Iniciando intercambio con %player', 'Iniciando intercambio con %player', 'Начинаю обмен с %player');
INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES
('quest_accept_debug', 100),
('quest_already_have_error', 100),
('quest_cant_take_error', 100),
('arena_team_already_in_team', 100),
('arena_team_thanks_for_invite', 100),
('area_trigger_follow_too_far_error', 100),
('area_trigger_wait_for_me', 100),
('attack_no_target_error', 100),
('attack_target_not_in_world_error', 100),
('attack_in_flight_error', 100),
('attack_pvp_prohibited_error', 100),
('attack_target_friendly_error', 100),
('attack_target_dead_error', 100),
('attack_target_not_in_sight_error', 100),
('attack_already_attacking_error', 100),
('attack_invalid_target_error', 100),
('bank_no_banker_nearby_error', 100),
('move_from_group', 100),
('running_away', 100),
('clean_quest_log_started', 100),
('quest_trivial_will_remove', 100),
('quest_has_been_removed', 100),
('quest_not_trivial_kept', 100),
('quest_removed_debug', 100),
('quest_removed_with_name', 100),
('guild_accept_inviter_not_in_guild', 100),
('guild_accept_already_in_guild', 100),
('guild_accept_declined', 100),
('outfit_usage_add', 100),
('outfit_usage_remove', 100),
('outfit_usage_equip', 100),
('outfit_set_as', 100),
('outfit_equipping', 100),
('outfit_replace_current', 100),
('outfit_resetting', 100),
('outfit_updating_current', 100),
('outfit_item_removed_from', 100),
('outfit_item_added_to', 100),
('release_spirit_not_dead_wait', 100),
('release_spirit_already_spirit', 100),
('release_spirit_releasing', 100),
('release_spirit_meet_graveyard', 100),
('send_mail_no_mailbox_nearby', 100),
('send_mail_one_item_only', 100),
('send_mail_cannot_send_money', 100),
('send_mail_not_enough_money', 100),
('send_mail_sending_to', 100),
('send_mail_cannot_send_item', 100),
('send_mail_item_not_for_sale', 100),
('send_mail_sent_to', 100),
('craft_reset', 100),
('craft_usage', 100),
('craft_cannot_craft', 100),
('craft_summary', 100),
('set_home_success', 100),
('set_home_no_innkeeper_error', 100),
('quest_shared', 100),
('tame_invalid_id_error', 100),
('tame_usage_error', 100),
('tame_pet_changed', 100),
('tame_pet_changed_initialized', 100),
('tame_exotic_requires_beast_mastery', 100),
('tame_no_pet_by_name', 100),
('tame_no_pet_by_id', 100),
('tame_no_pet_by_family', 100),
('tame_no_pet_to_rename', 100),
('tame_pet_name_length_error', 100),
('tame_pet_name_alpha_error', 100),
('tame_pet_name_forbidden_error', 100),
('tame_pet_renamed', 100),
('tame_pet_rename_refresh_hint', 100),
('tame_only_hunters_level_10', 100),
('tame_creature_template_not_found', 100),
('tame_create_pet_failed', 100),
('tame_pet_abandoned', 100),
('tame_no_hunter_pet_to_abandon', 100),
('taxi_ready_next_flight', 100),
('taxi_cant_fly_with_you', 100),
('taxi_no_flightmaster_nearby', 100),
('trade_busy_now', 100),
('trade_disabled', 100),
('trade_thank_you_player', 100),
('trade_selling_disabled', 100),
('trade_buying_disabled', 100),
('trade_item_not_for_sale', 100),
('trade_item_not_needed', 100),
('trade_no_items_error', 100),
('trade_discount_buy_only', 100),
('trade_success_pleasure', 100),
('trade_success_fair_trade', 100),
('trade_success_thanks', 100),
('trade_success_off_with_you', 100),
('trade_want_money_for_this', 100),
('use_item_none_available', 100),
('use_gameobject', 100),
('socket_does_not_fit', 100),
('use_item_on_target', 100),
('use_item', 100),
('socketing_item_with_gem', 100),
('meeting_stone_in_combat', 100),
('meeting_stone_welcome', 100),
('meeting_stone_none_nearby', 100),
('meeting_stone_none_near_you', 100),
('meeting_stone_no_hearthstone_self', 100),
('meeting_stone_no_hearthstone_you', 100),
('meeting_stone_hearthstone_not_ready_self', 100),
('meeting_stone_hearthstone_not_ready_you', 100),
('meeting_stone_no_innkeepers_nearby', 100),
('meeting_stone_no_innkeepers_near_you', 100),
('meeting_stone_cannot_summon_vehicle', 100),
('meeting_stone_cannot_summon_master_in_combat', 100),
('meeting_stone_cannot_summon_master_dead', 100),
('meeting_stone_cannot_summon_bot_dead', 100),
('meeting_stone_revived', 100),
('meeting_stone_not_enough_space', 100),
('new_rpg_quest_accepted', 100),
('new_rpg_quest_rewarded', 100),
('new_rpg_quest_dropped', 100),
('rpg_item_better_for_player', 100),
('rpg_start_trade_with_player', 100);

View File

@ -9,6 +9,7 @@
#include "ObjectAccessor.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotSecurity.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "WorldPacket.h"
@ -55,7 +56,7 @@ bool AcceptInvitationAction::Execute(Event event)
botAI->ChangeStrategy("+follow,-lfg,-bg", BOT_STATE_NON_COMBAT);
botAI->Reset();
botAI->TellMaster("Hello");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault("hello", "Hello", {}));
if (sPlayerbotAIConfig.summonWhenGroup && bot->GetDistance(inviter) > sPlayerbotAIConfig.sightDistance)
{

View File

@ -6,6 +6,7 @@
#include "AcceptQuestAction.h"
#include "Event.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
bool AcceptAllQuestsAction::ProcessQuest(Quest const* quest, Object* questGiver)
@ -18,7 +19,11 @@ bool AcceptAllQuestsAction::ProcessQuest(Quest const* quest, Object* questGiver)
if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
{
LOG_INFO("playerbots", "{} => Quest [{}] accepted", bot->GetName(), quest->GetTitle());
bot->Say("Quest [" + text_quest + "] accepted", LANG_UNIVERSAL);
std::string text = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"quest_accept_debug",
"Quest [%quest] accepted",
{{"%quest", text_quest}});
bot->Say(text, LANG_UNIVERSAL);
}
return true;
@ -113,7 +118,8 @@ bool AcceptQuestShareAction::Execute(Event event)
if (bot->HasQuest(quest))
{
bot->SetDivider(ObjectGuid::Empty);
botAI->TellError("I have this quest");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"quest_already_have_error", "I have this quest", {}));
return false;
}
@ -121,7 +127,8 @@ bool AcceptQuestShareAction::Execute(Event event)
{
// can't take quest
bot->SetDivider(ObjectGuid::Empty);
botAI->TellError("I can't take this quest");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"quest_cant_take_error", "I can't take this quest", {}));
return false;
}
@ -149,7 +156,8 @@ bool AcceptQuestShareAction::Execute(Event event)
bot->CastSpell(bot, qInfo->GetSrcSpell(), true);
}
botAI->TellMaster("Quest accepted");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"quest_accept", "Quest accepted", {}));
return true;
}

View File

@ -7,6 +7,7 @@
#include "Event.h"
#include "LastMovementValue.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "Transport.h"
@ -36,7 +37,8 @@ bool ReachAreaTriggerAction::Execute(Event event)
if (bot->GetMapId() != at->map)
{
botAI->TellError("I won't follow: too far away");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"area_trigger_follow_too_far_error", "I won't follow: too far away", {}));
return true;
}
@ -51,7 +53,8 @@ bool ReachAreaTriggerAction::Execute(Event event)
float distance = bot->GetDistance(at->x, at->y, at->z);
float delay = 1000.0f * distance / bot->GetSpeed(MOVE_RUN) + sPlayerbotAIConfig.reactDelay;
botAI->TellError("Wait for me");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"area_trigger_wait_for_me", "Wait for me", {}));
botAI->SetNextCheckDelay(delay);
context->GetValue<LastMovement&>("last area trigger")->Get().lastAreaTrigger = triggerId;
@ -76,6 +79,6 @@ bool AreaTriggerAction::Execute(Event /*event*/)
p.rpos(0);
bot->GetSession()->HandleAreaTriggerOpcode(p);
botAI->TellMaster("Hello");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault("hello", "Hello", {}));
return true;
}

View File

@ -6,6 +6,7 @@
#include "ArenaTeamActions.h"
#include "ArenaTeamMgr.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
bool ArenaTeamAcceptAction::Execute(Event event)
@ -31,7 +32,9 @@ bool ArenaTeamAcceptAction::Execute(Event event)
if (bot->GetArenaTeamId(at->GetSlot()))
{
// bot is already in an arena team
bot->Say("Sorry, I am already in such team", LANG_UNIVERSAL);
std::string text = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"arena_team_already_in_team", "Sorry, I am already in such team", {});
bot->Say(text, LANG_UNIVERSAL);
accept = false;
}
@ -39,7 +42,9 @@ bool ArenaTeamAcceptAction::Execute(Event event)
{
WorldPacket data(CMSG_ARENA_TEAM_ACCEPT);
bot->GetSession()->HandleArenaTeamAcceptOpcode(data);
bot->Say("Thanks for the invite!", LANG_UNIVERSAL);
std::string text = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"arena_team_thanks_for_invite", "Thanks for the invite!", {});
bot->Say(text, LANG_UNIVERSAL);
LOG_INFO("playerbots", "Bot {} <{}> accepts Arena Team invite", bot->GetGUID().ToString().c_str(),
bot->GetName().c_str());
return true;

View File

@ -10,6 +10,7 @@
#include "LastMovementValue.h"
#include "LootObjectStack.h"
#include "PlayerbotAI.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "SharedDefines.h"
@ -38,7 +39,8 @@ bool AttackMyTargetAction::Execute(Event /*event*/)
if (!guid)
{
if (verbose)
botAI->TellError("You have no target");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"pull_no_target_error", "You have no target", {}));
return false;
}
@ -56,7 +58,8 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
if (!target)
{
if (verbose)
botAI->TellError("I have no target");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"attack_no_target_error", "I have no target", {}));
return false;
}
@ -64,7 +67,10 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
if (!target->IsInWorld())
{
if (verbose)
botAI->TellError(std::string(target->GetName()) + " is no longer in the world.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"attack_target_not_in_world_error",
"%target is no longer in the world.",
{{"%target", target->GetName()}}));
return false;
}
@ -73,7 +79,8 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
bot->HasUnitState(UNIT_STATE_IN_FLIGHT))
{
if (verbose)
botAI->TellError("I cannot attack in flight");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"attack_in_flight_error", "I cannot attack in flight", {}));
return false;
}
@ -85,7 +92,10 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
sPlayerbotAIConfig.IsPvpProhibited(target->GetZoneId(), target->GetAreaId())))
{
if (verbose)
botAI->TellError("I cannot attack other players in PvP prohibited areas.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"attack_pvp_prohibited_error",
"I cannot attack other players in PvP prohibited areas.",
{}));
return false;
}
@ -93,7 +103,10 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
if (bot->IsFriendlyTo(target))
{
if (verbose)
botAI->TellError(std::string(target->GetName()) + " is friendly to me.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"attack_target_friendly_error",
"%target is friendly to me.",
{{"%target", target->GetName()}}));
return false;
}
@ -101,7 +114,10 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
if (target->isDead())
{
if (verbose)
botAI->TellError(std::string(target->GetName()) + " is dead.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"attack_target_dead_error",
"%target is dead.",
{{"%target", target->GetName()}}));
return false;
}
@ -109,7 +125,10 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
if (!bot->IsWithinLOSInMap(target))
{
if (verbose)
botAI->TellError(std::string(target->GetName()) + " is not in my sight.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"attack_target_not_in_sight_error",
"%target is not in my sight.",
{{"%target", target->GetName()}}));
return false;
}
@ -129,7 +148,10 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
if (sameTarget && inCombat && sameAttackMode)
{
if (verbose)
botAI->TellError("I am already attacking " + std::string(target->GetName()) + ".");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"attack_already_attacking_error",
"I am already attacking %target.",
{{"%target", target->GetName()}}));
return false;
}
@ -137,7 +159,8 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
if (!bot->IsValidAttackTarget(target))
{
if (verbose)
botAI->TellError("I cannot attack an invalid target.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"attack_invalid_target_error", "I cannot attack an invalid target.", {}));
return false;
}

View File

@ -7,6 +7,7 @@
#include "Event.h"
#include "ItemCountValue.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
bool BankAction::Execute(Event event)
@ -23,7 +24,8 @@ bool BankAction::Execute(Event event)
return ExecuteBank(text, npc);
}
botAI->TellError("Cannot find banker nearby");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"bank_no_banker_nearby_error", "Cannot find banker nearby", {}));
return false;
}

View File

@ -1299,7 +1299,7 @@ std::string const BGTactics::HandleConsoleCommandPrivate(WorldSession* session,
Player* player = session->GetPlayer();
if (!player)
return "Error - session player not found";
if (player->GetSession()->GetSecurity() < SEC_GAMEMASTER)
if (!player->CanBeGameMaster())
return "Command can only be used by a GM";
Battleground* bg = player->GetBattleground();
if (!bg)

View File

@ -49,7 +49,7 @@ bool ChangeNonCombatStrategyAction::Execute(Event event)
uint32 account = bot->GetSession()->GetAccountId();
if (sPlayerbotAIConfig.IsInRandomAccountList(account) && botAI->GetMaster() &&
botAI->GetMaster()->GetSession()->GetSecurity() < SEC_GAMEMASTER)
!botAI->GetMaster()->CanBeGameMaster())
{
if (text.find("loot") != std::string::npos || text.find("gather") != std::string::npos)
{

View File

@ -7,6 +7,7 @@
#include "Event.h"
#include "Formations.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "PositionValue.h"
@ -85,7 +86,8 @@ bool FollowChatShortcutAction::Execute(Event /*event*/)
if (moved)
{
botAI->TellMaster("Following");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"following", "Following", {}));
return true;
}
}
@ -108,7 +110,8 @@ bool FollowChatShortcutAction::Execute(Event /*event*/)
}
*/
botAI->TellMaster("Following");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"following", "Following", {}));
return true;
}
@ -125,7 +128,8 @@ bool StayChatShortcutAction::Execute(Event /*event*/)
SetReturnPosition(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
SetStayPosition(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ());
botAI->TellMaster("Staying");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"staying", "Staying", {}));
return true;
}
@ -140,7 +144,8 @@ bool MoveFromGroupChatShortcutAction::Execute(Event /*event*/)
botAI->ChangeStrategy("+move from group", BOT_STATE_NON_COMBAT);
botAI->ChangeStrategy("+move from group", BOT_STATE_COMBAT);
botAI->TellMaster("Moving away from group");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"move_from_group", "Moving away from group", {}));
return true;
}
@ -159,11 +164,13 @@ bool FleeChatShortcutAction::Execute(Event /*event*/)
if (bot->GetMapId() != master->GetMapId() || bot->GetDistance(master) > sPlayerbotAIConfig.sightDistance)
{
botAI->TellError("I will not flee with you - too far away");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"fleeing_far", "I will not flee with you - too far away", {}));
return true;
}
botAI->TellMaster("Fleeing");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"fleeing", "Fleeing", {}));
return true;
}
@ -180,7 +187,8 @@ bool GoawayChatShortcutAction::Execute(Event /*event*/)
ResetReturnPosition();
ResetStayPosition();
botAI->TellMaster("Running away");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"running_away", "Running away", {}));
return true;
}
@ -196,7 +204,8 @@ bool GrindChatShortcutAction::Execute(Event /*event*/)
ResetReturnPosition();
ResetStayPosition();
botAI->TellMaster("Grinding");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"grinding", "Grinding", {}));
return true;
}
@ -216,7 +225,8 @@ bool TankAttackChatShortcutAction::Execute(Event /*event*/)
ResetReturnPosition();
ResetStayPosition();
botAI->TellMaster("Attacking");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"attacking", "Attacking", {}));
return true;
}

View File

@ -7,6 +7,7 @@
#include "ChatHelper.h"
#include "Event.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
bool DropQuestAction::Execute(Event event)
@ -51,10 +52,15 @@ bool DropQuestAction::Execute(Event event)
const Quest* pQuest = sObjectMgr->GetQuestTemplate(entry);
const std::string text_quest = ChatHelper::FormatQuest(pQuest);
LOG_INFO("playerbots", "{} => Quest [ {} ] removed", bot->GetName(), pQuest->GetTitle());
bot->Say("Quest [ " + text_quest + " ] removed", LANG_UNIVERSAL);
std::string text = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"quest_removed_debug",
"Quest [%quest] removed",
{{"%quest", text_quest}});
bot->Say(text, LANG_UNIVERSAL);
}
botAI->TellMaster("Quest removed");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"quest_remove", "Quest removed", {}));
return true;
}
@ -69,7 +75,10 @@ bool CleanQuestLogAction::Execute(Event event)
// Only output this message if "debug rpg" strategy is enabled
if (botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
botAI->TellMaster("Clean Quest Log command received, removing grey/trivial quests...");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"clean_quest_log_started",
"Clean Quest Log command received, removing grey/trivial quests...",
{}));
uint8 botLevel = bot->GetLevel(); // Get bot's level
@ -103,7 +112,10 @@ bool CleanQuestLogAction::Execute(Event event)
{
// Output only if "debug rpg" strategy is enabled
if (botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
botAI->TellMaster("Quest [ " + quest->GetTitle() + " ] will be removed because it is trivial (grey).");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"quest_trivial_will_remove",
"Quest [%title] will be removed because it is trivial (grey).",
{{"%title", quest->GetTitle()}}));
// Remove quest
botAI->rpgStatistic.questDropped++;
@ -116,17 +128,27 @@ bool CleanQuestLogAction::Execute(Event event)
{
const std::string text_quest = ChatHelper::FormatQuest(quest);
LOG_INFO("playerbots", "{} => Quest [ {} ] removed", bot->GetName(), quest->GetTitle());
bot->Say("Quest [ " + text_quest + " ] removed", LANG_UNIVERSAL);
std::string text = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"quest_removed_debug",
"Quest [%quest] removed",
{{"%quest", text_quest}});
bot->Say(text, LANG_UNIVERSAL);
}
if (botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
botAI->TellMaster("Quest [ " + quest->GetTitle() + " ] has been removed.");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"quest_has_been_removed",
"Quest [%title] has been removed.",
{{"%title", quest->GetTitle()}}));
}
else
{
// Only output if "debug rpg" strategy is enabled
if (botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
botAI->TellMaster("Quest [ " + quest->GetTitle() + " ] is not trivial and will be kept.");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"quest_not_trivial_kept",
"Quest [%title] is not trivial and will be kept.",
{{"%title", quest->GetTitle()}}));
}
}
@ -204,9 +226,16 @@ void CleanQuestLogAction::DropQuestType(uint8& numQuest, uint8 wantNum, bool isG
{
const std::string text_quest = ChatHelper::FormatQuest(quest);
LOG_INFO("playerbots", "{} => Quest [ {} ] removed", bot->GetName(), quest->GetTitle());
bot->Say("Quest [ " + text_quest + " ] removed", LANG_UNIVERSAL);
std::string text = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"quest_removed_debug",
"Quest [%quest] removed",
{{"%quest", text_quest}});
bot->Say(text, LANG_UNIVERSAL);
}
botAI->TellMaster("Quest removed" + chat->FormatQuest(quest));
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"quest_removed_with_name",
"Quest removed %quest",
{{"%quest", chat->FormatQuest(quest)}}));
}
}

View File

@ -8,6 +8,7 @@
#include "Player.h"
#include "Pet.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotTextMgr.h"
#include "CreatureAI.h"
#include "Playerbots.h"
#include "CharmInfo.h"
@ -178,7 +179,8 @@ bool SetPetStanceAction::Execute(Event /*event*/)
// If there are no controlled pets or guardians, notify the player and exit
if (targets.empty())
{
botAI->TellError("You have no pet or guardian pet.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"pet_no_pet_error", "You have no pet or guardian pet.", {}));
return false;
}

View File

@ -8,6 +8,7 @@
#include "Event.h"
#include "GuildPackets.h"
#include "PlayerbotSecurity.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
bool GuildAcceptAction::Execute(Event event)
@ -28,17 +29,20 @@ bool GuildAcceptAction::Execute(Event event)
uint32 guildId = inviter->GetGuildId();
if (!guildId)
{
botAI->TellError("You are not in a guild!");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"guild_accept_inviter_not_in_guild", "You are not in a guild!", {}));
accept = false;
}
else if (bot->GetGuildId())
{
botAI->TellError("Sorry, I am in a guild already");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"guild_accept_already_in_guild", "Sorry, I am in a guild already", {}));
accept = false;
}
else if (!botAI->GetSecurity()->CheckLevelFor(PLAYERBOT_SECURITY_INVITE, false, inviter, true))
{
botAI->TellError("Sorry, I don't want to join your guild :(");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"guild_accept_declined", "Sorry, I don't want to join your guild :(", {}));
accept = false;
}

View File

@ -7,6 +7,7 @@
#include "Event.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
bool LeaveGroupAction::Execute(Event event)
@ -86,7 +87,9 @@ bool LeaveGroupAction::Leave()
Player* master = botAI -> GetMaster();
if (master)
botAI->TellMaster("Goodbye!", PLAYERBOT_SECURITY_TALK);
botAI->TellMaster(
PlayerbotTextMgr::instance().GetBotTextOrDefault("goodbye", "Goodbye!", {}),
PLAYERBOT_SECURITY_TALK);
botAI->LeaveOrDisbandGroup();
return true;

View File

@ -7,6 +7,7 @@
#include "Event.h"
#include "ItemVisitors.h"
#include "PlayerbotTextMgr.h"
#include "PlayerbotRepository.h"
#include "Playerbots.h"
#include "ItemPackets.h"
@ -18,9 +19,12 @@ bool OutfitAction::Execute(Event event)
if (param == "?")
{
List();
botAI->TellMaster("outfit <name> +[item] to add items");
botAI->TellMaster("outfit <name> -[item] to remove items");
botAI->TellMaster("outfit <name> equip/replace to equip items");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"outfit_usage_add", "outfit <name> +[item] to add items", {}));
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"outfit_usage_remove", "outfit <name> -[item] to remove items", {}));
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"outfit_usage_equip", "outfit <name> equip/replace to equip items", {}));
}
else
{
@ -32,8 +36,10 @@ bool OutfitAction::Execute(Event event)
PlayerbotRepository::instance().Save(botAI);
std::ostringstream out;
out << "Setting outfit " << name << " as " << param;
botAI->TellMaster(out);
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"outfit_set_as",
"Setting outfit %name as %param",
{{"%name", name}, {"%param", param}}));
return true;
}
@ -49,18 +55,20 @@ bool OutfitAction::Execute(Event event)
std::string const command = param.substr(space + 1);
if (command == "equip")
{
std::ostringstream out;
out << "Equipping outfit " << name;
botAI->TellMaster(out);
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"outfit_equipping",
"Equipping outfit %name",
{{"%name", name}}));
EquipItems(outfit);
return true;
}
else if (command == "replace")
{
std::ostringstream out;
out << "Replacing current equip with outfit " << name;
botAI->TellMaster(out);
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"outfit_replace_current",
"Replacing current equip with outfit %name",
{{"%name", name}}));
for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; slot++)
{
@ -83,9 +91,10 @@ bool OutfitAction::Execute(Event event)
}
else if (command == "reset")
{
std::ostringstream out;
out << "Resetting outfit " << name;
botAI->TellMaster(out);
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"outfit_resetting",
"Resetting outfit %name",
{{"%name", name}}));
Save(name, ItemIds());
PlayerbotRepository::instance().Save(botAI);
@ -93,9 +102,10 @@ bool OutfitAction::Execute(Event event)
}
else if (command == "update")
{
std::ostringstream out;
out << "Updating with current items outfit " << name;
botAI->TellMaster(out);
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"outfit_updating_current",
"Updating with current items outfit %name",
{{"%name", name}}));
Update(name);
PlayerbotRepository::instance().Save(botAI);
@ -107,24 +117,25 @@ bool OutfitAction::Execute(Event event)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemid);
std::ostringstream out;
out << chat->FormatItem(proto);
if (remove)
{
std::set<uint32>::iterator j = outfit.find(itemid);
if (j != outfit.end())
outfit.erase(j);
out << " removed from ";
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"outfit_item_removed_from",
"%item removed from %name",
{{"%item", chat->FormatItem(proto)}, {"%name", name}}));
}
else
{
outfit.insert(itemid);
out << " added to ";
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"outfit_item_added_to",
"%item added to %name",
{{"%item", chat->FormatItem(proto)}, {"%name", name}}));
}
out << name;
botAI->TellMaster(out.str());
}
Save(name, outfit);

View File

@ -10,6 +10,7 @@
#include "NearestNpcsValue.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "Corpse.h"
@ -22,7 +23,8 @@ bool ReleaseSpiritAction::Execute(Event event)
{
if (!bot->InBattleground())
{
botAI->TellMasterNoFacing("I am not dead, will wait here");
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"release_spirit_not_dead_wait", "I am not dead, will wait here", {}));
// -follow in bg is overwriten each tick with +follow
// +stay in bg causes stuttering effect as bot is cycled between +stay and +follow each tick
botAI->ChangeStrategy("-follow,+stay", BOT_STATE_NON_COMBAT);
@ -33,14 +35,15 @@ bool ReleaseSpiritAction::Execute(Event event)
if (bot->GetCorpse() && bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
{
botAI->TellMasterNoFacing("I am already a spirit");
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"release_spirit_already_spirit", "I am already a spirit", {}));
return false;
}
const WorldPacket& packet = event.getPacket();
const std::string message = !packet.empty() && packet.GetOpcode() == CMSG_REPOP_REQUEST
? "Releasing..."
: "Meet me at the graveyard";
? PlayerbotTextMgr::instance().GetBotTextOrDefault("release_spirit_releasing", "Releasing...", {})
: PlayerbotTextMgr::instance().GetBotTextOrDefault("release_spirit_meet_graveyard", "Meet me at the graveyard", {});
botAI->TellMasterNoFacing(message);
IncrementDeathCount();

View File

@ -9,6 +9,7 @@
#include "FleeManager.h"
#include "GameGraveyard.h"
#include "MapMgr.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "RandomPlayerbotMgr.h"
#include "ServerFacade.h"
@ -322,7 +323,7 @@ bool SpiritHealerAction::Execute(Event /*event*/)
bot->SpawnCorpseBones();
context->GetValue<Unit*>("current target")->Set(nullptr);
bot->SetTarget();
botAI->TellMaster("Hello");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault("hello", "Hello", {}));
if (dCount > 20)
context->GetValue<uint32>("death count")->Set(0);

View File

@ -12,7 +12,7 @@ bool SecurityCheckAction::isUseful()
{
return RandomPlayerbotMgr::instance().IsRandomBot(bot)
&& botAI->GetMaster()
&& botAI->GetMaster()->GetSession()->GetSecurity() < SEC_GAMEMASTER
&& !botAI->GetMaster()->CanBeGameMaster()
&& !GET_PLAYERBOT_AI(botAI->GetMaster());
}

View File

@ -9,6 +9,7 @@
#include "Event.h"
#include "ItemVisitors.h"
#include "Mail.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
bool SendMailAction::Execute(Event event)
@ -53,14 +54,18 @@ bool SendMailAction::Execute(Event event)
if (!mailboxFound && !randomBot)
{
bot->Whisper("There is no mailbox nearby", LANG_UNIVERSAL, tellTo);
bot->Whisper(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"send_mail_no_mailbox_nearby", "There is no mailbox nearby", {}),
LANG_UNIVERSAL, tellTo);
return false;
}
ItemIds ids = chat->parseItems(text);
if (ids.size() > 1)
{
bot->Whisper("You can not request more than one item", LANG_UNIVERSAL, tellTo);
bot->Whisper(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"send_mail_one_item_only", "You can not request more than one item", {}),
LANG_UNIVERSAL, tellTo);
return false;
}
@ -72,13 +77,16 @@ bool SendMailAction::Execute(Event event)
if (randomBot)
{
bot->Whisper("I cannot send money", LANG_UNIVERSAL, tellTo);
bot->Whisper(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"send_mail_cannot_send_money", "I cannot send money", {}),
LANG_UNIVERSAL, tellTo);
return false;
}
if (bot->GetMoney() < money)
{
botAI->TellError("I don't have enough money");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"send_mail_not_enough_money", "I don't have enough money", {}));
return false;
}
@ -100,8 +108,10 @@ bool SendMailAction::Execute(Event event)
CharacterDatabase.CommitTransaction(trans);
std::ostringstream out;
out << "Sending mail to " << receiver->GetName();
botAI->TellMaster(out.str());
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"send_mail_sending_to",
"Sending mail to %receiver",
{{"%receiver", receiver->GetName()}}));
return true;
}
@ -125,7 +135,10 @@ bool SendMailAction::Execute(Event event)
if (item->IsSoulBound() || item->IsConjuredConsumable())
{
std::ostringstream out;
out << "Cannot send " << ChatHelper::FormatItem(item->GetTemplate());
out << PlayerbotTextMgr::instance().GetBotTextOrDefault(
"send_mail_cannot_send_item",
"Cannot send %item",
{{"%item", ChatHelper::FormatItem(item->GetTemplate())}});
bot->Whisper(out.str(), LANG_UNIVERSAL, tellTo);
continue;
}
@ -140,7 +153,10 @@ bool SendMailAction::Execute(Event event)
if (!price)
{
std::ostringstream out;
out << ChatHelper::FormatItem(item->GetTemplate()) << ": it is not for sale";
out << PlayerbotTextMgr::instance().GetBotTextOrDefault(
"send_mail_item_not_for_sale",
"%item: it is not for sale",
{{"%item", ChatHelper::FormatItem(item->GetTemplate())}});
bot->Whisper(out.str(), LANG_UNIVERSAL, tellTo);
return false;
}
@ -160,7 +176,10 @@ bool SendMailAction::Execute(Event event)
CharacterDatabase.CommitTransaction(trans);
std::ostringstream out;
out << "Sent mail to " << receiver->GetName();
out << PlayerbotTextMgr::instance().GetBotTextOrDefault(
"send_mail_sent_to",
"Sent mail to %receiver",
{{"%receiver", receiver->GetName()}});
bot->Whisper(out.str(), LANG_UNIVERSAL, tellTo);
return true;
}

View File

@ -8,6 +8,7 @@
#include "ChatHelper.h"
#include "CraftValue.h"
#include "Event.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
std::map<uint32, SkillLineAbilityEntry const*> SetCraftAction::skillSpells;
@ -24,7 +25,8 @@ bool SetCraftAction::Execute(Event event)
if (link == "reset")
{
data.Reset();
botAI->TellMaster("I will not craft anything");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"craft_reset", "I will not craft anything", {}));
return true;
}
@ -37,7 +39,8 @@ bool SetCraftAction::Execute(Event event)
ItemIds itemIds = chat->parseItems(link);
if (itemIds.empty())
{
botAI->TellMaster("Usage: 'craft [itemId]' or 'craft reset'");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"craft_usage", "Usage: 'craft [itemId]' or 'craft reset'", {}));
return false;
}
@ -94,7 +97,8 @@ bool SetCraftAction::Execute(Event event)
if (data.required.empty())
{
botAI->TellMaster("I cannot craft this");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"craft_cannot_craft", "I cannot craft this", {}));
return false;
}
@ -109,7 +113,8 @@ void SetCraftAction::TellCraft()
CraftData& data = AI_VALUE(CraftData&, "craft");
if (data.IsEmpty())
{
botAI->TellMaster("I will not craft anything");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"craft_reset", "I will not craft anything", {}));
return;
}
@ -117,8 +122,7 @@ void SetCraftAction::TellCraft()
if (!proto)
return;
std::ostringstream out;
out << "I will craft " << chat->FormatItem(proto) << " using reagents: ";
std::ostringstream reagentsOut;
bool first = true;
for (std::map<uint32, uint32>::iterator i = data.required.begin(); i != data.required.end(); ++i)
@ -130,20 +134,23 @@ void SetCraftAction::TellCraft()
{
if (first)
first = false;
else
out << ", ";
reagentsOut << ", ";
out << chat->FormatItem(reagent, required);
reagentsOut << chat->FormatItem(reagent, required);
uint32 given = data.obtained[item];
if (given)
out << "|cffffff00(x" << given << " given)|r ";
reagentsOut << "|cffffff00(x" << given << " given)|r ";
}
}
out << " (craft fee: " << chat->formatMoney(GetCraftFee(data)) << ")";
botAI->TellMaster(out.str());
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"craft_summary",
"I will craft %item using reagents: %reagents (craft fee: %money)",
{{"%item", chat->FormatItem(proto)},
{"%reagents", reagentsOut.str()},
{"%money", chat->formatMoney(GetCraftFee(data))}}));
}
uint32 SetCraftAction::GetCraftFee(CraftData& data)

View File

@ -6,6 +6,7 @@
#include "SetHomeAction.h"
#include "Event.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
bool SetHomeAction::Execute(Event /*event*/)
@ -28,7 +29,8 @@ bool SetHomeAction::Execute(Event /*event*/)
{
Creature* creature = botAI->GetCreature(selection);
bot->GetSession()->SendBindPoint(creature);
botAI->TellMaster("This inn is my new home");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"set_home_success", "This inn is my new home", {}));
return true;
}
@ -40,10 +42,12 @@ bool SetHomeAction::Execute(Event /*event*/)
continue;
bot->GetSession()->SendBindPoint(unit);
botAI->TellMaster("This inn is my new home");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"set_home_success", "This inn is my new home", {}));
return true;
}
botAI->TellError("Can't find any innkeeper around");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"set_home_no_innkeeper_error", "Can't find any innkeeper around", {}));
return false;
}

View File

@ -6,6 +6,7 @@
#include "ShareQuestAction.h"
#include "Event.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
bool ShareQuestAction::Execute(Event event)
@ -32,7 +33,8 @@ bool ShareQuestAction::Execute(Event event)
WorldPacket p;
p << entry;
bot->GetSession()->HandlePushQuestToParty(p);
botAI->TellMaster("Quest shared");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"quest_shared", "Quest shared", {}));
return true;
}
}
@ -98,7 +100,8 @@ bool AutoShareQuestAction::Execute(Event /*event*/)
WorldPacket p;
p << logQuest;
bot->GetSession()->HandlePushQuestToParty(p);
botAI->TellMaster("Quest shared");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"quest_shared", "Quest shared", {}));
shared = true;
}

View File

@ -15,6 +15,7 @@
#include "Player.h"
#include "PlayerbotAI.h"
#include "PlayerbotFactory.h"
#include "PlayerbotTextMgr.h"
#include "SpellMgr.h"
#include "WorldSession.h"
@ -123,7 +124,8 @@ bool TameAction::Execute(Event event)
}
catch (...)
{
botAI->TellError("Invalid tame id.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_invalid_id_error", "Invalid tame id.", {}));
}
}
else if (mode == "family" && !value.empty())
@ -137,8 +139,10 @@ bool TameAction::Execute(Event event)
else
{
// Unrecognized command or missing argument; show usage
botAI->TellError(
"Usage: tame name <name> | tame id <id> | tame family <family> | tame rename <new name> | tame abandon");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_usage_error",
"Usage: tame name <name> | tame id <id> | tame family <family> | tame rename <new name> | tame abandon",
{}));
return false;
}
@ -157,12 +161,15 @@ bool TameAction::Execute(Event event)
if (!lastPetName.empty() && lastPetId != 0)
{
std::ostringstream oss;
oss << "Pet changed to " << lastPetName << ", ID: " << lastPetId << ".";
botAI->TellMaster(oss.str());
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_changed",
"Pet changed to %name, ID: %id.",
{{"%name", lastPetName}, {"%id", std::to_string(lastPetId)}}));
}
else
{
botAI->TellMaster("Pet changed and initialized!");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_changed_initialized", "Pet changed and initialized!", {}));
}
}
@ -197,7 +204,10 @@ bool TameAction::SetPetByName(const std::string& name)
// If the creature is exotic and the bot doesn't have Beast Mastery, show error and fail
if (IsExoticPet(&creature) && !HasBeastMastery(bot))
{
botAI->TellError("I cannot use exotic pets unless I have the Beast Mastery talent.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_exotic_requires_beast_mastery",
"I cannot use exotic pets unless I have the Beast Mastery talent.",
{}));
return false;
}
@ -214,7 +224,8 @@ bool TameAction::SetPetByName(const std::string& name)
}
// If no suitable pet found, show an error and return failure
botAI->TellError("No tameable pet found with name: " + name);
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_no_pet_by_name", "No tameable pet found with name: %name", {{"%name", name}}));
return false;
}
@ -231,21 +242,26 @@ bool TameAction::SetPetById(uint32 id)
if (!creature->IsTameable(true))
{
// If not tameable at all, show an error and fail
botAI->TellError("No tameable pet found with id: " + std::to_string(id));
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_no_pet_by_id", "No tameable pet found with id: %id", {{"%id", std::to_string(id)}}));
return false;
}
// If it's an exotic pet, make sure the bot has the Beast Mastery talent
if (IsExoticPet(creature) && !HasBeastMastery(bot))
{
botAI->TellError("I cannot use exotic pets unless I have the Beast Mastery talent.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_exotic_requires_beast_mastery",
"I cannot use exotic pets unless I have the Beast Mastery talent.",
{}));
return false;
}
// Check if the bot is actually allowed to tame this pet (honoring exotic pet rules)
if (!creature->IsTameable(bot->CanTameExoticPets()))
{
botAI->TellError("No tameable pet found with id: " + std::to_string(id));
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_no_pet_by_id", "No tameable pet found with id: %id", {{"%id", std::to_string(id)}}));
return false;
}
@ -257,7 +273,8 @@ bool TameAction::SetPetById(uint32 id)
}
// If no valid creature was found by id, show an error
botAI->TellError("No tameable pet found with id: " + std::to_string(id));
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_no_pet_by_id", "No tameable pet found with id: %id", {{"%id", std::to_string(id)}}));
return false;
}
@ -315,9 +332,13 @@ bool TameAction::SetPetByFamily(const std::string& family)
if (candidates.empty())
{
if (foundExotic && !HasBeastMastery(bot))
botAI->TellError("I cannot use exotic pets unless I have the Beast Mastery talent.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_exotic_requires_beast_mastery",
"I cannot use exotic pets unless I have the Beast Mastery talent.",
{}));
else
botAI->TellError("No tameable pet found with family: " + family);
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_no_pet_by_family", "No tameable pet found with family: %family", {{"%family", family}}));
return false;
}
@ -342,14 +363,18 @@ bool TameAction::RenamePet(const std::string& newName)
// Check if the bot currently has a pet
if (!pet)
{
botAI->TellError("You have no pet to rename.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_no_pet_to_rename", "You have no pet to rename.", {}));
return false;
}
// Validate the new name: must not be empty and max 12 characters
if (newName.empty() || newName.length() > 12)
{
botAI->TellError("Pet name must be between 1 and 12 alphabetic characters.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_name_length_error",
"Pet name must be between 1 and 12 alphabetic characters.",
{}));
return false;
}
@ -358,7 +383,10 @@ bool TameAction::RenamePet(const std::string& newName)
{
if (!std::isalpha(static_cast<unsigned char>(c)))
{
botAI->TellError("Pet name must only contain alphabetic characters (A-Z, a-z).");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_name_alpha_error",
"Pet name must only contain alphabetic characters (A-Z, a-z).",
{}));
return false;
}
}
@ -372,7 +400,10 @@ bool TameAction::RenamePet(const std::string& newName)
// Check if the new name is reserved or forbidden
if (sObjectMgr->IsReservedName(normalized))
{
botAI->TellError("That pet name is forbidden. Please choose another name.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_name_forbidden_error",
"That pet name is forbidden. Please choose another name.",
{}));
return false;
}
@ -382,8 +413,12 @@ bool TameAction::RenamePet(const std::string& newName)
bot->GetSession()->SendPetNameQuery(pet->GetGUID(), pet->GetEntry());
// Notify the master about the rename and give a tip to update the client name display
botAI->TellMaster("Your pet has been renamed to " + normalized + "!");
botAI->TellMaster("If you do not see the new name, please dismiss and recall your pet.");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_renamed", "Your pet has been renamed to %name!", {{"%name", normalized}}));
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_rename_refresh_hint",
"If you do not see the new name, please dismiss and recall your pet.",
{}));
// Remove the current pet and (re-)cast Call Pet spell if the bot is a hunter
bot->RemovePet(nullptr, PET_SAVE_AS_CURRENT, true);
@ -401,7 +436,8 @@ bool TameAction::CreateAndSetPet(uint32 creatureEntry)
// Ensure the player is a hunter and at least level 10 (required for pets)
if (bot->getClass() != CLASS_HUNTER || bot->GetLevel() < 10)
{
botAI->TellError("Only level 10+ hunters can have pets.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_only_hunters_level_10", "Only level 10+ hunters can have pets.", {}));
return false;
}
@ -409,7 +445,8 @@ bool TameAction::CreateAndSetPet(uint32 creatureEntry)
CreatureTemplate const* creature = sObjectMgr->GetCreatureTemplate(creatureEntry);
if (!creature)
{
botAI->TellError("Creature template not found.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_creature_template_not_found", "Creature template not found.", {}));
return false;
}
@ -430,7 +467,8 @@ bool TameAction::CreateAndSetPet(uint32 creatureEntry)
Pet* pet = bot->CreateTamedPetFrom(creatureEntry, 0);
if (!pet)
{
botAI->TellError("Failed to create pet.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_create_pet_failed", "Failed to create pet.", {}));
return false;
}
@ -485,13 +523,15 @@ bool TameAction::AbandonPet()
// Remove the pet from the bot and mark it as deleted in the database
bot->RemovePet(pet, PET_SAVE_AS_DELETED);
// Inform the bot's master/player that the pet was abandoned
botAI->TellMaster("Your pet has been abandoned.");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_pet_abandoned", "Your pet has been abandoned.", {}));
return true;
}
else
{
// If there is no hunter pet, show an error message
botAI->TellError("You have no hunter pet to abandon.");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"tame_no_hunter_pet_to_abandon", "You have no hunter pet to abandon.", {}));
return false;
}
}

View File

@ -7,6 +7,7 @@
#include "Event.h"
#include "LastMovementValue.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "PlayerbotAIConfig.h"
#include "Config.h"
@ -24,7 +25,8 @@ bool TaxiAction::Execute(Event event)
{
movement.taxiNodes.clear();
movement.Set(nullptr);
botAI->TellMaster("I am ready for the next flight");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"taxi_ready_next_flight", "I am ready for the next flight", {}));
return true;
}
@ -120,13 +122,15 @@ bool TaxiAction::Execute(Event event)
{
movement.taxiNodes.clear();
movement.Set(nullptr);
botAI->TellError("I can't fly with you");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"taxi_cant_fly_with_you", "I can't fly with you", {}));
return false;
}
return true;
}
botAI->TellError("Cannot find any flightmaster to talk");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"taxi_no_flightmaster_nearby", "Cannot find any flightmaster to talk", {}));
return false;
}

View File

@ -12,6 +12,7 @@
#include "ItemVisitors.h"
#include "PlayerbotMgr.h"
#include "PlayerbotSecurity.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "RandomPlayerbotMgr.h"
#include "SetCraftAction.h"
@ -28,13 +29,17 @@ bool TradeStatusAction::Execute(Event event)
// Allow the master and group members to trade
if (trader != master && !traderBotAI && (!bot->GetGroup() || !bot->GetGroup()->IsMember(trader->GetGUID())))
{
bot->Whisper("I'm kind of busy now", LANG_UNIVERSAL, trader);
bot->Whisper(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"trade_busy_now", "I'm kind of busy now", {}),
LANG_UNIVERSAL, trader);
return false;
}
if (sPlayerbotAIConfig.enableRandomBotTrading == 0 && (sRandomPlayerbotMgr.IsRandomBot(bot)|| sRandomPlayerbotMgr.IsAddclassBot(bot)))
{
bot->Whisper("Trading is disabled", LANG_UNIVERSAL, trader);
bot->Whisper(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"trade_disabled", "Trading is disabled", {}),
LANG_UNIVERSAL, trader);
return false;
}
@ -180,9 +185,15 @@ bool TradeStatusAction::CheckTrade()
{
if (bot->GetGroup() && bot->GetGroup()->IsMember(bot->GetTrader()->GetGUID()) &&
botAI->HasRealPlayerMaster())
botAI->TellMasterNoFacing("Thank you " + chat->FormatWorldobject(bot->GetTrader()));
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"trade_thank_you_player",
"Thank you %player",
{{"%player", chat->FormatWorldobject(bot->GetTrader())}}));
else
bot->Say("Thank you " + chat->FormatWorldobject(bot->GetTrader()),
bot->Say(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"trade_thank_you_player",
"Thank you %player",
{{"%player", chat->FormatWorldobject(bot->GetTrader())}}),
(bot->GetTeamId() == TEAM_ALLIANCE ? LANG_COMMON : LANG_ORCISH));
}
return isGettingItem;
@ -210,12 +221,16 @@ bool TradeStatusAction::CheckTrade()
int32 playerMoney = trader->GetTradeData()->GetMoney() + playerItemsMoney;
if (botItemsMoney > 0 && sPlayerbotAIConfig.enableRandomBotTrading == 2 && (sRandomPlayerbotMgr.IsRandomBot(bot)|| sRandomPlayerbotMgr.IsAddclassBot(bot)))
{
bot->Whisper("Selling is disabled.", LANG_UNIVERSAL, trader);
bot->Whisper(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"trade_selling_disabled", "Selling is disabled.", {}),
LANG_UNIVERSAL, trader);
return false;
}
if (playerItemsMoney && sPlayerbotAIConfig.enableRandomBotTrading == 3 && (sRandomPlayerbotMgr.IsRandomBot(bot)|| sRandomPlayerbotMgr.IsAddclassBot(bot)))
{
bot->Whisper("Buying is disabled.", LANG_UNIVERSAL, trader);
bot->Whisper(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"trade_buying_disabled", "Buying is disabled.", {}),
LANG_UNIVERSAL, trader);
return false;
}
for (uint32 slot = 0; slot < TRADE_SLOT_TRADED_COUNT; ++slot)
@ -224,8 +239,10 @@ bool TradeStatusAction::CheckTrade()
if (item && !item->GetTemplate()->SellPrice && !item->GetTemplate()->IsConjuredConsumable())
{
std::ostringstream out;
out << chat->FormatItem(item->GetTemplate()) << " - This is not for sale";
botAI->TellMaster(out);
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"trade_item_not_for_sale",
"%item - This is not for sale",
{{"%item", chat->FormatItem(item->GetTemplate())}}));
botAI->PlaySound(TEXT_EMOTE_NO);
return false;
}
@ -239,8 +256,10 @@ bool TradeStatusAction::CheckTrade()
if ((botMoney && !item->GetTemplate()->BuyPrice) || usage == ITEM_USAGE_NONE)
{
std::ostringstream out;
out << chat->FormatItem(item->GetTemplate()) << " - I don't need this";
botAI->TellMaster(out);
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"trade_item_not_needed",
"%item - I don't need this",
{{"%item", chat->FormatItem(item->GetTemplate())}}));
botAI->PlaySound(TEXT_EMOTE_NO);
return false;
}
@ -252,7 +271,8 @@ bool TradeStatusAction::CheckTrade()
if (!botItemsMoney && !playerItemsMoney)
{
botAI->TellError("There are no items to trade");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"trade_no_items_error", "There are no items to trade", {}));
return false;
}
@ -266,7 +286,8 @@ bool TradeStatusAction::CheckTrade()
{
if (moneyDelta < 0)
{
botAI->TellError("You can use discount to buy items only");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"trade_discount_buy_only", "You can use discount to buy items only", {}));
botAI->PlaySound(TEXT_EMOTE_NO);
return false;
}
@ -282,16 +303,20 @@ bool TradeStatusAction::CheckTrade()
switch (urand(0, 4))
{
case 0:
botAI->TellMaster("A pleasure doing business with you");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"trade_success_pleasure", "A pleasure doing business with you", {}));
break;
case 1:
botAI->TellMaster("Fair trade");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"trade_success_fair_trade", "Fair trade", {}));
break;
case 2:
botAI->TellMaster("Thanks");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"trade_success_thanks", "Thanks", {}));
break;
case 3:
botAI->TellMaster("Off with you");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"trade_success_off_with_you", "Off with you", {}));
break;
}
@ -300,8 +325,10 @@ bool TradeStatusAction::CheckTrade()
}
std::ostringstream out;
out << "I want " << chat->formatMoney(-(delta + discount)) << " for this";
botAI->TellMaster(out);
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"trade_want_money_for_this",
"I want %money for this",
{{"%money", chat->formatMoney(-(delta + discount))}}));
botAI->PlaySound(TEXT_EMOTE_NO);
return false;
}

View File

@ -5,10 +5,14 @@
#include "TrainerAction.h"
#include "AiFactory.h"
#include "BisListMgr.h"
#include "BudgetValues.h"
#include "Event.h"
#include "PlayerbotFactory.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "ReputationMgr.h"
#include "Trainer.h"
bool TrainerAction::Execute(Event event)
@ -269,6 +273,282 @@ bool MaintenanceAction::Execute(Event /*event*/)
return true;
}
bool BisGearAction::RunAutogearFallback(uint16 effectiveIlvl)
{
if (!sPlayerbotAIConfig.autoGearCommand)
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"bis_autogear_unavailable_error",
"autogear command is not allowed, please check the configuration.", {}));
return false;
}
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"bis_no_rows_fallback",
"No BiS for your tier/spec/level, check cfg, running autogear instead", {}));
// Wipe all equipped slots so autogear gears from scratch at the requested ilvl
// (avoids old high-tier items surviving the incremental 1.2x threshold).
for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
if (slot == EQUIPMENT_SLOT_TABARD || slot == EQUIPMENT_SLOT_BODY)
continue;
if (bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
bot->DestroyItem(INVENTORY_SLOT_BAG_0, slot, true);
}
uint32 gs = effectiveIlvl == 0
? 0
: PlayerbotFactory::CalcMixedGearScore(effectiveIlvl, sPlayerbotAIConfig.autoGearQualityLimit);
PlayerbotFactory factory(bot, bot->GetLevel(), sPlayerbotAIConfig.autoGearQualityLimit, gs);
factory.InitEquipment(false, sPlayerbotAIConfig.twoRoundsGearInit);
factory.InitAmmo();
if (bot->GetLevel() >= sPlayerbotAIConfig.minEnchantingBotLevel)
factory.ApplyEnchantAndGemsNew();
bot->DurabilityRepairAll(false, 1.0f, false);
return true;
}
bool BisGearAction::Execute(Event event)
{
if (!sPlayerbotAIConfig.autoGearBisCommand)
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"bis_command_unavailable_error",
"bis command is not allowed, please check the configuration.", {}));
return false;
}
if (!sPlayerbotAIConfig.autoGearCommandAltBots &&
!sPlayerbotAIConfig.IsInRandomAccountList(bot->GetSession()->GetAccountId()))
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"bis_altbot_refused_error", "You cannot use bis on alt bots.", {}));
return false;
}
if (sPlayerbotAIConfig.autoGearQualityLimit < 4)
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"bis_quality_floor_error", "AutoGearQualityLimit must be 4 for BiS.", {}));
return false;
}
if (sRandomPlayerbotMgr.IsSpecPvp(bot->GetGUID().GetCounter(), bot->getClass()))
{
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"bis_pvp_refused_error", "bis is PvE only, bot is configured as PvP.", {}));
return false;
}
uint16 ilvl = static_cast<uint16>(sPlayerbotAIConfig.autoGearScoreLimit);
// Optional explicit ilvl override: `/p autogear bis 55`.
// Garbage or out-of-range args are hard-rejected: no autogear fallback, no gear change.
std::string const param = event.getParam();
if (!param.empty())
{
unsigned long parsed = 0;
size_t pos = 0;
bool valid = false;
try
{
parsed = std::stoul(param, &pos);
valid = (parsed > 0 && pos == param.size() && parsed <= 0xFFFFu);
}
catch (...)
{
valid = false;
}
if (!valid)
{
std::map<std::string, std::string> phs;
phs["%param"] = param;
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"bis_invalid_arg_error",
"Invalid BiS ilvl argument '%param'. Use a positive integer.", phs));
return false;
}
if (parsed > static_cast<unsigned long>(sPlayerbotAIConfig.autoGearScoreLimit))
{
std::map<std::string, std::string> phs;
phs["%requested"] = std::to_string(parsed);
phs["%limit"] = std::to_string(sPlayerbotAIConfig.autoGearScoreLimit);
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"bis_arg_above_limit_error",
"BiS ilvl %requested exceeds AutoGearScoreLimit %limit, refusing", phs));
return false;
}
ilvl = static_cast<uint16>(parsed);
}
uint8 cls = bot->getClass();
uint8 tab = AiFactory::GetPlayerSpecTab(bot);
uint8 faction = bot->GetTeamId() == TEAM_ALLIANCE ? 1 : 2;
// Druid Bear (Feral Tank) shares tab 1 with Cat. Use sentinel tab 10 when tank strategy active.
constexpr uint8 BIS_TAB_DRUID_BEAR = 10;
constexpr uint16 BIS_ILVL_FALLBACK_WINDOW = 20;
uint16 resolvedIlvl = 0;
std::map<uint8, uint32> bisMap;
if (cls == CLASS_DRUID && tab == DRUID_TAB_FERAL && PlayerbotAI::IsTank(bot))
bisMap = sBisListMgr->GetBisForNearest(ilvl, BIS_ILVL_FALLBACK_WINDOW, cls, BIS_TAB_DRUID_BEAR, faction,
&resolvedIlvl);
if (bisMap.empty())
bisMap = sBisListMgr->GetBisForNearest(ilvl, BIS_ILVL_FALLBACK_WINDOW, cls, tab, faction, &resolvedIlvl);
// No rows within fallback window -> full autogear fallback at the effective ilvl.
if (bisMap.empty())
{
std::map<std::string, std::string> phs;
phs["%ilvl"] = std::to_string(ilvl);
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"bis_no_rows_autogear_msg",
"No BiS at ilvl %ilvl, using Autogear %ilvl instead", phs));
return RunAutogearFallback(ilvl);
}
if (resolvedIlvl != ilvl)
{
std::map<std::string, std::string> phs;
phs["%requested"] = std::to_string(ilvl);
phs["%resolved"] = std::to_string(resolvedIlvl);
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"bis_closest_match_msg",
"No BiS at ilvl %requested, using closest match at ilvl %resolved", phs));
}
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"bis_applying_msg", "Applying BiS gear", {}));
// 1. Wipe everything currently equipped so autogear starts from a clean slate.
// Old items linger in inventory otherwise and autogear leaves slots empty on bag conflicts.
for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
if (slot == EQUIPMENT_SLOT_TABARD || slot == EQUIPMENT_SLOT_BODY)
continue;
if (bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
bot->DestroyItem(INVENTORY_SLOT_BAG_0, slot, true);
}
// Wipe equippable items from bags too. Autogear can shove old equipped items into bags
// (HandleAutoStoreBagItemOpcode), and a unique-equipped duplicate stuck in a bag blocks
// CanEquipNewItem on subsequent BiS runs. Spare consumables/reagents.
auto destroyIfEquippable = [&](uint8 bag, uint8 slot)
{
Item* item = bot->GetItemByPos(bag, slot);
if (!item)
return;
ItemTemplate const* tmpl = item->GetTemplate();
if (!tmpl)
return;
if (tmpl->Class == ITEM_CLASS_WEAPON || tmpl->Class == ITEM_CLASS_ARMOR)
bot->DestroyItem(bag, slot, true);
};
for (uint8 slot = INVENTORY_SLOT_ITEM_START; slot < INVENTORY_SLOT_ITEM_END; ++slot)
destroyIfEquippable(INVENTORY_SLOT_BAG_0, slot);
for (uint8 bag = INVENTORY_SLOT_BAG_START; bag < INVENTORY_SLOT_BAG_END; ++bag)
{
if (Bag* container = bot->GetBagByPos(bag))
for (uint32 slot = 0; slot < container->GetBagSize(); ++slot)
destroyIfEquippable(bag, slot);
}
// 2. Run full autogear on the empty bot so every slot gets a best-available pick.
// Uncovered slots will keep the autogear pick; BiS overwrites the rest below.
if (sPlayerbotAIConfig.autoGearCommand)
{
uint32 fillGs = ilvl == 0
? 0
: PlayerbotFactory::CalcMixedGearScore(ilvl, sPlayerbotAIConfig.autoGearQualityLimit);
PlayerbotFactory fillFactory(bot, bot->GetLevel(), sPlayerbotAIConfig.autoGearQualityLimit, fillGs);
fillFactory.InitEquipment(false, sPlayerbotAIConfig.twoRoundsGearInit);
}
// 2b. Pre-destroy autogear picks that would conflict with any BiS item by entry.
// Autogear may have placed the exact item BiS wants into trinket2/finger2 (or vice versa);
// unique-equipped enforcement would then make BiS's equip silently drop one copy.
std::set<uint32> bisEntries;
for (auto const& kv : bisMap)
bisEntries.insert(kv.second);
for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
if (Item* item = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
if (bisEntries.count(item->GetEntry()))
bot->DestroyItem(INVENTORY_SLOT_BAG_0, slot, true);
}
// 3. Apply BiS: only touch slots where the bot can actually equip the BiS item.
// If item requires reputation, grant the required rank first. If CanUseItem still
// fails (class/race/skill/level), keep autogear's pick for that slot.
for (auto const& kv : bisMap)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(kv.second);
if (!proto)
continue;
// Grant required reputation rank if the item gates on it.
if (proto->RequiredReputationFaction && proto->RequiredReputationRank > 0)
{
if (FactionEntry const* fac = sFactionStore.LookupEntry(proto->RequiredReputationFaction))
{
ReputationRank requiredRank = static_cast<ReputationRank>(proto->RequiredReputationRank);
if (bot->GetReputationRank(proto->RequiredReputationFaction) < requiredRank)
{
int32 standing = ReputationMgr::ReputationRankToStanding(
static_cast<ReputationRank>(requiredRank - 1)) + 1;
bot->GetReputationMgr().SetReputation(fac, standing);
}
}
}
if (bot->CanUseItem(proto) != EQUIP_ERR_OK)
continue;
uint8 slot = kv.first;
if (bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
bot->DestroyItem(INVENTORY_SLOT_BAG_0, slot, true);
uint16 dest = 0;
InventoryResult eqResult = bot->CanEquipNewItem(slot, dest, kv.second, false);
// Paired slots (finger 10<->11, trinket 12<->13): destroy paired slot and retry once
// when unique-equipped or autogear residue blocks the first attempt.
if (eqResult != EQUIP_ERR_OK)
{
uint8 pairedSlot = 0xFF;
if (slot == EQUIPMENT_SLOT_FINGER1) pairedSlot = EQUIPMENT_SLOT_FINGER2;
else if (slot == EQUIPMENT_SLOT_FINGER2) pairedSlot = EQUIPMENT_SLOT_FINGER1;
else if (slot == EQUIPMENT_SLOT_TRINKET1) pairedSlot = EQUIPMENT_SLOT_TRINKET2;
else if (slot == EQUIPMENT_SLOT_TRINKET2) pairedSlot = EQUIPMENT_SLOT_TRINKET1;
if (pairedSlot != 0xFF)
{
if (bot->GetItemByPos(INVENTORY_SLOT_BAG_0, pairedSlot))
bot->DestroyItem(INVENTORY_SLOT_BAG_0, pairedSlot, true);
eqResult = bot->CanEquipNewItem(slot, dest, kv.second, false);
}
}
if (eqResult == EQUIP_ERR_OK)
{
bot->EquipNewItem(dest, kv.second, true);
bot->AutoUnequipOffhandIfNeed();
}
}
PlayerbotFactory factory(bot, bot->GetLevel(), ITEM_QUALITY_EPIC, 0);
factory.InitAmmo();
if (bot->GetLevel() >= sPlayerbotAIConfig.minEnchantingBotLevel)
factory.ApplyEnchantAndGemsNew();
bot->DurabilityRepairAll(false, 1.0f, false);
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"bis_applied_msg", "BiS applied", {}));
return true;
}
bool RemoveGlyphAction::Execute(Event /*event*/)
{
for (uint32 slotIndex = 0; slotIndex < MAX_GLYPH_SLOT_INDEX; ++slotIndex)

View File

@ -53,4 +53,14 @@ public:
bool Execute(Event event) override;
};
class BisGearAction : public Action
{
public:
BisGearAction(PlayerbotAI* botAI) : Action(botAI, "autogear bis") {}
bool Execute(Event event) override;
private:
bool RunAutogearFallback(uint16 effectiveIlvl);
};
#endif

View File

@ -9,6 +9,7 @@
#include "Event.h"
#include "ItemPackets.h"
#include "ItemUsageValue.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
bool UseItemAction::Execute(Event event)
@ -35,7 +36,8 @@ bool UseItemAction::Execute(Event event)
return UseItemOnGameObject(*items.begin(), *gos.begin());
}
botAI->TellError("No items (or game objects) available");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"use_item_none_available", "No items (or game objects) available", {}));
return false;
}
@ -48,8 +50,10 @@ bool UseItemAction::UseGameObject(ObjectGuid guid)
go->Use(bot);
std::ostringstream out;
out << "Using " << chat->FormatGameobject(go);
botAI->TellMasterNoFacing(out.str());
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"use_gameobject",
"Using %gameobject",
{{"%gameobject", chat->FormatGameobject(go)}}));
return true;
}
@ -92,16 +96,16 @@ bool UseItemAction::UseItem(Item* item, ObjectGuid goGuid, Item* itemTarget, Uni
bool targetSelected = false;
std::ostringstream out;
out << "Using " << chat->FormatItem(item->GetTemplate());
std::string itemText = chat->FormatItem(item->GetTemplate());
std::string targetText;
if (item->GetTemplate()->Stackable > 1)
{
uint32 count = item->GetCount();
if (count > 1)
out << " (" << count << " available) ";
itemText += " (" + std::to_string(count) + " available)";
else
out << " (the last one!)";
itemText += " (the last one!)";
}
if (goGuid)
@ -114,7 +118,7 @@ bool UseItemAction::UseItem(Item* item, ObjectGuid goGuid, Item* itemTarget, Uni
packet << targetFlag;
packet << goGuid.WriteAsPacked();
out << " on " << chat->FormatGameobject(go);
targetText = chat->FormatGameobject(go);
targetSelected = true;
}
@ -124,7 +128,8 @@ bool UseItemAction::UseItem(Item* item, ObjectGuid goGuid, Item* itemTarget, Uni
{
bool fit = SocketItem(itemTarget, item) || SocketItem(itemTarget, item, true);
if (!fit)
botAI->TellMaster("Socket does not fit");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"socket_does_not_fit", "Socket does not fit", {}));
return fit;
}
@ -133,7 +138,7 @@ bool UseItemAction::UseItem(Item* item, ObjectGuid goGuid, Item* itemTarget, Uni
targetFlag = TARGET_FLAG_ITEM;
packet << targetFlag;
packet << itemTarget->GetGUID().WriteAsPacked();
out << " on " << chat->FormatItem(itemTarget->GetTemplate());
targetText = chat->FormatItem(itemTarget->GetTemplate());
targetSelected = true;
}
}
@ -149,7 +154,7 @@ bool UseItemAction::UseItem(Item* item, ObjectGuid goGuid, Item* itemTarget, Uni
{
targetFlag = TARGET_FLAG_UNIT;
packet << targetFlag << masterSelection.WriteAsPacked();
out << " on " << unit->GetName();
targetText = unit->GetName();
targetSelected = true;
}
}
@ -159,7 +164,7 @@ bool UseItemAction::UseItem(Item* item, ObjectGuid goGuid, Item* itemTarget, Uni
{
targetFlag = TARGET_FLAG_UNIT;
packet << targetFlag << unitTarget->GetGUID().WriteAsPacked();
out << " on " << unitTarget->GetName();
targetText = unitTarget->GetName();
targetSelected = true;
}
@ -173,9 +178,7 @@ bool UseItemAction::UseItem(Item* item, ObjectGuid goGuid, Item* itemTarget, Uni
packet << uint32(0);
bot->GetSession()->HandleQuestgiverAcceptQuestOpcode(packet);
std::ostringstream out;
out << "Got quest " << chat->FormatQuest(qInfo);
botAI->TellMasterNoFacing(out.str());
botAI->TellMasterNoFacing("Got quest " + chat->FormatQuest(qInfo));
return true;
}
}
@ -217,7 +220,7 @@ bool UseItemAction::UseItem(Item* item, ObjectGuid goGuid, Item* itemTarget, Uni
targetFlag = TARGET_FLAG_TRADE_ITEM;
packet << targetFlag << (uint8)1 << ObjectGuid((uint64)TRADE_SLOT_NONTRADED).WriteAsPacked();
targetSelected = true;
out << " on traded item";
targetText = "traded item";
}
else
{
@ -225,7 +228,7 @@ bool UseItemAction::UseItem(Item* item, ObjectGuid goGuid, Item* itemTarget, Uni
packet << targetFlag;
packet << itemForSpell->GetGUID().WriteAsPacked();
targetSelected = true;
out << " on " << chat->FormatItem(itemForSpell->GetTemplate());
targetText = chat->FormatItem(itemForSpell->GetTemplate());
}
uint32 castTime = spellInfo->CalcCastTime();
botAI->SetNextCheckDelay(castTime + sPlayerbotAIConfig.reactDelay);
@ -246,17 +249,17 @@ bool UseItemAction::UseItem(Item* item, ObjectGuid goGuid, Item* itemTarget, Uni
targetSelected = true;
if (unitTarget == bot || !unitTarget->IsInWorld() || unitTarget->IsDuringRemoveFromWorld())
out << " on self";
targetText = "self";
else if (unitTarget->IsHostileTo(bot))
out << " on self";
targetText = "self";
else
out << " on " << unitTarget->GetName();
targetText = unitTarget->GetName();
}
else
{
packet << bot->GetPackGUID();
targetSelected = true;
out << " on self";
targetText = "self";
}
}
@ -307,7 +310,12 @@ bool UseItemAction::UseItem(Item* item, ObjectGuid goGuid, Item* itemTarget, Uni
return false;
// botAI->SetNextCheckDelay(sPlayerbotAIConfig.globalCoolDown);
botAI->TellMasterNoFacing(out.str());
std::string useText = targetSelected
? PlayerbotTextMgr::instance().GetBotTextOrDefault(
"use_item_on_target", "Using %item on %target", {{"%item", itemText}, {"%target", targetText}})
: PlayerbotTextMgr::instance().GetBotTextOrDefault(
"use_item", "Using %item", {{"%item", itemText}});
botAI->TellMasterNoFacing(useText);
bot->GetSession()->HandleUseItemOpcode(packet);
return true;
}
@ -372,10 +380,10 @@ bool UseItemAction::SocketItem(Item* item, Item* gem, bool replace)
if (fits)
{
std::ostringstream out;
out << "Socketing " << chat->FormatItem(item->GetTemplate());
out << " with " << chat->FormatItem(gem->GetTemplate());
botAI->TellMaster(out);
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"socketing_item_with_gem",
"Socketing %item with %gem",
{{"%item", chat->FormatItem(item->GetTemplate())}, {"%gem", chat->FormatItem(gem->GetTemplate())}}));
WorldPackets::Item::SocketGems nicePacket(std::move(packet));
nicePacket.Read();

View File

@ -11,6 +11,7 @@
#include "GridNotifiersImpl.h"
#include "NearestGameObjects.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "PositionValue.h"
@ -36,7 +37,8 @@ bool UseMeetingStoneAction::Execute(Event event)
if (bot->IsInCombat())
{
botAI->TellError("I am in combat");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"meeting_stone_in_combat", "I am in combat", {}));
return false;
}
@ -73,13 +75,15 @@ bool SummonAction::Execute(Event /*event*/)
if (SummonUsingGos(master, bot, true) || SummonUsingNpcs(master, bot, true))
{
botAI->TellMasterNoFacing("Hello!");
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"hello", "Hello!", {}));
return true;
}
if (SummonUsingGos(bot, master, true) || SummonUsingNpcs(bot, master, true))
{
botAI->TellMasterNoFacing("Welcome!");
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"meeting_stone_welcome", "Welcome!", {}));
return true;
}
@ -99,7 +103,10 @@ bool SummonAction::SummonUsingGos(Player* summoner, Player* player, bool preserv
return Teleport(summoner, player, preserveAuras);
}
botAI->TellError(summoner == bot ? "There is no meeting stone nearby" : "There is no meeting stone near you");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
summoner == bot ? "meeting_stone_none_nearby" : "meeting_stone_none_near_you",
summoner == bot ? "There is no meeting stone nearby" : "There is no meeting stone near you",
{}));
return false;
}
@ -119,13 +126,19 @@ bool SummonAction::SummonUsingNpcs(Player* summoner, Player* player, bool preser
{
if (!player->HasItemCount(6948, 1, false))
{
botAI->TellError(player == bot ? "I have no hearthstone" : "You have no hearthstone");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
player == bot ? "meeting_stone_no_hearthstone_self" : "meeting_stone_no_hearthstone_you",
player == bot ? "I have no hearthstone" : "You have no hearthstone",
{}));
return false;
}
if (player->HasSpellCooldown(8690))
{
botAI->TellError(player == bot ? "My hearthstone is not ready" : "Your hearthstone is not ready");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
player == bot ? "meeting_stone_hearthstone_not_ready_self" : "meeting_stone_hearthstone_not_ready_you",
player == bot ? "My hearthstone is not ready" : "Your hearthstone is not ready",
{}));
return false;
}
@ -141,7 +154,10 @@ bool SummonAction::SummonUsingNpcs(Player* summoner, Player* player, bool preser
}
}
botAI->TellError(summoner == bot ? "There are no innkeepers nearby" : "There are no innkeepers near you");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
summoner == bot ? "meeting_stone_no_innkeepers_nearby" : "meeting_stone_no_innkeepers_near_you",
summoner == bot ? "There are no innkeepers nearby" : "There are no innkeepers near you",
{}));
return false;
}
@ -153,7 +169,8 @@ bool SummonAction::Teleport(Player* summoner, Player* player, bool preserveAuras
if (player->GetVehicle())
{
botAI->TellError("You cannot summon me while I'm on a vehicle");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"meeting_stone_cannot_summon_vehicle", "You cannot summon me while I'm on a vehicle", {}));
return false;
}
@ -174,20 +191,29 @@ bool SummonAction::Teleport(Player* summoner, Player* player, bool preserveAuras
if (summoner->IsInCombat() && !sPlayerbotAIConfig.allowSummonInCombat)
{
botAI->TellError("You cannot summon me while you're in combat");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"meeting_stone_cannot_summon_master_in_combat",
"You cannot summon me while you're in combat",
{}));
return false;
}
if (!summoner->IsAlive() && !sPlayerbotAIConfig.allowSummonWhenMasterIsDead)
{
botAI->TellError("You cannot summon me while you're dead");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"meeting_stone_cannot_summon_master_dead",
"You cannot summon me while you're dead",
{}));
return false;
}
if (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST) &&
!sPlayerbotAIConfig.allowSummonWhenBotIsDead)
{
botAI->TellError("You cannot summon me while I'm dead, you need to release my spirit first");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"meeting_stone_cannot_summon_bot_dead",
"You cannot summon me while I'm dead, you need to release my spirit first",
{}));
return false;
}
@ -199,7 +225,8 @@ bool SummonAction::Teleport(Player* summoner, Player* player, bool preserveAuras
{
bot->ResurrectPlayer(1.0f, false);
bot->SpawnCorpseBones();
botAI->TellMasterNoFacing("I live, again!");
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"meeting_stone_revived", "I live, again!", {}));
botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Reset();
}
@ -229,6 +256,7 @@ bool SummonAction::Teleport(Player* summoner, Player* player, bool preserveAuras
}
if (summoner != player)
botAI->TellError("Not enough place to summon");
botAI->TellError(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"meeting_stone_not_enough_space", "Not enough place to summon", {}));
return false;
}

View File

@ -139,6 +139,7 @@ public:
creators["maintenance"] = &ChatActionContext::maintenance;
creators["remove glyph"] = &ChatActionContext::remove_glyph;
creators["autogear"] = &ChatActionContext::autogear;
creators["autogear bis"] = &ChatActionContext::autogear_bis;
creators["equip upgrade"] = &ChatActionContext::equip_upgrade;
creators["attack my target"] = &ChatActionContext::attack_my_target;
creators["pull my target"] = &ChatActionContext::pull_my_target;
@ -261,6 +262,7 @@ private:
static Action* maintenance(PlayerbotAI* botAI) { return new MaintenanceAction(botAI); }
static Action* remove_glyph(PlayerbotAI* botAI) { return new RemoveGlyphAction(botAI); }
static Action* autogear(PlayerbotAI* botAI) { return new AutoGearAction(botAI); }
static Action* autogear_bis(PlayerbotAI* botAI) { return new BisGearAction(botAI); }
static Action* equip_upgrade(PlayerbotAI* botAI) { return new EquipUpgradeAction(botAI); }
static Action* co(PlayerbotAI* botAI) { return new ChangeCombatStrategyAction(botAI); }
static Action* nc(PlayerbotAI* botAI) { return new ChangeNonCombatStrategyAction(botAI); }

View File

@ -65,6 +65,7 @@ public:
creators["maintenance"] = &ChatTriggerContext::maintenance;
creators["remove glyph"] = &ChatTriggerContext::remove_glyph;
creators["autogear"] = &ChatTriggerContext::autogear;
creators["autogear bis"] = &ChatTriggerContext::autogear_bis;
creators["equip upgrade"] = &ChatTriggerContext::equip_upgrade;
creators["attack"] = &ChatTriggerContext::attack;
creators["pull"] = &ChatTriggerContext::pull;
@ -220,6 +221,7 @@ private:
static Trigger* maintenance(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "maintenance"); }
static Trigger* remove_glyph(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "remove glyph"); }
static Trigger* autogear(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "autogear"); }
static Trigger* autogear_bis(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "autogear bis"); }
static Trigger* equip_upgrade(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "equip upgrade"); }
static Trigger* co(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "co"); }
static Trigger* nc(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "nc"); }

View File

@ -111,6 +111,7 @@ ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : Pas
supported.push_back("maintenance");
supported.push_back("remove glyph");
supported.push_back("autogear");
supported.push_back("autogear bis");
supported.push_back("equip upgrade");
supported.push_back("chat");
supported.push_back("home");

View File

@ -41,6 +41,7 @@ void GenericDKNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
{
NonCombatStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("often", { NextAction("apply stone", 1.0f) }));
triggers.push_back(
new TriggerNode("horn of winter", { NextAction("horn of winter", 21.0f) }));
triggers.push_back(

View File

@ -11,6 +11,22 @@
#include "ServerFacade.h"
#include "SharedDefines.h"
std::vector<NextAction> CastMoltenArmorAction::getAlternatives()
{
if (!AI_VALUE2(uint32, "spell id", "molten armor"))
return NextAction::merge({ NextAction("mage armor") }, CastBuffSpellAction::getAlternatives());
return CastBuffSpellAction::getAlternatives();
}
std::vector<NextAction> CastMageArmorAction::getAlternatives()
{
if (!AI_VALUE2(uint32, "spell id", "mage armor"))
return NextAction::merge({ NextAction("ice armor") }, CastBuffSpellAction::getAlternatives());
return CastBuffSpellAction::getAlternatives();
}
bool UseManaSapphireAction::isUseful()
{
Player* bot = botAI->GetBot();
@ -50,22 +66,23 @@ bool UseManaAgateAction::isUseful()
bool CastFrostNovaAction::isUseful()
{
Unit* target = AI_VALUE(Unit*, "current target");
if (!target || !target->IsInWorld())
if (!target || !target->IsInWorld() || target->isFrozen() ||
(target->ToCreature() &&
target->ToCreature()->HasMechanicTemplateImmunity(1 << (MECHANIC_FREEZE - 1))))
{
return false;
}
if (target->ToCreature() && target->ToCreature()->HasMechanicTemplateImmunity(1 << (MECHANIC_FREEZE - 1)))
return false;
if (target->isFrozen())
return false;
return ServerFacade::instance().IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", GetTargetName()), 10.f);
return ServerFacade::instance().IsDistanceLessOrEqualThan(
AI_VALUE2(float, "distance", GetTargetName()), 10.f);
}
bool CastConeOfColdAction::isUseful()
{
bool facingTarget = AI_VALUE2(bool, "facing", "current target");
bool targetClose = ServerFacade::instance().IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", GetTargetName()), 10.f);
bool targetClose = ServerFacade::instance().IsDistanceLessOrEqualThan(
AI_VALUE2(float, "distance", GetTargetName()), 10.f);
return facingTarget && targetClose;
}
@ -74,6 +91,7 @@ bool CastDragonsBreathAction::isUseful()
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
return false;
bool facingTarget = AI_VALUE2(bool, "facing", "current target");
bool targetClose = bot->IsWithinCombatRange(target, 10.0f);
return facingTarget && targetClose;
@ -84,6 +102,7 @@ bool CastBlastWaveAction::isUseful()
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
return false;
bool targetClose = bot->IsWithinCombatRange(target, 10.0f);
return targetClose;
}
@ -100,14 +119,11 @@ Unit* CastFocusMagicOnPartyAction::GetTarget()
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || member == bot || !member->IsAlive())
continue;
if (member->GetMap() != bot->GetMap() || bot->GetDistance(member) > sPlayerbotAIConfig.spellDistance)
continue;
if (member->HasAura(54646))
if (!member || member == bot || !member->IsAlive() || member->GetMap() != bot->GetMap() ||
bot->GetDistance(member) > sPlayerbotAIConfig.spellDistance || member->HasAura(54646)) // Focus Magic
{
continue;
}
if (member->getClass() == CLASS_MAGE)
return member;
@ -136,7 +152,7 @@ bool CastBlinkBackAction::Execute(Event event)
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
return false;
// can cast spell check passed in isUseful()
bot->SetOrientation(bot->GetAngle(target) + M_PI);
return CastSpellAction::Execute(event);
}

View File

@ -18,12 +18,14 @@ class CastMoltenArmorAction : public CastBuffSpellAction
{
public:
CastMoltenArmorAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "molten armor") {}
std::vector<NextAction> getAlternatives() override;
};
class CastMageArmorAction : public CastBuffSpellAction
{
public:
CastMageArmorAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "mage armor") {}
std::vector<NextAction> getAlternatives() override;
};
class CastIceArmorAction : public CastBuffSpellAction
@ -60,7 +62,8 @@ public:
class CastSummonWaterElementalAction : public CastBuffSpellAction
{
public:
CastSummonWaterElementalAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "summon water elemental") {}
CastSummonWaterElementalAction(PlayerbotAI* botAI)
: CastBuffSpellAction(botAI, "summon water elemental") {}
};
// Boost Actions
@ -236,7 +239,8 @@ public:
class CastCounterspellOnEnemyHealerAction : public CastSpellOnEnemyHealerAction
{
public:
CastCounterspellOnEnemyHealerAction(PlayerbotAI* botAI) : CastSpellOnEnemyHealerAction(botAI, "counterspell") {}
CastCounterspellOnEnemyHealerAction(PlayerbotAI* botAI)
: CastSpellOnEnemyHealerAction(botAI, "counterspell") {}
};
class CastFrostNovaAction : public CastSpellAction
@ -275,9 +279,7 @@ class CastRemoveLesserCurseOnPartyAction : public CurePartyMemberAction
{
public:
CastRemoveLesserCurseOnPartyAction(PlayerbotAI* botAI)
: CurePartyMemberAction(botAI, "remove lesser curse", DISPEL_CURSE)
{
}
: CurePartyMemberAction(botAI, "remove lesser curse", DISPEL_CURSE) {}
};
// Damage and Debuff Actions
@ -331,7 +333,6 @@ public:
CastLivingBombAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "living bomb", true) {}
bool isUseful() override
{
// Bypass TTL check
return CastAuraSpellAction::isUseful();
}
};
@ -342,7 +343,6 @@ public:
CastLivingBombOnAttackersAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "living bomb", true) {}
bool isUseful() override
{
// Bypass TTL check
return CastAuraSpellAction::isUseful();
}
};

View File

@ -89,6 +89,7 @@ public:
creators["arcane intellect"] = &MageTriggerFactoryInternal::arcane_intellect;
creators["arcane intellect on party"] = &MageTriggerFactoryInternal::arcane_intellect_on_party;
creators["mage armor"] = &MageTriggerFactoryInternal::mage_armor;
creators["molten armor"] = &MageTriggerFactoryInternal::molten_armor;
creators["remove curse"] = &MageTriggerFactoryInternal::remove_curse;
creators["remove curse on party"] = &MageTriggerFactoryInternal::remove_curse_on_party;
creators["counterspell"] = &MageTriggerFactoryInternal::counterspell;
@ -143,6 +144,7 @@ private:
static Trigger* arcane_intellect(PlayerbotAI* botAI) { return new ArcaneIntellectTrigger(botAI); }
static Trigger* arcane_intellect_on_party(PlayerbotAI* botAI) { return new ArcaneIntellectOnPartyTrigger(botAI); }
static Trigger* mage_armor(PlayerbotAI* botAI) { return new MageArmorTrigger(botAI); }
static Trigger* molten_armor(PlayerbotAI* botAI) { return new MoltenArmorTrigger(botAI); }
static Trigger* remove_curse(PlayerbotAI* botAI) { return new RemoveCurseTrigger(botAI); }
static Trigger* remove_curse_on_party(PlayerbotAI* botAI) { return new PartyMemberRemoveCurseTrigger(botAI); }
static Trigger* counterspell(PlayerbotAI* botAI) { return new CounterspellInterruptSpellTrigger(botAI); }

View File

@ -13,22 +13,18 @@ public:
ArcaneMageStrategyActionNodeFactory()
{
creators["arcane blast"] = &arcane_blast;
creators["arcane barrage"] = &arcane_barrage;
creators["arcane missiles"] = &arcane_missiles;
creators["fire blast"] = &fire_blast;
creators["frostbolt"] = &frostbolt;
creators["arcane power"] = &arcane_power;
creators["icy veins"] = &icy_veins;
}
private:
static ActionNode* arcane_blast(PlayerbotAI*) { return new ActionNode("arcane blast", {}, {}, {}); }
static ActionNode* arcane_barrage(PlayerbotAI*) { return new ActionNode("arcane barrage", {}, {}, {}); }
static ActionNode* arcane_missiles(PlayerbotAI*) { return new ActionNode("arcane missiles", {}, {}, {}); }
static ActionNode* fire_blast(PlayerbotAI*) { return new ActionNode("fire blast", {}, {}, {}); }
static ActionNode* frostbolt(PlayerbotAI*) { return new ActionNode("frostbolt", {}, {}, {}); }
static ActionNode* arcane_power(PlayerbotAI*) { return new ActionNode("arcane power", {}, {}, {}); }
static ActionNode* icy_veins(PlayerbotAI*) { return new ActionNode("icy veins", {}, {}, {}); }
// Arcane Barrage is the alternate for Arcane Blast (cast while moving, or
// when Arcane Blast is unavailable - e.g. not yet learned at low levels).
static ActionNode* arcane_blast([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("arcane blast",
/*P*/ {},
/*A*/ { NextAction("arcane barrage") },
/*C*/ {});
}
};
// ===== Single Target Strategy =====

View File

@ -7,35 +7,9 @@
#include "Playerbots.h"
#include "Strategy.h"
// ===== Action Node Factory =====
class FireMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
FireMageStrategyActionNodeFactory()
{
creators["fireball"] = &fireball;
creators["frostbolt"] = &frostbolt;
creators["fire blast"] = &fire_blast;
creators["pyroblast"] = &pyroblast;
creators["scorch"] = &scorch;
creators["living bomb"] = &living_bomb;
creators["combustion"] = &combustion;
}
private:
static ActionNode* fireball(PlayerbotAI*) { return new ActionNode("fireball", {}, {}, {}); }
static ActionNode* frostbolt(PlayerbotAI*) { return new ActionNode("frostbolt", {}, {}, {}); }
static ActionNode* fire_blast(PlayerbotAI*) { return new ActionNode("fire blast", {}, {}, {}); }
static ActionNode* pyroblast(PlayerbotAI*) { return new ActionNode("pyroblast", {}, {}, {}); }
static ActionNode* scorch(PlayerbotAI*) { return new ActionNode("scorch", {}, {}, {}); }
static ActionNode* living_bomb(PlayerbotAI*) { return new ActionNode("living bomb", {}, {}, {}); }
static ActionNode* combustion(PlayerbotAI*) { return new ActionNode("combustion", {}, {}, {}); }
};
// ===== Single Target Strategy =====
FireMageStrategy::FireMageStrategy(PlayerbotAI* botAI) : GenericMageStrategy(botAI)
{
actionNodeFactories.Add(new FireMageStrategyActionNodeFactory());
// No custom ActionNodeFactory needed
}
// ===== Default Actions =====

View File

@ -28,4 +28,5 @@ public:
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
std::string const getName() override { return "firestarter"; }
};
#endif

View File

@ -6,35 +6,9 @@
#include "FrostFireMageStrategy.h"
#include "Playerbots.h"
// ===== Action Node Factory =====
class FrostFireMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
FrostFireMageStrategyActionNodeFactory()
{
creators["frostfire bolt"] = &frostfire_bolt;
creators["fire blast"] = &fire_blast;
creators["pyroblast"] = &pyroblast;
creators["combustion"] = &combustion;
creators["icy veins"] = &icy_veins;
creators["scorch"] = &scorch;
creators["living bomb"] = &living_bomb;
}
private:
static ActionNode* frostfire_bolt(PlayerbotAI*) { return new ActionNode("frostfire bolt", {}, {}, {}); }
static ActionNode* fire_blast(PlayerbotAI*) { return new ActionNode("fire blast", {}, {}, {}); }
static ActionNode* pyroblast(PlayerbotAI*) { return new ActionNode("pyroblast", {}, {}, {}); }
static ActionNode* combustion(PlayerbotAI*) { return new ActionNode("combustion", {}, {}, {}); }
static ActionNode* icy_veins(PlayerbotAI*) { return new ActionNode("icy veins", {}, {}, {}); }
static ActionNode* scorch(PlayerbotAI*) { return new ActionNode("scorch", {}, {}, {}); }
static ActionNode* living_bomb(PlayerbotAI*) { return new ActionNode("living bomb", {}, {}, {}); }
};
// ===== Single Target Strategy =====
FrostFireMageStrategy::FrostFireMageStrategy(PlayerbotAI* botAI) : GenericMageStrategy(botAI)
{
actionNodeFactories.Add(new FrostFireMageStrategyActionNodeFactory());
// No custom ActionNodeFactory needed
}
// ===== Default Actions =====

View File

@ -4,44 +4,11 @@
*/
#include "FrostMageStrategy.h"
#include "Playerbots.h"
// ===== Action Node Factory =====
class FrostMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
{
public:
FrostMageStrategyActionNodeFactory()
{
creators["cold snap"] = &cold_snap;
creators["ice barrier"] = &ice_barrier;
creators["summon water elemental"] = &summon_water_elemental;
creators["deep freeze"] = &deep_freeze;
creators["icy veins"] = &icy_veins;
creators["frostbolt"] = &frostbolt;
creators["ice lance"] = &ice_lance;
creators["fire blast"] = &fire_blast;
creators["fireball"] = &fireball;
creators["frostfire bolt"] = &frostfire_bolt;
}
private:
static ActionNode* cold_snap(PlayerbotAI*) { return new ActionNode("cold snap", {}, {}, {}); }
static ActionNode* ice_barrier(PlayerbotAI*) { return new ActionNode("ice barrier", {}, {}, {}); }
static ActionNode* summon_water_elemental(PlayerbotAI*) { return new ActionNode("summon water elemental", {}, {}, {}); }
static ActionNode* deep_freeze(PlayerbotAI*) { return new ActionNode("deep freeze", {}, {}, {}); }
static ActionNode* icy_veins(PlayerbotAI*) { return new ActionNode("icy veins", {}, {}, {}); }
static ActionNode* frostbolt(PlayerbotAI*) { return new ActionNode("frostbolt", {}, {}, {}); }
static ActionNode* ice_lance(PlayerbotAI*) { return new ActionNode("ice lance", {}, {}, {}); }
static ActionNode* fire_blast(PlayerbotAI*) { return new ActionNode("fire blast", {}, {}, {}); }
static ActionNode* fireball(PlayerbotAI*) { return new ActionNode("fireball", {}, {}, {}); }
static ActionNode* frostfire_bolt(PlayerbotAI*) { return new ActionNode("frostfire bolt", {}, { NextAction("fireball") }, {}); }
};
// ===== Single Target Strategy =====
FrostMageStrategy::FrostMageStrategy(PlayerbotAI* botAI) : GenericMageStrategy(botAI)
{
actionNodeFactories.Add(new FrostMageStrategyActionNodeFactory());
// No custom ActionNodeFactory needed
}
// ===== Default Actions =====

View File

@ -12,28 +12,10 @@ class GenericMageNonCombatStrategyActionNodeFactory : public NamedObjectFactory<
public:
GenericMageNonCombatStrategyActionNodeFactory()
{
creators["molten armor"] = &molten_armor;
creators["mage armor"] = &mage_armor;
creators["ice armor"] = &ice_armor;
}
private:
static ActionNode* molten_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("molten armor",
/*P*/ {},
/*A*/ { NextAction("mage armor") },
/*C*/ {});
}
static ActionNode* mage_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("mage armor",
/*P*/ {},
/*A*/ { NextAction("ice armor") },
/*C*/ {});
}
static ActionNode* ice_armor([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("ice armor",
@ -65,7 +47,7 @@ void MageBuffManaStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
void MageBuffDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("mage armor", { NextAction("molten armor", 19.0f) }));
triggers.push_back(new TriggerNode("molten armor", { NextAction("molten armor", 19.0f) }));
}
void MageBuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)

View File

@ -15,16 +15,8 @@ public:
{
creators["frostbolt"] = &frostbolt;
creators["frostfire bolt"] = &frostfire_bolt;
creators["ice lance"] = &ice_lance;
creators["fire blast"] = &fire_blast;
creators["scorch"] = &scorch;
creators["frost nova"] = &frost_nova;
creators["cone of cold"] = &cone_of_cold;
creators["icy veins"] = &icy_veins;
creators["combustion"] = &combustion;
creators["evocation"] = &evocation;
creators["dragon's breath"] = &dragons_breath;
creators["blast wave"] = &blast_wave;
creators["remove curse"] = &remove_curse;
creators["remove curse on party"] = &remove_curse_on_party;
creators["fireball"] = &fireball;
@ -47,22 +39,6 @@ private:
/*C*/ {});
}
static ActionNode* ice_lance([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("ice lance",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* fire_blast([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("fire blast",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* scorch([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("scorch",
@ -71,38 +47,6 @@ private:
/*C*/ {});
}
static ActionNode* frost_nova([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("frost nova",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* cone_of_cold([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("cone of cold",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* icy_veins([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("icy veins",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* combustion([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("combustion",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* evocation([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("evocation",
@ -111,22 +55,6 @@ private:
/*C*/ {});
}
static ActionNode* dragons_breath([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("dragon's breath",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* blast_wave([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("blast wave",
/*P*/ {},
/*A*/ {},
/*C*/ {});
}
static ActionNode* remove_curse([[maybe_unused]] PlayerbotAI* botAI)
{
return new ActionNode("remove curse",
@ -206,13 +134,13 @@ void MageBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
Player* bot = botAI->GetBot();
int tab = AiFactory::GetPlayerSpecTab(bot);
if (tab == 0) // Arcane
if (tab == MAGE_TAB_ARCANE)
{
triggers.push_back(new TriggerNode("arcane power", { NextAction("arcane power", 29.0f) }));
triggers.push_back(new TriggerNode("icy veins", { NextAction("icy veins", 28.5f) }));
triggers.push_back(new TriggerNode("mirror image", { NextAction("mirror image", 28.0f) }));
}
else if (tab == 1)
else if (tab == MAGE_TAB_FIRE)
{
if (bot->HasSpell(44614) /*Frostfire Bolt*/ && bot->HasAura(15047) /*Ice Shards*/)
{ // Frostfire
@ -226,7 +154,7 @@ void MageBoostStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("mirror image", { NextAction("mirror image", 17.5f) }));
}
}
else if (tab == 2) // Frost
else if (tab == MAGE_TAB_FROST) // Frost
{
triggers.push_back(new TriggerNode("cold snap", { NextAction("cold snap", 28.0f) }));
triggers.push_back(new TriggerNode("icy veins", { NextAction("icy veins", 27.5f) }));
@ -254,15 +182,14 @@ void MageAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
Player* bot = botAI->GetBot();
int tab = AiFactory::GetPlayerSpecTab(bot);
if (tab == 0) // Arcane
if (tab == MAGE_TAB_ARCANE)
{
triggers.push_back(new TriggerNode("flamestrike active and medium aoe", { NextAction("blizzard", 24.0f) }));
triggers.push_back(new TriggerNode("medium aoe", {
NextAction("flamestrike", 23.0f),
NextAction("blizzard", 22.0f) }));
triggers.push_back(new TriggerNode("light aoe", { NextAction("arcane explosion", 21.0f) }));
}
else if (tab == 1) // Fire and Frostfire
else if (tab == MAGE_TAB_FIRE)
{
triggers.push_back(
new TriggerNode("medium aoe", {
@ -275,7 +202,7 @@ void MageAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("firestarter", { NextAction("flamestrike", 40.0f) }));
triggers.push_back(new TriggerNode("living bomb on attackers", { NextAction("living bomb on attackers", 21.0f) }));
}
else if (tab == 2) // Frost
else if (tab == MAGE_TAB_FROST)
{
triggers.push_back(new TriggerNode("flamestrike active and medium aoe", { NextAction("blizzard", 24.0f) }));
triggers.push_back(new TriggerNode("medium aoe", {

View File

@ -4,7 +4,6 @@
*/
#include "MageTriggers.h"
#include "MageActions.h"
#include "Playerbots.h"
#include "Player.h"
#include "Spell.h"
@ -23,7 +22,7 @@ bool NoManaGemTrigger::IsActive()
5513, // Mana Jade
5514 // Mana Agate
};
Player* bot = botAI->GetBot();
for (uint32 gemId : gemIds)
{
if (bot->GetItemCount(gemId, false) > 0) // false = only in bags
@ -45,17 +44,35 @@ bool ArcaneIntellectTrigger::IsActive()
bool MageArmorTrigger::IsActive()
{
Unit* target = GetTarget();
if (botAI->HasAura("mage armor", target))
return false;
if (AI_VALUE2(uint32, "spell id", "mage armor"))
return true;
return !botAI->HasAura("ice armor", target) && !botAI->HasAura("frost armor", target) &&
!botAI->HasAura("molten armor", target) && !botAI->HasAura("mage armor", target);
!botAI->HasAura("molten armor", target);
}
bool MoltenArmorTrigger::IsActive()
{
Unit* target = GetTarget();
if (botAI->HasAura("molten armor", target))
return false;
if (AI_VALUE2(uint32, "spell id", "molten armor"))
return true;
return !botAI->HasAura("ice armor", target) && !botAI->HasAura("frost armor", target) &&
!botAI->HasAura("mage armor", target);
}
bool FrostNovaOnTargetTrigger::IsActive()
{
Unit* target = GetTarget();
if (!target || !target->IsAlive() || !target->IsInWorld())
{
return false;
}
return botAI->HasAura(spell, target);
}
@ -63,15 +80,14 @@ bool FrostbiteOnTargetTrigger::IsActive()
{
Unit* target = GetTarget();
if (!target || !target->IsAlive() || !target->IsInWorld())
{
return false;
}
return botAI->HasAura(spell, target);
}
bool NoFocusMagicTrigger::IsActive()
{
if (!bot->HasSpell(54646))
if (!bot->HasSpell(54646)) // Focus Magic
return false;
Group* group = bot->GetGroup();
@ -92,24 +108,19 @@ bool NoFocusMagicTrigger::IsActive()
bool DeepFreezeCooldownTrigger::IsActive()
{
Player* bot = botAI->GetBot();
static const uint32 DEEP_FREEZE_SPELL_ID = 44572;
// If the bot does NOT have Deep Freeze, treat as "on cooldown"
if (!bot->HasSpell(DEEP_FREEZE_SPELL_ID))
if (!bot->HasSpell(44572)) // Deep Freeze
return true;
// Otherwise, use the default cooldown logic
return SpellCooldownTrigger::IsActive();
}
const std::set<uint32> FlamestrikeNearbyTrigger::FLAMESTRIKE_SPELL_IDS = {2120, 2121, 8422, 8423, 10215,
10216, 27086, 42925, 42926};
const std::unordered_set<uint32> FlamestrikeNearbyTrigger::FLAMESTRIKE_SPELL_IDS = {
2120, 2121, 8422, 8423, 10215, 10216, 27086, 42925, 42926
};
bool FlamestrikeNearbyTrigger::IsActive()
{
Player* bot = botAI->GetBot();
for (uint32 spellId : FLAMESTRIKE_SPELL_IDS)
{
Aura* aura = bot->GetAura(spellId, bot->GetGUID());
@ -133,7 +144,6 @@ bool ImprovedScorchTrigger::IsActive()
if (!target || !target->IsAlive() || !target->IsInWorld())
return false;
// List of all spell IDs for Improved Scorch, Winter's Chill, and Shadow Mastery
static const uint32 ImprovedScorchExclusiveDebuffs[] = {// Shadow Mastery
17794, 17797, 17798, 17799, 17800,
// Winter's Chill
@ -147,11 +157,10 @@ bool ImprovedScorchTrigger::IsActive()
return false;
}
// Use default DebuffTrigger logic for the rest (only trigger if debuff is missing or expiring)
return DebuffTrigger::IsActive();
}
const std::set<uint32> BlizzardChannelCheckTrigger::BLIZZARD_SPELL_IDS = {
const std::unordered_set<uint32> BlizzardChannelCheckTrigger::BLIZZARD_SPELL_IDS = {
10, // Blizzard Rank 1
6141, // Blizzard Rank 2
8427, // Blizzard Rank 3
@ -165,19 +174,12 @@ const std::set<uint32> BlizzardChannelCheckTrigger::BLIZZARD_SPELL_IDS = {
bool BlizzardChannelCheckTrigger::IsActive()
{
Player* bot = botAI->GetBot();
// Check if the bot is channeling a spell
if (Spell* spell = bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
{
// Only trigger if the spell being channeled is Blizzard
if (BLIZZARD_SPELL_IDS.count(spell->m_spellInfo->Id))
if (Spell* spell = bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL);
spell && BLIZZARD_SPELL_IDS.count(spell->m_spellInfo->Id))
{
uint8 attackerCount = AI_VALUE(uint8, "attacker count");
return attackerCount < minEnemies;
}
}
// Not channeling Blizzard
return false;
}

View File

@ -11,19 +11,15 @@
#include "SharedDefines.h"
#include "Trigger.h"
#include "Playerbots.h"
#include "PlayerbotAI.h"
#include <set>
#include <unordered_set>
class PlayerbotAI;
// Buff and Out of Combat Triggers
class ArcaneIntellectOnPartyTrigger : public BuffOnPartyTrigger
{
public:
ArcaneIntellectOnPartyTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "arcane intellect", 2 * 2000) {}
ArcaneIntellectOnPartyTrigger(PlayerbotAI* botAI)
: BuffOnPartyTrigger(botAI, "arcane intellect", 2 * 2000) {}
bool IsActive() override;
};
@ -41,6 +37,13 @@ public:
bool IsActive() override;
};
class MoltenArmorTrigger : public BuffTrigger
{
public:
MoltenArmorTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "molten armor", 5 * 2000) {}
bool IsActive() override;
};
class NoFocusMagicTrigger : public Trigger
{
public:
@ -58,7 +61,6 @@ class NoManaGemTrigger : public Trigger
{
public:
NoManaGemTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no mana gem") {}
bool IsActive() override;
};
@ -109,10 +111,8 @@ public:
class ArcaneBlast4StacksAndMissileBarrageTrigger : public TwoTriggers
{
public:
ArcaneBlast4StacksAndMissileBarrageTrigger(PlayerbotAI* ai)
: TwoTriggers(ai, "arcane blast stack", "missile barrage")
{
}
ArcaneBlast4StacksAndMissileBarrageTrigger(PlayerbotAI* botAI)
: TwoTriggers(botAI, "arcane blast stack", "missile barrage") {}
};
class CombustionTrigger : public BoostTrigger
@ -138,7 +138,7 @@ public:
class ColdSnapTrigger : public TwoTriggers
{
public:
ColdSnapTrigger(PlayerbotAI* ai) : TwoTriggers(ai, "icy veins on cd", "deep freeze on cd") {}
ColdSnapTrigger(PlayerbotAI* botAI) : TwoTriggers(botAI, "icy veins on cd", "deep freeze on cd") {}
};
class MirrorImageTrigger : public BoostTrigger
@ -181,9 +181,8 @@ public:
class PartyMemberRemoveCurseTrigger : public PartyMemberNeedCureTrigger
{
public:
PartyMemberRemoveCurseTrigger(PlayerbotAI* botAI) : PartyMemberNeedCureTrigger(botAI, "remove curse", DISPEL_CURSE)
{
}
PartyMemberRemoveCurseTrigger(PlayerbotAI* botAI)
: PartyMemberNeedCureTrigger(botAI, "remove curse", DISPEL_CURSE) {}
};
class SpellstealTrigger : public TargetAuraDispelTrigger
@ -216,7 +215,7 @@ public:
class LivingBombOnAttackersTrigger : public DebuffOnAttackerTrigger
{
public:
LivingBombOnAttackersTrigger(PlayerbotAI* ai) : DebuffOnAttackerTrigger(ai, "living bomb", true) {}
LivingBombOnAttackersTrigger(PlayerbotAI* botAI) : DebuffOnAttackerTrigger(botAI, "living bomb", true) {}
bool IsActive() override { return BuffTrigger::IsActive(); }
};
@ -282,13 +281,13 @@ public:
protected:
float radius;
static const std::set<uint32> FLAMESTRIKE_SPELL_IDS;
static const std::unordered_set<uint32> FLAMESTRIKE_SPELL_IDS;
};
class FlamestrikeBlizzardTrigger : public TwoTriggers
{
public:
FlamestrikeBlizzardTrigger(PlayerbotAI* ai) : TwoTriggers(ai, "flamestrike nearby", "medium aoe") {}
FlamestrikeBlizzardTrigger(PlayerbotAI* botAI) : TwoTriggers(botAI, "flamestrike nearby", "medium aoe") {}
};
class BlizzardChannelCheckTrigger : public Trigger
@ -301,7 +300,7 @@ public:
protected:
uint32 minEnemies;
static const std::set<uint32> BLIZZARD_SPELL_IDS;
static const std::unordered_set<uint32> BLIZZARD_SPELL_IDS;
};
class BlastWaveOffCdTrigger : public SpellNoCooldownTrigger
@ -313,7 +312,8 @@ public:
class BlastWaveOffCdTriggerAndMediumAoeTrigger : public TwoTriggers
{
public:
BlastWaveOffCdTriggerAndMediumAoeTrigger(PlayerbotAI* ai) : TwoTriggers(ai, "blast wave off cd", "medium aoe") {}
BlastWaveOffCdTriggerAndMediumAoeTrigger(PlayerbotAI* botAI)
: TwoTriggers(botAI, "blast wave off cd", "medium aoe") {}
};
class NoFirestarterStrategyTrigger : public Trigger

View File

@ -26,8 +26,8 @@ void GenericPaladinNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& tr
triggers.push_back(new TriggerNode("not sensing undead", { NextAction("sense undead", ACTION_IDLE + 1.0f) }));
int specTab = AiFactory::GetPlayerSpecTab(botAI->GetBot());
if (specTab == PALADIN_TAB_HOLY || specTab == PALADIN_TAB_PROTECTION)
if (specTab == PALADIN_TAB_HOLY)
triggers.push_back(new TriggerNode("often", { NextAction("apply oil", ACTION_IDLE + 1.0f) }));
if (specTab == PALADIN_TAB_RETRIBUTION)
if (specTab == PALADIN_TAB_PROTECTION || specTab == PALADIN_TAB_RETRIBUTION)
triggers.push_back(new TriggerNode("often", { NextAction("apply stone", ACTION_IDLE + 1.0f) }));
}

View File

@ -86,6 +86,7 @@ void HealPriestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
new TriggerNode(
"party member almost full health",
{
NextAction("power word: shield on party", ACTION_LIGHT_HEAL + 3),
NextAction("prayer of mending on party", ACTION_LIGHT_HEAL + 2),
NextAction("renew on party", ACTION_LIGHT_HEAL + 1)
}

View File

@ -1,35 +1,40 @@
#include "RaidBwlActions.h"
#include "Playerbots.h"
#include "RaidBwlHelpers.h"
using namespace BlackwingLairHelpers;
// General
bool BwlOnyxiaScaleCloakAuraCheckAction::Execute(Event /*event*/)
{
bot->AddAura(22683, bot);
bot->AddAura(SPELL_ONYXIA_SCALE_CLOAK, bot);
return true;
}
bool BwlOnyxiaScaleCloakAuraCheckAction::isUseful() { return !bot->HasAura(22683); }
bool BwlOnyxiaScaleCloakAuraCheckAction::isUseful()
{
return !bot->HasAura(SPELL_ONYXIA_SCALE_CLOAK);
}
bool BwlTurnOffSuppressionDeviceAction::Execute(Event /*event*/)
{
GuidVector gos = AI_VALUE(GuidVector, "nearest game objects");
for (GuidVector::iterator i = gos.begin(); i != gos.end(); i++)
for (auto i = gos.begin(); i != gos.end(); ++i)
{
GameObject* go = botAI->GetGameObject(*i);
if (!go)
if (IsActiveSuppressionDeviceInRange(go, bot))
{
continue;
}
if (go->GetEntry() != 179784 || go->GetDistance(bot) >= 15.0f || go->GetGoState() != GO_STATE_READY)
{
continue;
}
go->SetGoState(GO_STATE_ACTIVE);
}
}
return true;
}
// Chromaggus
bool BwlUseHourglassSandAction::Execute(Event /*event*/)
{
return botAI->CastSpell(23645, bot);
return botAI->CastSpell(SPELL_HOURGLASS_SAND, bot);
}

View File

@ -2,11 +2,8 @@
#define _PLAYERBOT_RAIDBWLACTIONS_H
#include "Action.h"
#include "AttackAction.h"
#include "GenericActions.h"
#include "MovementActions.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
// General
class BwlOnyxiaScaleCloakAuraCheckAction : public Action
{
@ -23,6 +20,8 @@ public:
bool Execute(Event event) override;
};
// Chromaggus
class BwlUseHourglassSandAction : public Action
{
public:

View File

@ -1,15 +1,13 @@
#include "RaidBwlStrategy.h"
#include "Strategy.h"
void RaidBwlStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode("often",
{ NextAction("bwl check onyxia scale cloak", ACTION_RAID) }));
triggers.push_back(new TriggerNode("often", {
NextAction("bwl check onyxia scale cloak", ACTION_RAID) }));
triggers.push_back(new TriggerNode("bwl suppression device",
{ NextAction("bwl turn off suppression device", ACTION_RAID) }));
triggers.push_back(new TriggerNode("bwl suppression device", {
NextAction("bwl turn off suppression device", ACTION_RAID) }));
triggers.push_back(new TriggerNode("bwl affliction bronze",
{ NextAction("bwl use hourglass sand", ACTION_RAID) }));
triggers.push_back(new TriggerNode("bwl affliction bronze", {
NextAction("bwl use hourglass sand", ACTION_RAID) }));
}

View File

@ -8,9 +8,9 @@ class RaidBwlStrategy : public Strategy
{
public:
RaidBwlStrategy(PlayerbotAI* ai) : Strategy(ai) {}
virtual std::string const getName() override { return "bwl"; }
virtual void InitTriggers(std::vector<TriggerNode*>& triggers) override;
// virtual void InitMultipliers(std::vector<Multiplier*> &multipliers) override;
std::string const getName() override { return "bwl"; }
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
// void InitMultipliers(std::vector<Multiplier*> &multipliers) override;
};
#endif

View File

@ -1,24 +1,29 @@
#include "RaidBwlTriggers.h"
#include "SharedDefines.h"
#include "Playerbots.h"
#include "RaidBwlHelpers.h"
using namespace BlackwingLairHelpers;
// General
bool BwlSuppressionDeviceTrigger::IsActive()
{
GuidVector gos = AI_VALUE(GuidVector, "nearest game objects");
for (GuidVector::iterator i = gos.begin(); i != gos.end(); i++)
for (auto i = gos.begin(); i != gos.end(); ++i)
{
GameObject* go = botAI->GetGameObject(*i);
if (!go)
const GameObject* go = botAI->GetGameObject(*i);
if (IsActiveSuppressionDeviceInRange(go, bot))
{
continue;
}
if (go->GetEntry() != 179784 || go->GetDistance(bot) >= 15.0f || go->GetGoState() != GO_STATE_READY)
{
continue;
}
return true;
}
}
return false;
}
bool BwlAfflictionBronzeTrigger::IsActive() { return bot->HasAura(23170); }
// Chromaggus
bool BwlAfflictionBronzeTrigger::IsActive()
{
return bot->HasAura(SPELL_BROOD_AFFLICTION_BRONZE);
}

View File

@ -1,10 +1,10 @@
#ifndef _PLAYERBOT_RAIDBWLTRIGGERS_H
#define _PLAYERBOT_RAIDBWLTRIGGERS_H
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "Trigger.h"
// General
class BwlSuppressionDeviceTrigger : public Trigger
{
public:
@ -12,6 +12,8 @@ public:
bool IsActive() override;
};
// Chromaggus
class BwlAfflictionBronzeTrigger : public Trigger
{
public:

View File

@ -0,0 +1,12 @@
#include "RaidBwlHelpers.h"
namespace BlackwingLairHelpers
{
bool IsActiveSuppressionDeviceInRange(const GameObject* go, const Player* bot)
{
return go &&
go->GetEntry() == GO_SUPPRESSION_DEVICE &&
go->GetDistance(bot) < 15.0f &&
go->GetGoState() == GO_STATE_READY;
}
}

View File

@ -0,0 +1,27 @@
#ifndef _PLAYERBOT_RAIDBWLHELPERS_H
#define _PLAYERBOT_RAIDBWLHELPERS_H
#include "Player.h"
namespace BlackwingLairHelpers
{
enum BlackwingLairSpells
{
// General
SPELL_ONYXIA_SCALE_CLOAK = 22683,
// Chromaggus
SPELL_BROOD_AFFLICTION_BRONZE = 23170,
SPELL_HOURGLASS_SAND = 23645
};
enum BlackwingLairGameObjects
{
// General
GO_SUPPRESSION_DEVICE = 179784
};
bool IsActiveSuppressionDeviceInRange(const GameObject* go, const Player* bot);
}
#endif //_PLAYERBOT_RAIDBWLHELPERS_H

View File

@ -0,0 +1,878 @@
#ifndef _PLAYERBOT_ICCA_H
#define _PLAYERBOT_ICCA_H
#include <set>
#include "Action.h"
#include "MovementActions.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "AttackAction.h"
#include "LastMovementValue.h"
#include "ObjectGuid.h"
#include "PlayerbotAIConfig.h"
#include "ICCStrategy.h"
#include "ScriptedCreature.h"
#include "SharedDefines.h"
#include "Trigger.h"
#include "CellImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Vehicle.h"
#include "ICCTriggers.h"
inline const Position ICC_LM_TANK_POSITION = Position(-391.0f, 2259.0f, 42.0f);
inline const Position ICC_LM_BONE_STORM_AT_POSITION = Position(-390.02332f, 2179.3481f, 41.96729f);
inline const Position ICC_LM_MID_POSITION = Position(-393.61722f, 2216.335f, 41.99396f);
inline const Position ICC_DARK_RECKONING_SAFE_POSITION = Position(-523.33386f, 2211.2031f, 62.823116f);
inline const Position ICC_LDW_TANK_POSTION = Position(-593.7436f, 2211.298f, 49.476673f); //old closer to stairs -570.1f, 2211.2456f, 49.476616f
inline const Position ICC_LDW_RANGED_POSITION = Position(-653.11096f, 2211.9568f,51.551437f); //old in frint of the boss (-607.0631f, 2212.2488f, 49.47009f)
inline const Position ICC_ROTTING_FROST_GIANT_TANK_POSITION = Position(-328.5085f, 2225.5142f, 199.97298f);
inline const Position ICC_GUNSHIP_ROCKET_JUMP_ALLY = Position (-370.04645f, 1993.3536f, 466.65656f);
inline const Position ICC_GUNSHIP_ROCKET_JUMP_ALLY2 = Position (-392.66208f, 2064.893f, 466.5672f);
inline const Position ICC_GUNSHIP_ROCKET_JUMP_ALLY_MIDDLE_POINT = Position(-383.01166f, 2022.8046f, 467.38193f);
inline const Position ICC_GUNSHIP_ROCKET_JUMP_ALLY_FRIENDLY_POINT = Position(-389.26788f, 2045.9136f, 467.56168f);
inline const Position ICC_GUNSHIP_ROCKET_JUMP_HORDE = Position (-449.5343f, 2477.2024f, 471.31906f);
inline const Position ICC_GUNSHIP_ROCKET_JUMP_HORDE2 = Position (-429.81586f, 2400.6804f, 471.56537f);
inline const Position ICC_GUNSHIP_ROCKET_JUMP_HORDE_MIDDLE_POINT = Position(-449.17645f, 2449.2705f, 470.9257f);
inline const Position ICC_GUNSHIP_ROCKET_JUMP_HORDE_FRIENDLY_POINT = Position(-444.74533f, 2420.1208f, 470.78748f);
inline const Position ICC_DBS_TANK_POSITION = Position(-494.26517f, 2211.549f, 541.11414f);
inline const Position ICC_FESTERGUT_TANK_POSITION = Position(4269.1772f, 3144.7673f, 360.38577f);
inline const Position ICC_FESTERGUT_RANGED_SPORE = Position(4264.3623f, 3120.889f, 360.38565f); //old closer to gates 4261.143f, 3109.4146f, 360.38605f
inline const Position ICC_FESTERGUT_RANGED_SPORE_2 = Position(4288.7974f, 3115.6274f, 360.38577f); //new position
inline const Position ICC_FESTERGUT_MELEE_SPORE = Position(4269.1772f, 3144.7673f, 360.38577f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_1 = Position(4453.2085f, 3108.7488f, 360.38626f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_2 = Position(4459.4390f, 3118.0210f, 360.38626f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_3 = Position(4473.4062f, 3126.2861f, 360.38626f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_4 = Position(4469.9370f, 3137.0173f, 360.38626f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_5 = Position(4476.7583f, 3145.7160f, 360.38626f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_6 = Position(4466.2100f, 3150.0630f, 360.38626f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_7 = Position(4464.4297f, 3161.2317f, 360.38626f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_8 = Position(4447.2900f, 3163.0322f, 360.38626f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_9 = Position(4437.1250f, 3168.4062f, 360.38626f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_10 = Position(4417.2217f, 3148.8909f, 360.38626f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_11 = Position(4420.9727f, 3137.7700f, 360.38626f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_12 = Position(4414.8716f, 3127.9534f, 360.38626f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_13 = Position(4425.1553f, 3123.4717f, 360.38626f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_14 = Position(4426.3760f, 3113.4153f, 360.38626f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_15 = Position(4443.8027f, 3113.9207f, 360.38626f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_16 = Position(4432.477f, 3156.7651f, 360.38568f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_17 = Position(4458.083f, 3132.5842f, 360.38565f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_18 = Position(4457.4565f, 3144.8442f, 360.38565f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_19 = Position(4422.5460f, 3158.0435f, 360.38565f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_20 = Position(4432.1646f, 3142.3418f, 360.38565f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_21 = Position(4436.649f, 3126.1245f, 360.38565f);
inline const Position ICC_ROTFACE_RANGED_POSITION_HC_22 = Position(4450.2363f, 3122.4033f, 360.38565f);
inline const Position ICC_ROTFACE_EXPLOSION_POSITION_1 = Position(4481.433f, 3137.0117f, 360.38522f);
inline const Position ICC_ROTFACE_EXPLOSION_POSITION_2 = Position(4474.4565f, 3156.9617f, 360.38522f);
inline const Position ICC_ROTFACE_EXPLOSION_POSITION_3 = Position(4452.0586f, 3170.2231f, 360.38522f);
inline const Position ICC_ROTFACE_EXPLOSION_POSITION_4 = Position(4421.2437f, 3161.2275f, 360.38522f);
inline const Position ICC_ROTFACE_EXPLOSION_POSITION_5 = Position(4410.904f, 3136.9976f, 360.38522f);
inline const Position ICC_ROTFACE_EXPLOSION_POSITION_6 = Position(4417.603f, 3119.4712f, 360.38522f);
inline const Position ICC_ROTFACE_EXPLOSION_POSITION_7 = Position(4442.514f, 3105.2234f, 360.38522f);
inline const Position ICC_ROTFACE_EXPLOSION_POSITION_8 = Position(4465.7173f, 3113.6284f, 360.38522f);
inline const Position ICC_ROTFACE_TANK_POSITION = Position(4447.061f, 3150.9758f, 360.38568f);
inline const Position ICC_ROTFACE_BIG_OOZE_POSITION = Position(4432.687f, 3142.3035f, 360.38568f);
inline const Position ICC_ROTFACE_SAFE_POSITION = Position(4446.557f, 3065.6594f, 360.38568f);
inline const Position ICC_ROTFACE_CENTER_POSITION = Position(4446.0547f, 3144.8677f, 360.38568f); //actual center 4.74089 4445.6616f, 3137.1526f, 360.38608
inline const Position ICC_ROTFACE_CENTER_POSITION_BOSS = Position(4445.656f, 3137.1663f, 360.38565f);
inline const Position ICC_PUTRICIDE_TANK_POSITION = Position(4373.227f, 3222.058f, 389.4029f);
inline const Position ICC_PUTRICIDE_GREEN_POSITION = Position(4423.4126f, 3194.2715f, 389.37683f);
inline const Position ICC_PUTRICIDE_GATE_POSITION = Position(4356.3345f, 3167.9407f, 389.39825f);
inline const Position ICC_BPC_OT_POSITION = Position(4649.2236f, 2796.0972f, 361.1815f);
inline const Position ICC_BPC_MT_POSITION = Position(4648.5674f, 2744.847f, 361.18222f);
inline const Position ICC_BPC_CENTER_POSITION = Position(4638.7056f, 2769.3713f, 361.17108f);
inline const Position ICC_BQL_CENTER_POSITION = Position(4595.0f, 2769.0f, 400.0f);
inline const Position ICC_BQL_LWALL1_POSITION = Position(4624.685f, 2789.4895f, 400.13834f);
inline const Position ICC_BQL_LWALL2_POSITION = Position(4600.749f, 2805.7568f, 400.1374f);
inline const Position ICC_BQL_LWALL3_POSITION = Position(4572.857f, 2797.3872f, 400.1374f);
inline const Position ICC_BQL_RWALL1_POSITION = Position(4625.724f, 2748.9917f, 400.13693f);
inline const Position ICC_BQL_RWALL2_POSITION = Position(4608.3774f, 2735.7466f, 400.13693f);
inline const Position ICC_BQL_RWALL3_POSITION = Position(4576.813f, 2739.6067f, 400.13693f);
inline const Position ICC_BQL_LRWALL4_POSITION = Position(4539.345f, 2769.3853f, 403.7267f);
inline const Position ICC_BQL_TANK_POSITION = Position(4633.7964f, 2769.2515f, 401.74777f); //old 4629.746f, 2769.6396f, 401.7479f
inline const Position ICC_VDW_HEAL_POSITION = Position(4203.752f, 2483.4343f, 364.87274f);
inline const Position ICC_VDW_GROUP1_POSITION = Position(4203.585f, 2464.422f, 364.87323f);
inline const Position ICC_VDW_GROUP2_POSITION = Position(4203.5806f, 2505.2383f, 364.87323f);
inline const Position ICC_VDW_PORTALSTART_POSITION = Position(4202.637f, 2488.171f, 375.00256f);
inline const Position ICC_SINDRAGOSA_TANK_POSITION = Position(4408.016f, 2508.0647f, 203.37955f); //X: 4183.136 Y: 2492.9358 Z: 364.87595 Orientation: 5.3975997
inline const Position ICC_SINDRAGOSA_FLYING_POSITION = Position(4525.6f, 2485.15f, 245.082f);
inline const Position ICC_SINDRAGOSA_RANGED_POSITION = Position(4441.572f, 2484.482f, 203.37836f);
inline const Position ICC_SINDRAGOSA_MELEE_POSITION = Position(4423.1646f, 2486.6792f, 203.3749f); //old 4423.4546f, 2491.7175f, 203.37686f
inline const Position ICC_SINDRAGOSA_BLISTERING_COLD_POSITION = Position(4473.6616f, 2484.8489f, 203.38258f);
inline const Position ICC_SINDRAGOSA_THOMB1_POSITION = Position(4433.6484f, 2469.4133f, 203.3806f);
inline const Position ICC_SINDRAGOSA_THOMB2_POSITION = Position(4434.143f, 2486.201f, 203.37473f);
inline const Position ICC_SINDRAGOSA_THOMB3_POSITION = Position(4436.1147f, 2501.464f, 203.38266f);
inline const Position ICC_SINDRAGOSA_UNCHAINEDMAGIC1_POSITION = Position(4444.9707f, 2455.7322f, 203.38701f);
inline const Position ICC_SINDRAGOSA_UNCHAINEDMAGIC2_POSITION = Position(4461.3945f, 2463.5513f, 203.38727f);
inline const Position ICC_SINDRAGOSA_UNCHAINEDMAGIC3_POSITION = Position(4473.6616f, 2484.8489f, 203.38258f);
inline const Position ICC_SINDRAGOSA_UNCHAINEDMAGIC4_POSITION = Position(4459.9336f, 2507.409f, 203.38606f);
inline const Position ICC_SINDRAGOSA_UNCHAINEDMAGIC5_POSITION = Position(4442.3096f, 2512.4688f, 203.38647f);
inline const Position ICC_SINDRAGOSA_CENTER_POSITION = Position(4408.0464f, 2484.478f, 203.37529f);
inline const Position ICC_SINDRAGOSA_THOMBMB2_POSITION = Position(4436.895f, 2498.1401f, 203.38133f);
inline const Position ICC_SINDRAGOSA_FBOMB_POSITION = Position(4449.3647f, 2486.4524f, 203.379f);
inline const Position ICC_SINDRAGOSA_FBOMB10_POSITION = Position(4449.3647f, 2486.4524f, 203.379f);
inline const Position ICC_SINDRAGOSA_LOS2_POSITION = Position(4441.8286f, 2501.946f, 203.38435f);
inline const Position ICC_LICH_KING_ADDS_POSITION = Position(476.7332f, -2095.3894f, 840.857f); // old 486.63647f, -2095.7915f, 840.857f
inline const Position ICC_LICH_KING_MELEE_POSITION = Position(503.5546f, -2106.8213f, 840.857f);
inline const Position ICC_LICH_KING_RANGED_POSITION = Position(501.3563f, -2085.1816f, 840.857f);
inline const Position ICC_LICH_KING_ASSISTHC_POSITION = Position(517.2145f, -2125.0674f, 840.857f);
inline const Position ICC_LICH_KING_CENTER_POSITION = Position(503.62036f, -2124.7336f, 840.857f);
inline const Position ICC_LK_FROST1_POSITION = Position(503.96548f, -2183.216f, 840.857f);
inline const Position ICC_LK_FROST2_POSITION = Position(563.07166f, -2125.7578f, 840.857f);
inline const Position ICC_LK_FROST3_POSITION = Position(503.40182f, -2067.3435f, 840.857f);
inline const Position ICC_LK_FROSTR1_POSITION = Position(481.168f, -2177.8723f, 840.857f);
inline const Position ICC_LK_FROSTR2_POSITION = Position(562.20807f, -2100.2393f, 840.857f);
inline const Position ICC_LK_FROSTR3_POSITION = Position(526.35297f, -2071.0317f, 840.857f);
inline const Position ICC_LK_VILE_SPIRIT1_POSITION = Position(505.24002f, -2086.7778f, 840.857f);
inline const Position ICC_LK_VILE_SPIRIT2_POSITION = Position(532.668f, -2122.603f, 840.857f);
inline const Position ICC_LK_VILE_SPIRIT3_POSITION = Position(502.8796f, -2159.7466f, 840.857f);
//Lord Marrogwar
class IccLmTankPositionAction : public AttackAction
{
public:
IccLmTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc lm tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool MoveTowardPosition(Position const& position, float incrementSize);
};
class IccSpikeAction : public AttackAction
{
public:
IccSpikeAction(PlayerbotAI* botAI) : AttackAction(botAI, "icc spike") {}
bool Execute(Event event) override;
std::vector<Unit*> FindAliveSpikes();
bool HandleSpikeMarking(std::vector<Unit*> const& spikes, Unit* boss);
bool HandleNoSpikesMarking(Unit* boss);
bool HandleSpikeAssignment(std::vector<Unit*> const& spikes, Unit* boss);
bool MoveTowardPosition(Position const& position, float incrementSize);
static std::vector<size_t> CalculateBalancedGroupSizes(size_t totalMembers, size_t numSpikes);
static size_t GetAssignedSpikeIndex(size_t memberIndex, std::vector<size_t> const& groupSizes);
static std::string GetRTIValueForSpike(size_t spikeIndex);
bool IsSpikeInColdFlame(Unit* spike);
static Player* GetSpikeVictim(Unit* spike);
};
//Lady Deathwhisper
class IccDarkReckoningAction : public MovementAction
{
public:
IccDarkReckoningAction(PlayerbotAI* botAI, std::string const name = "icc dark reckoning")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccRangedPositionLadyDeathwhisperAction : public AttackAction
{
public:
IccRangedPositionLadyDeathwhisperAction(PlayerbotAI* botAI, std::string const name = "icc ranged position lady deathwhisper")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool MaintainRangedSpacing();
};
class IccAddsLadyDeathwhisperAction : public AttackAction
{
public:
IccAddsLadyDeathwhisperAction(PlayerbotAI* botAI, std::string const name = "icc adds lady deathwhisper")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool IsTargetedByShade(uint32 shadeEntry);
bool MoveTowardPosition(Position const& position, float incrementSize);
bool HandleAddTargeting(Unit* boss);
bool UpdateRaidTargetIcon(Unit* target);
bool HandleNonTankAddEvasion();
bool IsAdd(Unit* unit);
bool IsAssistTankAlive();
bool ApplyNearbyAddCC();
bool ApplyCCToAdd(Unit* add);
bool IsAddsAlive();
bool EngageBoss();
Unit* FindAndCollectAdd(Unit* boss);
Unit* FindAddNearBoss(Unit* boss, float maxDist);
};
class IccShadeLadyDeathwhisperAction : public MovementAction
{
public:
IccShadeLadyDeathwhisperAction(PlayerbotAI* botAI, std::string const name = "icc shade lady deathwhisper")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
//Gunship Battle
class IccRottingFrostGiantTankPositionAction : public AttackAction
{
public:
IccRottingFrostGiantTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc rotting frost giant tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
// Gunship Battle
class IccCannonFireAction : public Action
{
public:
IccCannonFireAction(PlayerbotAI* botAI, std::string const name = "icc cannon fire") : Action(botAI, name) {}
bool Execute(Event event) override;
private:
Unit* FindValidCannonTarget();
bool TryCastCannonSpell(uint32 spellId, Unit* target, Unit* vehicleBase);
};
class IccGunshipEnterCannonAction : public MovementAction
{
public:
IccGunshipEnterCannonAction(PlayerbotAI* botAI, std::string const name = "icc gunship enter cannon")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
private:
Unit* FindBestAvailableCannon();
bool IsValidCannon(Unit* vehicle);
bool EnterVehicle(Unit* vehicleBase, bool moveIfFar);
};
class IccGunshipRocketJumpAction : public AttackAction
{
public:
IccGunshipRocketJumpAction(PlayerbotAI* botAI, std::string const name = "icc gunship rocket jump")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
private:
enum class GunshipSide
{
NONE,
ALLY,
HORDE
};
GunshipSide DetectShip() const;
Item* FindRocketPack() const;
bool UseRocketPack(Position const& destination, bool walkIfOutOfRange);
bool RocketPackJumpToward(Position const& target);
bool ExitCannonIfSeated();
bool CleanupSkullIcon(uint8 skullIconIndex);
bool UpdateBossSkullIcon(Unit* boss, uint8 skullIconIndex);
bool IsMainTankOnEnemyShip(GunshipSide side) const;
bool AnyNonTankAwayFromFriendly(GunshipSide side) const;
Unit* FindNearestFriendlyCannon(GunshipSide side) const;
};
class IccGunshipRocketPackSetupAction : public MovementAction
{
public:
IccGunshipRocketPackSetupAction(PlayerbotAI* botAI, std::string const name = "icc gunship rocket pack setup")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
private:
Item* FindRocketPack() const;
bool AcquireRocketPack();
bool EquipRocketPack();
};
//DBS
class IccDbsTankPositionAction : public AttackAction
{
public:
IccDbsTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc dbs tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool CrowdControlBloodBeasts();
bool EvadeBloodBeasts();
bool PositionInRangedFormation();
};
class IccAddsDbsAction : public AttackAction
{
public:
IccAddsDbsAction(PlayerbotAI* botAI, std::string const name = "icc adds dbs")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
Unit* FindPriorityTarget(Unit* boss);
bool UpdateSkullMarker(Unit* priorityTarget);
};
class IccDogsTankPositionAction : public AttackAction
{
public:
IccDogsTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc dogs tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
//FESTERGUT
class IccFestergutGroupPositionAction : public AttackAction
{
public:
IccFestergutGroupPositionAction(PlayerbotAI* botAI, std::string const name = "icc festergut group position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool HasSporesInGroup();
bool PositionNonTankMembers();
int CalculatePositionIndex(Group* group);
};
class IccFestergutSporeAction : public AttackAction
{
public:
IccFestergutSporeAction(PlayerbotAI* botAI, std::string const name = "icc festergut spore")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
Position CalculateSpreadPosition();
struct SporeInfo
{
std::vector<Unit*> sporedPlayers;
ObjectGuid lowestGuid;
bool hasLowestGuid = false;
};
SporeInfo FindSporedPlayers();
Position DetermineTargetPosition(bool hasSpore, const SporeInfo& sporeInfo, const Position& spreadRangedPos);
bool CheckMainTankSpore();
bool GooNear(Position const& pos);
};
class IccFestergutAvoidMalleableGooAction : public MovementAction
{
public:
IccFestergutAvoidMalleableGooAction(PlayerbotAI* botAI,
std::string const name = "icc festergut avoid malleable goo")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
//Rotface
class IccRotfaceTankPositionAction : public AttackAction
{
public:
IccRotfaceTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc rotface tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool MarkBossWithSkull(Unit* boss);
bool PositionMainTankAndMelee(Unit* boss, Unit* smallOoze = nullptr);
bool HandleAssistTankPositioning(Unit* boss);
Unit* FindAssignedBigOoze(Unit* boss, std::vector<Unit*>& bigOozes);
bool HandleBigOozeKiting(Unit* bigOoze);
};
class IccRotfaceGroupPositionAction : public AttackAction
{
public:
IccRotfaceGroupPositionAction(PlayerbotAI* botAI, std::string const name = "icc rotface group position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
//bool MoveAwayFromBigOoze(Unit* bigOoze);
bool HandlePuddleAvoidance(Unit* boss);
bool MoveAwayFromPuddle(Unit* boss, Unit* puddle, float puddleDistance);
bool HandleOozeTargeting();
bool HandleOozeMemberPositioning(Unit* mySmallOoze);
bool PositionRangedAndHealers(Unit* boss,Unit* smallOoze);
bool PositionHeroicGrid(Unit* boss);
};
class IccRotfaceMoveAwayFromExplosionAction : public MovementAction
{
public:
IccRotfaceMoveAwayFromExplosionAction(PlayerbotAI* botAI, std::string const name = "icc rotface move away from explosion")
: MovementAction(botAI, name),
_escapePosition(0.0f, 0.0f, 0.0f),
_hasEscape(false),
_holdUntil(0) {}
bool Execute(Event event) override;
private:
Position _escapePosition;
bool _hasEscape;
uint32 _holdUntil;
};
class IccRotfaceAvoidVileGasAction : public MovementAction
{
public:
IccRotfaceAvoidVileGasAction(PlayerbotAI* botAI, std::string const name = "icc rotface avoid vile gas")
: MovementAction(botAI, name),
_safeSpot(0.0f, 0.0f, 0.0f),
_hasSafeSpot(false) {}
bool Execute(Event event) override;
private:
Position _safeSpot;
bool _hasSafeSpot;
};
//PP
class IccPutricideMutatedPlagueAction : public AttackAction
{
public:
IccPutricideMutatedPlagueAction(PlayerbotAI* botAI, std::string const name = "icc putricide mutated plague")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccPutricideGrowingOozePuddleAction : public AttackAction
{
public:
IccPutricideGrowingOozePuddleAction(PlayerbotAI* botAI, std::string const name = "icc putricide growing ooze puddle")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
Unit* FindClosestThreateningPuddle();
Position CalculateSafeMovePosition(Unit* closestPuddle);
bool IsPositionTooCloseToOtherPuddles(float x, float y, Unit* ignorePuddle);
bool PathCrossesAnyPuddle(float fromX, float fromY, float toX, float toY, Unit* ignorePuddle);
};
class IccPutricideVolatileOozeAction : public AttackAction
{
public:
IccPutricideVolatileOozeAction(PlayerbotAI* botAI, std::string const name = "icc putricide volatile ooze")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool MarkOozeWithSkull(Unit* ooze);
Unit* FindAuraTarget();
};
class IccPutricideGasCloudAction : public AttackAction
{
public:
IccPutricideGasCloudAction(PlayerbotAI* botAI, std::string const name = "icc putricide gas cloud")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool HandleGaseousBloatMovement(Unit* gasCloud);
bool HandleGroupAuraSituation(Unit* gasCloud);
bool GroupHasGaseousBloat(Group* group);
};
class IccPutricideAvoidMalleableGooAction : public MovementAction
{
public:
IccPutricideAvoidMalleableGooAction(PlayerbotAI* botAI, std::string const name = "icc putricide avoid malleable goo")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
bool HandleTankPositioning(Unit* boss);
bool HandleUnboundPlague(Unit* boss);
bool HandleBossPositioning(Unit* boss);
bool HasObstacleBetween(Position const& from, Position const& to);
bool IsOnPath(Position const& from, Position const& to, Position const& point, float threshold);
};
class IccPutricideAbominationAction : public AttackAction
{
public:
IccPutricideAbominationAction(PlayerbotAI* botAI, std::string const name = "icc putricide abomination")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
private:
bool BecomeAbomination();
bool IsSomeoneAlreadyPiloting();
Unit* FindClosestPuddle(float maxRange);
Unit* PickSlashTarget(Unit* boss);
bool TryRegurgitate(Unit* abo, Unit* target);
bool TryEatOoze(Unit* abo, Unit* puddle);
};
//BPC
class IccBpcKelesethTankAction : public AttackAction
{
public:
IccBpcKelesethTankAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bpc keleseth tank") {}
bool Execute(Event event) override;
};
class IccBpcMainTankAction : public AttackAction
{
public:
IccBpcMainTankAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bpc main tank") {}
bool Execute(Event event) override;
bool MarkEmpoweredPrince();
};
class IccBpcEmpoweredVortexAction : public MovementAction
{
public:
IccBpcEmpoweredVortexAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc bpc empowered vortex") {}
bool Execute(Event event) override;
bool MaintainRangedSpacing();
bool HandleEmpoweredVortexSpread();
};
class IccBpcKineticBombAction : public AttackAction
{
public:
IccBpcKineticBombAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bpc kinetic bomb") {}
bool Execute(Event event) override;
Unit* FindNearestBomb();
};
class IccBpcBallOfFlameAction : public MovementAction
{
public:
IccBpcBallOfFlameAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc bpc ball of flame") {}
bool Execute(Event event) override;
};
//Blood Queen Lana'thel
class IccBqlGroupPositionAction : public AttackAction
{
public:
IccBqlGroupPositionAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bql group position") {}
bool Execute(Event event) override;
bool HandleTankPosition(Unit* boss, Aura* frenzyAura, Aura* shadowAura);
bool HandleShadowsMovement();
Position AdjustControlPoint(const Position& wall, const Position& center, float factor);
Position CalculateBezierPoint(float t, const Position path[4]);
bool HandleGroupPosition(Unit* boss, Aura* frenzyAura, Aura* shadowAura);
private:
// Evaluate curves
struct CurveInfo
{
Position moveTarget;
int curveIdx = 0;
bool foundSafe = false;
float minDist = 0.0f;
float score = 0.0f;
Position closestPoint;
float t_closest = 0.0f;
};
};
class IccBqlPactOfDarkfallenAction : public MovementAction
{
public:
IccBqlPactOfDarkfallenAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc bql pact of darkfallen") {}
bool Execute(Event event) override;
bool CalculateCenterPosition(Position& targetPos, const std::vector<Player*>& playersWithAura);
bool MoveToTargetPosition(const Position& targetPos, int auraCount);
};
class IccBqlVampiricBiteAction : public AttackAction
{
public:
IccBqlVampiricBiteAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bql vampiric bite") {}
bool Execute(Event event) override;
Player* FindBestBiteTarget(Group* group);
bool IsInvalidTarget(Player* player);
bool MoveTowardsTarget(Player* target);
bool CastVampiricBite(Player* target);
};
// Sister Svalna
class IccValkyreSpearAction : public AttackAction
{
public:
IccValkyreSpearAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc valkyre spear") {}
bool Execute(Event event) override;
};
class IccSisterSvalnaAction : public AttackAction
{
public:
IccSisterSvalnaAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sister svalna") {}
bool Execute(Event event) override;
};
// Valithria Dreamwalker
class IccValithriaGroupAction : public AttackAction
{
public:
IccValithriaGroupAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc valithria group") {}
bool Execute(Event event) override;
bool Handle25ManGroupLogic();
bool HandleMarkingLogic(bool inGroup1, bool inGroup2, bool singleMarkMode);
bool Handle10ManGroupLogic();
private:
bool ApplyCrowdControl(Unit* zombie);
};
class IccValithriaZombieKiteAction : public MovementAction
{
public:
IccValithriaZombieKiteAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc valithria zombie kite") {}
bool Execute(Event event) override;
};
class IccValithriaPortalAction : public MovementAction
{
public:
IccValithriaPortalAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc valithria portal") {}
bool Execute(Event event) override;
};
class IccValithriaHealAction : public AttackAction
{
public:
IccValithriaHealAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc valithria heal") {}
bool Execute(Event event) override;
};
class IccValithriaDreamCloudAction : public MovementAction
{
public:
IccValithriaDreamCloudAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc valithria dream cloud") {}
bool Execute(Event event) override;
private:
std::vector<Creature*> CollectClouds(uint32 entry, Unit* reference);
};
//Sindragosa
class IccSindragosaGroupPositionAction : public AttackAction
{
public:
IccSindragosaGroupPositionAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sindragosa group position") {}
bool Execute(Event event) override;
bool HandleTankPositioning(Unit* boss);
bool HandleNonTankPositioning();
bool MoveIncrementallyToPosition(const Position& targetPos, float maxStep);
};
class IccSindragosaFrostBeaconAction : public MovementAction
{
public:
IccSindragosaFrostBeaconAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc sindragosa frost beacon") {}
bool Execute(Event event) override;
bool HandleSupportActions();
bool HandleBeaconedPlayer(const Unit* boss);
bool HandleNonBeaconedPlayer(const Unit* boss);
bool MoveToPositionIfNeeded(const Position& position, float tolerance);
bool MoveToPosition(const Position& position);
bool IsBossFlying(const Unit* boss);
bool TryDropTombFlares(Unit const* boss);
private:
static constexpr float POSITION_TOLERANCE = 1.0f;
static constexpr float TOMB_POSITION_TOLERANCE = 0.5f;
static constexpr float MIN_SAFE_DISTANCE = 13.0f;
static constexpr float MOVE_TOLERANCE = 2.0f;
// Keyed per-instance to avoid cross-instance pollution when multiple ICCs run simultaneously
static std::map<uint32, std::set<int>> s_flaredRedThisPhase;
static std::map<uint32, bool> s_flaredBluePhase3;
static std::map<uint32, bool> s_lastPhase3;
static uint32 s_nextFlareMs;
static constexpr uint32 FLARE_ITEM_COOLDOWN_MS = 1000;
};
class IccSindragosaHotAction : public Action
{
public:
IccSindragosaHotAction(PlayerbotAI* botAI) : Action(botAI, "icc sindragosa hot") {}
bool Execute(Event event) override;
};
class IccSindragosaBlisteringColdAction : public MovementAction
{
public:
IccSindragosaBlisteringColdAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc sindragosa blistering cold") {}
bool Execute(Event event) override;
};
class IccSindragosaUnchainedMagicAction : public AttackAction
{
public:
IccSindragosaUnchainedMagicAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sindragosa unchained magic") {}
bool Execute(Event event) override;
};
class IccSindragosaChilledToTheBoneAction : public AttackAction
{
public:
IccSindragosaChilledToTheBoneAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sindragosa chilled to the bone") {}
bool Execute(Event event) override;
};
class IccSindragosaMysticBuffetAction : public MovementAction
{
public:
IccSindragosaMysticBuffetAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc sindragosa mystic buffet") {}
bool Execute(Event event) override;
};
class IccSindragosaFrostBombAction : public MovementAction
{
public:
IccSindragosaFrostBombAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc sindragosa frost bomb") {}
bool Execute(Event event) override;
private:
struct FrostBombContext
{
Unit* marker = nullptr;
std::vector<Unit*> tombs;
};
bool CollectContext(FrostBombContext& ctx) const;
int ResolveGroupIndex(Group* group) const;
void PinGroupToCurrentZone();
std::vector<Unit*> SelectTombs(std::vector<Unit*> const& tombs, int groupIndex, int groupCount) const;
Unit* ResolveStickyTomb(std::vector<Unit*> const& myTombs);
bool HandleRtiMarking(Group* group, int groupIndex, std::vector<Unit*> const& myTombs, Unit* losTomb);
// Keyed per-instance to avoid cross-instance pollution when multiple ICCs run simultaneously
static std::map<std::pair<uint32, ObjectGuid>, int> s_groupAssignments;
static std::map<std::pair<uint32, ObjectGuid>, ObjectGuid> s_tombAssignments;
static std::set<std::pair<uint32, ObjectGuid>> s_freedFallback;
// Per-bot last LOS move stamp. When the LOS tomb dies/loses mark mid-walk
// the bot would otherwise freeze in the open. Replaying the last move for
// up to 2 seconds keeps it on its path until a new LOS target is chosen.
struct LastLosMove
{
uint32 timestampMs = 0;
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
};
// Keyed per-instance to avoid cross-instance pollution
static std::map<std::pair<uint32, ObjectGuid>, LastLosMove> s_lastLosMove;
};
class IccSindragosaTankSwapPositionAction : public AttackAction
{
public:
IccSindragosaTankSwapPositionAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sindragosa tank swap position") {}
bool Execute(Event event) override;
};
//LK
class IccLichKingShadowTrapAction : public MovementAction
{
public:
IccLichKingShadowTrapAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc lich king shadow trap") {}
bool Execute(Event event) override;
};
class IccLichKingNecroticPlagueAction : public MovementAction
{
public:
IccLichKingNecroticPlagueAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc lich king necrotic plague") {}
bool Execute(Event event) override;
};
class IccLichKingWinterAction : public AttackAction
{
public:
IccLichKingWinterAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc lich king winter") {}
bool Execute(Event event) override;
bool IsPositionSafeFromDefile(float x, float y, float z, float minSafeDistance) const;
bool IsPositionSafeFromShadowTraps(float x, float y) const;
bool IsValidCollectibleAdd(Unit* unit) const;
bool HandleTankPositioning();
bool HandleMeleePositioning();
bool HandleRangedPositioning();
bool HandleMainTankAddManagement(Unit* boss, Position const* tankPos);
bool HandleAssistTankAddManagement(Unit* boss, Position const* tankPos);
bool HandlePetManagement();
private:
static constexpr float PLATFORM_Z = 840.857f;
static constexpr float BEHIND_DISTANCE = 4.0f;
bool FixPlatformPosition();
bool ClearInvalidTarget();
Position const* GetMainTankPosition();
Position const* GetMainTankRangedPosition();
bool TryMoveToPosition(float x, float y, float z, bool forced = true);
};
class IccLichKingAddsAction : public AttackAction
{
public:
IccLichKingAddsAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc lich king adds") {}
bool Execute(Event event) override;
bool HandleTeleportationFixes(Difficulty diff, Unit* terenas);
bool HandleHeroicNonTankPositioning(Difficulty diff, Unit* terenas);
bool HandleSpiritMarkingAndTargeting(Difficulty diff, Unit* terenas);
bool HandleQuakeMechanics(Unit* boss);
bool HandleShamblingHorrors(Unit* boss, bool hasPlague);
bool HandleRagingSpiritFlanking(Unit* boss, bool hasPlague, Difficulty diff);
bool HandleAssistTankAddManagement(Unit* boss, Difficulty diff);
bool HandleMeleePositioning(Unit* boss, bool hasPlague, Difficulty diff);
bool HandleMainTankTargeting(Unit* boss, Difficulty diff);
bool HandleNonTankHeroicPositioning(Unit* boss, Difficulty diff, bool hasPlague);
bool HandleRangedPositioning(Unit* boss, bool hasPlague, Difficulty diff);
bool HandleDefileMechanics(Unit* boss, Difficulty diff);
bool HandleCenterStacking(Unit* boss, Difficulty diff);
bool HandleValkyrMechanics(Difficulty diff);
bool HandleValkyrMarking(std::vector<Unit*> const& valkyrs, Difficulty diff);
bool HandleValkyrAssignment(std::vector<Unit*> const& valkyrs);
bool HandleVileSpiritMechanics();
bool HandleIceSphereMechanics();
bool ApplyCCToValkyr(Unit* valkyr);
bool IsValkyr(Unit* unit);
std::vector<size_t> CalculateBalancedGroupSizes(size_t totalAssist, size_t numValkyrs);
size_t GetAssignedValkyrIndex(size_t assistIndex, std::vector<size_t> const& groupSizes);
std::string GetRTIValueForValkyr(size_t valkyrIndex);
std::pair<float, float> DefileAwareStep(float tx, float ty,
std::vector<Unit*> const& defiles,
Difficulty diff);
};
class IccLichKingSpiritBombAction : public MovementAction
{
public:
IccLichKingSpiritBombAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc lich king spirit bomb") {}
bool Execute(Event event) override;
static bool IsBombThreatActive(PlayerbotAI* botAI, Player* bot);
};
#endif

View File

@ -0,0 +1,821 @@
#include "ICCActions.h"
#include "NearestNpcsValue.h"
#include "ObjectAccessor.h"
#include "Playerbots.h"
#include "Vehicle.h"
#include "RtiValue.h"
#include "GenericSpellActions.h"
#include "GenericActions.h"
#include "ICCTriggers.h"
#include "Multiplier.h"
static float const BPC_FLOOR_Z = 361.18222f;
static bool CastClassTaunt(Player* bot, PlayerbotAI* botAI, Unit* target)
{
if (!target || !target->IsAlive())
return false;
switch (bot->getClass())
{
case CLASS_PALADIN:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_PALADIN, true);
if (botAI->CastSpell("hand of reckoning", target))
return true;
break;
}
case CLASS_DEATH_KNIGHT:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_DK, true);
if (botAI->CastSpell("dark command", target))
return true;
break;
}
case CLASS_DRUID:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_DRUID, true);
if (botAI->CastSpell("growl", target))
return true;
break;
}
case CLASS_WARRIOR:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_WARRIOR, true);
if (botAI->CastSpell("taunt", target))
return true;
break;
}
default:
break;
}
if (botAI->CastSpell("shoot", target) || botAI->CastSpell("throw", target))
return true;
return false;
}
bool IccBpcKelesethTankAction::Execute(Event /*event*/)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "prince keleseth");
if (!boss)
return false;
static float const Z_TELEPORT_THRESHOLD = 6.0f;
// Teleport Z-axis back to center-level if the bot is significantly off in Z
float centerZ = ICC_BPC_CENTER_POSITION.GetPositionZ();
if (std::abs(bot->GetPositionZ() - centerZ) > Z_TELEPORT_THRESHOLD)
{
bot->TeleportTo(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), centerZ, bot->GetOrientation());
return false;
}
if (!botAI->IsAssistTank(bot))
{
// Non-assist-tank: pull toward center if too far
static float const CENTER_MOVE_THRESHOLD = 30.0f;
static float const MOVE_INCREMENT = 15.0f;
float distToCenter = bot->GetExactDist2d(ICC_BPC_CENTER_POSITION);
if (distToCenter > CENTER_MOVE_THRESHOLD)
{
float dirX = ICC_BPC_CENTER_POSITION.GetPositionX() - bot->GetPositionX();
float dirY = ICC_BPC_CENTER_POSITION.GetPositionY() - bot->GetPositionY();
float length = std::sqrt(dirX * dirX + dirY * dirY);
if (length > 0.001f)
{
dirX /= length;
dirY /= length;
float needed = distToCenter - CENTER_MOVE_THRESHOLD;
float step = std::min(MOVE_INCREMENT, needed);
float moveX = bot->GetPositionX() + dirX * step;
float moveY = bot->GetPositionY() + dirY * step;
MoveTo(bot->GetMapId(), moveX, moveY, bot->GetPositionZ(), false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
return false;
}
}
}
if (!botAI->IsAssistTank(bot))
return false;
bool const isBossVictim = boss->GetVictim() == bot;
if (!isBossVictim)
{
CastClassTaunt(bot, botAI, boss);
bot->SetTarget(boss->GetGUID());
bot->SetFacingToObject(boss);
}
else
{
// Collect stray Dark Nuclei via taunt, move toward if out of range
static float const TAUNT_RANGE = 30.0f;
std::list<Creature*> nuclei;
bot->GetCreatureListWithEntryInGrid(nuclei, NPC_DARK_NUCLEUS, 100.0f);
Unit* strayNucleus = nullptr;
for (Creature* nucleus : nuclei)
{
if (nucleus && nucleus->IsAlive() && nucleus->GetVictim() != bot)
{
strayNucleus = nucleus;
break;
}
}
if (strayNucleus)
{
float dist = bot->GetExactDist2d(strayNucleus);
if (dist <= TAUNT_RANGE)
CastClassTaunt(bot, botAI, strayNucleus);
else
{
float dirX = strayNucleus->GetPositionX() - bot->GetPositionX();
float dirY = strayNucleus->GetPositionY() - bot->GetPositionY();
float length = std::sqrt(dirX * dirX + dirY * dirY);
if (length > 0.001f)
{
dirX /= length;
dirY /= length;
static float const NUCLEUS_MOVE_STEP = 10.0f;
static float const NUCLEUS_APPROACH_BUFFER = 5.0f;
float step = std::min(NUCLEUS_MOVE_STEP, dist - TAUNT_RANGE + NUCLEUS_APPROACH_BUFFER);
float moveX = bot->GetPositionX() + dirX * step;
float moveY = bot->GetPositionY() + dirY * step;
MoveTo(bot->GetMapId(), moveX, moveY, bot->GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
return false;
}
}
}
bot->SetTarget(boss->GetGUID());
bot->SetFacingToObject(boss);
Attack(boss);
return false;
}
bool IccBpcMainTankAction::Execute(Event /*event*/)
{
if (!botAI->IsMainTank(bot))
{
if (botAI->IsTank(bot))
MarkEmpoweredPrince();
return false;
}
Unit* valanar = AI_VALUE2(Unit*, "find target", "prince valanar");
Unit* taldaram = AI_VALUE2(Unit*, "find target", "prince taldaram");
bool const isVictimOfValanar = valanar && valanar->GetVictim() == bot;
bool const isVictimOfTaldaram = taldaram && taldaram->GetVictim() == bot;
// Move to MT position if targeted by both princes and not already close
static float const MT_POSITION_THRESHOLD = 15.0f;
if (isVictimOfValanar && isVictimOfTaldaram && bot->GetExactDist2d(ICC_BPC_MT_POSITION) > MT_POSITION_THRESHOLD)
{
float dirX = ICC_BPC_MT_POSITION.GetPositionX() - bot->GetPositionX();
float dirY = ICC_BPC_MT_POSITION.GetPositionY() - bot->GetPositionY();
float length = std::sqrt(dirX * dirX + dirY * dirY);
if (length > 0.001f)
{
dirX /= length;
dirY /= length;
float moveDist = std::min(3.0f, length);
float moveX = bot->GetPositionX() + dirX * moveDist;
float moveY = bot->GetPositionY() + dirY * moveDist;
MoveTo(bot->GetMapId(), moveX, moveY, bot->GetPositionZ(), false, false, false, false,
MovementPriority::MOVEMENT_COMBAT);
}
}
// Taunt princes not targeting us
if (valanar && !isVictimOfValanar)
{
CastClassTaunt(bot, botAI, valanar);
bot->SetTarget(valanar->GetGUID());
bot->SetFacingToObject(valanar);
Attack(valanar);
}
if (taldaram && !isVictimOfTaldaram)
{
CastClassTaunt(bot, botAI, taldaram);
bot->SetTarget(taldaram->GetGUID());
bot->SetFacingToObject(taldaram);
Attack(taldaram);
}
// Taunt nearby hostile adds not targeting a tank
GuidVector const npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto const& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (!unit || !unit->IsAlive())
continue;
if (unit->GetEntry() == NPC_PRINCE_KELESETH || unit->GetEntry() == NPC_PRINCE_VALANAR ||
unit->GetEntry() == NPC_PRINCE_TALDARAM || unit->GetEntry() == NPC_DARK_NUCLEUS)
continue;
static float const ADD_TAUNT_RANGE = 20.0f;
if (bot->GetDistance2d(unit) > ADD_TAUNT_RANGE)
continue;
Unit* victim = unit->GetVictim();
Player* victimPlayer = victim ? victim->ToPlayer() : nullptr;
if (!victimPlayer || !botAI->IsTank(victimPlayer))
{
CastClassTaunt(bot, botAI, unit);
break;
}
}
// Target marking for all tanks, called after main tank priority actions
if (botAI->IsTank(bot))
MarkEmpoweredPrince();
return false;
}
bool IccBpcMainTankAction::MarkEmpoweredPrince()
{
static constexpr uint8 SKULL_RAID_ICON = 7;
// Find empowered prince (Invocation of Blood)
Unit* empoweredPrince = nullptr;
GuidVector const& targets = AI_VALUE(GuidVector, "possible targets");
for (auto const& targetGuid : targets)
{
Unit* unit = botAI->GetUnit(targetGuid);
if (!unit || !unit->IsAlive())
continue;
if (botAI->HasAura("Invocation of Blood", unit))
{
uint32 const entry = unit->GetEntry();
if (entry == NPC_PRINCE_KELESETH || entry == NPC_PRINCE_VALANAR || entry == NPC_PRINCE_TALDARAM)
{
empoweredPrince = unit;
break;
}
}
}
// Handle marking if we found an empowered prince
if (empoweredPrince && empoweredPrince->IsAlive())
{
Group* group = bot->GetGroup();
if (group)
{
ObjectGuid const currentSkullGuid = group->GetTargetIcon(SKULL_RAID_ICON);
Unit* markedUnit = botAI->GetUnit(currentSkullGuid);
// Clear dead marks or marks that are not on empowered prince
if (markedUnit && (!markedUnit->IsAlive() || markedUnit != empoweredPrince))
group->SetTargetIcon(SKULL_RAID_ICON, bot->GetGUID(), ObjectGuid::Empty);
// Mark alive empowered prince if needed
if (!currentSkullGuid || !markedUnit)
group->SetTargetIcon(SKULL_RAID_ICON, bot->GetGUID(), empoweredPrince->GetGUID());
}
}
return false;
}
bool IccBpcEmpoweredVortexAction::Execute(Event /*event*/)
{
Unit* valanar = AI_VALUE2(Unit*, "find target", "prince valanar");
if (!valanar)
return false;
// Check if boss is casting empowered vortex
bool const isCastingVortex = valanar->HasUnitState(UNIT_STATE_CASTING) &&
(valanar->FindCurrentSpellBySpellId(SPELL_EMPOWERED_SHOCK_VORTEX1) ||
valanar->FindCurrentSpellBySpellId(SPELL_EMPOWERED_SHOCK_VORTEX2) ||
valanar->FindCurrentSpellBySpellId(SPELL_EMPOWERED_SHOCK_VORTEX3) ||
valanar->FindCurrentSpellBySpellId(SPELL_EMPOWERED_SHOCK_VORTEX4));
// Use complex positioning system for empowered vortex
if (isCastingVortex)
return HandleEmpoweredVortexSpread();
// Use simple ranged spreading for non-vortex situations
return MaintainRangedSpacing();
}
bool IccBpcEmpoweredVortexAction::MaintainRangedSpacing()
{
static float const IDEAL_RADIUS = 25.0f;
static float const RADIUS_TOLERANCE = 3.0f;
static float const MOVE_INCREMENT = 3.0f;
static float const MIN_SPACING = 13.0f;
bool const isRanged = botAI->IsRanged(bot) || botAI->IsHeal(bot);
if (!isRanged)
return false;
Unit* valanar = AI_VALUE2(Unit*, "find target", "prince valanar");
if (!valanar)
return false;
// Collect ranged/healer bots sorted by GUID for consistent slot assignment
Group* group = bot->GetGroup();
if (!group)
return false;
std::vector<Player*> rangedBots;
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive())
continue;
if (botAI->IsTank(member))
continue;
PlayerbotAI* memberAI = GET_PLAYERBOT_AI(member);
if (!memberAI)
continue;
if (memberAI->IsRanged(member) || memberAI->IsHeal(member))
rangedBots.push_back(member);
}
if (rangedBots.empty())
return false;
std::sort(rangedBots.begin(), rangedBots.end(),
[](Player* a, Player* b) { return a->GetGUID() < b->GetGUID(); });
// Find this bot's slot index
int slotIndex = -1;
for (size_t i = 0; i < rangedBots.size(); ++i)
{
if (rangedBots[i] == bot)
{
slotIndex = static_cast<int>(i);
break;
}
}
if (slotIndex < 0)
return false;
// Calculate angular position around Valanar
float angleStep = 2.0f * static_cast<float>(M_PI) / static_cast<float>(rangedBots.size());
float targetAngle = angleStep * static_cast<float>(slotIndex);
// Collect shock vortex positions to avoid
static float const VORTEX_AVOID_DIST = 13.0f;
std::list<Creature*> vortexList;
bot->GetCreatureListWithEntryInGrid(vortexList, NPC_SHOCK_VORTEX, 100.0f);
// Find safe angle — try assigned slot first, then nudge away from vortices
static float const ANGLE_NUDGE = static_cast<float>(M_PI) / 18.0f;
static int const MAX_NUDGE_STEPS = 18;
float bestAngle = targetAngle;
auto isAngleSafe = [&](float angle) -> bool
{
float testX = valanar->GetPositionX() + IDEAL_RADIUS * std::cos(angle);
float testY = valanar->GetPositionY() + IDEAL_RADIUS * std::sin(angle);
for (Creature* vortex : vortexList)
{
if (!vortex || !vortex->IsAlive())
continue;
float vdx = testX - vortex->GetPositionX();
float vdy = testY - vortex->GetPositionY();
if (std::sqrt(vdx * vdx + vdy * vdy) < VORTEX_AVOID_DIST)
return false;
}
return true;
};
if (!isAngleSafe(bestAngle))
{
for (int i = 1; i <= MAX_NUDGE_STEPS; ++i)
{
float plusAngle = targetAngle + ANGLE_NUDGE * static_cast<float>(i);
if (isAngleSafe(plusAngle))
{
bestAngle = plusAngle;
break;
}
float minusAngle = targetAngle - ANGLE_NUDGE * static_cast<float>(i);
if (isAngleSafe(minusAngle))
{
bestAngle = minusAngle;
break;
}
}
}
float targetX = valanar->GetPositionX() + IDEAL_RADIUS * std::cos(bestAngle);
float targetY = valanar->GetPositionY() + IDEAL_RADIUS * std::sin(bestAngle);
float targetZ = bot->GetPositionZ();
float distToSlot = bot->GetExactDist2d(targetX, targetY);
if (distToSlot <= RADIUS_TOLERANCE)
return false;
// Move toward assigned slot
float dx = targetX - bot->GetPositionX();
float dy = targetY - bot->GetPositionY();
float len = std::sqrt(dx * dx + dy * dy);
if (len < 0.001f)
return false;
dx /= len;
dy /= len;
float step = std::min(MOVE_INCREMENT, distToSlot);
float moveX = bot->GetPositionX() + dx * step;
float moveY = bot->GetPositionY() + dy * step;
if (bot->IsWithinLOS(moveX, moveY, targetZ))
{
MoveTo(bot->GetMapId(), moveX, moveY, targetZ, false, false, false, true,
MovementPriority::MOVEMENT_NORMAL);
}
return false;
}
bool IccBpcEmpoweredVortexAction::HandleEmpoweredVortexSpread()
{
static std::map<std::pair<uint32, ObjectGuid>, uint32> spreadLockTimers;
static uint32 const SPREAD_LOCK_DURATION_MS = 250;
static float const MOVE_INCREMENT = 4.0f;
static float const SLOT_TOLERANCE = 2.0f;
static float const MIN_SPACING = 13.0f;
if (botAI->IsTank(bot))
return false;
Unit* valanar = AI_VALUE2(Unit*, "find target", "prince valanar");
if (!valanar)
return false;
// If locked in position, don't move — allow combat/healing
uint32 now = getMSTime();
// Prune expired entries to prevent unbounded growth
for (auto it = spreadLockTimers.begin(); it != spreadLockTimers.end(); )
{
if (getMSTimeDiff(it->second, now) >= SPREAD_LOCK_DURATION_MS)
it = spreadLockTimers.erase(it);
else
++it;
}
uint32 const instanceId = bot->GetInstanceId();
auto it = spreadLockTimers.find({instanceId, bot->GetGUID()});
if (it != spreadLockTimers.end())
return false;
// Collect ALL non-tank bots for spreading (melee must scatter too)
Group* group = bot->GetGroup();
if (!group)
return false;
std::vector<Player*> spreadBots;
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive())
continue;
if (botAI->IsTank(member))
continue;
spreadBots.push_back(member);
}
if (spreadBots.empty())
return false;
std::sort(spreadBots.begin(), spreadBots.end(),
[](Player* a, Player* b) { return a->GetGUID() < b->GetGUID(); });
int slotIndex = -1;
for (size_t i = 0; i < spreadBots.size(); ++i)
{
if (spreadBots[i] == bot)
{
slotIndex = static_cast<int>(i);
break;
}
}
if (slotIndex < 0)
return false;
// Calculate radius so angular spacing >= MIN_SPACING
// Arc length between slots = 2*pi*R / N, need >= MIN_SPACING
float const botCount = static_cast<float>(spreadBots.size());
float idealRadius = (botCount * MIN_SPACING) / (2.0f * static_cast<float>(M_PI));
// Clamp radius to room bounds (room ~40y radius from center)
if (idealRadius < 15.0f)
idealRadius = 15.0f;
if (idealRadius > 38.0f)
idealRadius = 38.0f;
float angleStep = 2.0f * static_cast<float>(M_PI) / botCount;
float targetAngle = angleStep * static_cast<float>(slotIndex);
// Collect shock vortex positions to avoid
static float const VORTEX_AVOID_DIST = 13.0f;
std::list<Creature*> vortexList;
bot->GetCreatureListWithEntryInGrid(vortexList, NPC_SHOCK_VORTEX, 100.0f);
// Find safe angle — try assigned slot first, then nudge away from vortices
static float const ANGLE_NUDGE = static_cast<float>(M_PI) / 18.0f;
static int const MAX_NUDGE_STEPS = 18;
float bestAngle = targetAngle;
auto isAngleSafe = [&](float angle) -> bool
{
float testX = valanar->GetPositionX() + idealRadius * std::cos(angle);
float testY = valanar->GetPositionY() + idealRadius * std::sin(angle);
for (Creature* vortex : vortexList)
{
if (!vortex || !vortex->IsAlive())
continue;
float vdx = testX - vortex->GetPositionX();
float vdy = testY - vortex->GetPositionY();
if (std::sqrt(vdx * vdx + vdy * vdy) < VORTEX_AVOID_DIST)
return false;
}
return true;
};
if (!isAngleSafe(bestAngle))
{
for (int i = 1; i <= MAX_NUDGE_STEPS; ++i)
{
float plusAngle = targetAngle + ANGLE_NUDGE * static_cast<float>(i);
if (isAngleSafe(plusAngle))
{
bestAngle = plusAngle;
break;
}
float minusAngle = targetAngle - ANGLE_NUDGE * static_cast<float>(i);
if (isAngleSafe(minusAngle))
{
bestAngle = minusAngle;
break;
}
}
}
float targetX = valanar->GetPositionX() + idealRadius * std::cos(bestAngle);
float targetY = valanar->GetPositionY() + idealRadius * std::sin(bestAngle);
float targetZ = bot->GetPositionZ();
float distToSlot = bot->GetExactDist2d(targetX, targetY);
// Close enough to slot — lock position
if (distToSlot <= SLOT_TOLERANCE)
{
spreadLockTimers[{instanceId, bot->GetGUID()}] = now;
return false;
}
// Move toward assigned slot
float dx = targetX - bot->GetPositionX();
float dy = targetY - bot->GetPositionY();
float len = std::sqrt(dx * dx + dy * dy);
if (len < 0.001f)
return false;
dx /= len;
dy /= len;
float step = std::min(MOVE_INCREMENT, distToSlot);
float moveX = bot->GetPositionX() + dx * step;
float moveY = bot->GetPositionY() + dy * step;
if (bot->IsWithinLOS(moveX, moveY, targetZ))
{
MoveTo(bot->GetMapId(), moveX, moveY, targetZ, false, false, false, true,
MovementPriority::MOVEMENT_COMBAT);
}
return false;
}
bool IccBpcKineticBombAction::Execute(Event /*event*/)
{
if (!botAI->IsRangedDps(bot))
return false;
static float const MAX_HEIGHT_DIFF = 30.0f;
static float const SAFE_HEIGHT_Z = 371.16473f;
static float const TELEPORT_DOWN_Z = 367.16473f;
// Fix bot stuck above arena
if (bot->GetPositionZ() > SAFE_HEIGHT_Z)
{
bot->TeleportTo(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), TELEPORT_DOWN_Z,
bot->GetOrientation());
}
// Assign bombs 1-to-1 to nearest available ranged DPS
Unit* assignedBomb = FindNearestBomb();
if (!assignedBomb)
return false;
// Already attacking a valid bomb that's still low enough, keep going
if (Unit* currentTarget = AI_VALUE(Unit*, "current target"))
{
if (currentTarget == assignedBomb && currentTarget->IsAlive())
{
float const heightDiff = currentTarget->GetPositionZ() - BPC_FLOOR_Z;
if (heightDiff < MAX_HEIGHT_DIFF)
return false;
}
}
bot->SetTarget(assignedBomb->GetGUID());
bot->SetFacingToObject(assignedBomb);
Attack(assignedBomb);
return false;
}
Unit* IccBpcKineticBombAction::FindNearestBomb()
{
static constexpr std::array<uint32, 4> BOMB_ENTRIES = {NPC_KINETIC_BOMB1, NPC_KINETIC_BOMB2, NPC_KINETIC_BOMB3,
NPC_KINETIC_BOMB4};
static float const MAX_HEIGHT_DIFF = 35.0f;
GuidVector const targets = AI_VALUE(GuidVector, "possible targets no los");
if (targets.empty())
return nullptr;
// Gather all valid bombs, sorted by Z ascending (lowest = most urgent)
std::vector<Unit*> kineticBombs;
for (auto const& guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive())
continue;
if (std::find(BOMB_ENTRIES.begin(), BOMB_ENTRIES.end(), unit->GetEntry()) == BOMB_ENTRIES.end())
continue;
if (unit->GetPositionZ() - BPC_FLOOR_Z > MAX_HEIGHT_DIFF)
continue;
kineticBombs.push_back(unit);
}
if (kineticBombs.empty())
return nullptr;
std::sort(kineticBombs.begin(), kineticBombs.end(),
[](Unit* unitA, Unit* unitB) { return unitA->GetPositionZ() < unitB->GetPositionZ(); });
// Gather alive ranged DPS bots only (no real players)
std::vector<Player*> rangedDps;
Group* group = bot->GetGroup();
if (group)
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (member && member->IsAlive() && GET_PLAYERBOT_AI(member) && botAI->IsRangedDps(member))
rangedDps.push_back(member);
}
}
else
{
rangedDps.push_back(bot);
}
// Greedy 1-to-1 assignment: hunters first, druids second, then any ranged DPS
static float const MAX_ASSIGN_RANGE = 80.0f;
std::set<Player*> assigned;
for (Unit* bomb : kineticBombs)
{
Player* nearest = nullptr;
float nearestDist = std::numeric_limits<float>::max();
// Priority classes: hunter > druid > any
static constexpr std::array<uint8, 3> classPriority = {CLASS_HUNTER, CLASS_DRUID, 0};
for (uint8 priorityClass : classPriority)
{
nearest = nullptr;
nearestDist = std::numeric_limits<float>::max();
for (Player* dps : rangedDps)
{
if (assigned.count(dps))
continue;
if (priorityClass != 0 && dps->getClass() != priorityClass)
continue;
float dist = dps->GetDistance(bomb);
if (dist < nearestDist && dist < MAX_ASSIGN_RANGE)
{
nearestDist = dist;
nearest = dps;
}
}
if (nearest)
break;
}
if (nearest)
{
assigned.insert(nearest);
if (nearest == bot)
return bomb;
}
}
return nullptr;
}
bool IccBpcBallOfFlameAction::Execute(Event /*event*/)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "prince taldaram");
if (!boss)
return false;
Unit* ballOfFlameUnit = bot->FindNearestCreature(NPC_BALL_OF_FLAME, 100.0f);
Unit* infernoFlameUnit = bot->FindNearestCreature(NPC_BALL_OF_INFERNO_FLAME, 100.0f);
bool const hasBallOfFlame = ballOfFlameUnit && (ballOfFlameUnit->GetVictim() == bot);
bool const hasInfernoFlame = infernoFlameUnit && (infernoFlameUnit->GetVictim() == bot);
float infernoDist = infernoFlameUnit ? infernoFlameUnit->GetDistance2d(boss) : 0.0f;
// Hunters excluded — they can DPS from range without needing to soak
if (infernoFlameUnit && infernoDist > 2.0f && infernoDist <= 10.0f && !hasInfernoFlame &&
bot->getClass() != CLASS_HUNTER)
{
if (!botAI->IsTank(bot) && infernoFlameUnit->GetVictim() != bot)
{
float flameX = infernoFlameUnit->GetPositionX();
float flameY = infernoFlameUnit->GetPositionY();
float botX = bot->GetPositionX();
float botY = bot->GetPositionY();
// Calculate direction vector
float dx = flameX - botX;
float dy = flameY - botY;
float distance = std::sqrt(dx * dx + dy * dy);
// Normalize and scale to 5 units (or remaining distance if less than 5)
float step = std::min(5.0f, distance);
if (distance > 0.001f)
{
dx = dx / distance * step;
dy = dy / distance * step;
}
// Calculate intermediate position
float newX = botX + dx;
float newY = botY + dy;
MoveTo(infernoFlameUnit->GetMapId(), newX, newY, bot->GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_COMBAT);
}
}
// If victim of ball of flame, keep at least 15f from other party members
if (hasBallOfFlame || hasInfernoFlame)
{
static float const SAFE_DIST = 15.0f;
GuidVector members = AI_VALUE(GuidVector, "group members");
for (auto const& memberGuid : members)
{
Unit* member = botAI->GetUnit(memberGuid);
if (!member || !member->IsAlive() || member == bot)
continue;
float dist = bot->GetExactDist2d(member);
if (dist < SAFE_DIST)
{
// Move away from this member
float dx = bot->GetPositionX() - member->GetPositionX();
float dy = bot->GetPositionY() - member->GetPositionY();
float len = std::sqrt(dx * dx + dy * dy);
if (len < 0.001f)
continue;
dx /= len;
dy /= len;
float moveX = bot->GetPositionX() + dx * (SAFE_DIST - dist + 1.0f);
float moveY = bot->GetPositionY() + dy * (SAFE_DIST - dist + 1.0f);
float moveZ = bot->GetPositionZ();
if (bot->IsWithinLOS(moveX, moveY, moveZ))
{
MoveTo(bot->GetMapId(), moveX, moveY, moveZ, false, false, false, true,
MovementPriority::MOVEMENT_FORCED);
}
}
}
}
return false;
}

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,504 @@
#include "GenericActions.h"
#include "GenericSpellActions.h"
#include "Multiplier.h"
#include "NearestNpcsValue.h"
#include "ObjectAccessor.h"
#include "Playerbots.h"
#include "ICCActions.h"
#include "ICCTriggers.h"
#include "RtiValue.h"
#include "Vehicle.h"
bool IccDbsTankPositionAction::Execute(Event /*event*/)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "deathbringer saurfang");
if (!boss)
return false;
// Class-specific taunt with forced cooldown reset
auto CastClassTaunt = [&](Unit* target) -> bool
{
if (!target || !target->IsAlive())
return false;
switch (bot->getClass())
{
case CLASS_PALADIN:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_PALADIN, true);
if (botAI->CastSpell("hand of reckoning", target))
return true;
break;
}
case CLASS_DEATH_KNIGHT:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_DK, true);
if (botAI->CastSpell("dark command", target))
return true;
break;
}
case CLASS_DRUID:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_DRUID, true);
if (botAI->CastSpell("growl", target))
return true;
break;
}
case CLASS_WARRIOR:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_WARRIOR, true);
if (botAI->CastSpell("taunt", target))
return true;
break;
}
default:
break;
}
if (botAI->CastSpell("shoot", target) || botAI->CastSpell("throw", target))
return true;
return false;
};
if (botAI->IsTank(bot))
{
bool const hasRuneOfBlood = botAI->GetAura("Rune of Blood", bot) != nullptr;
if (hasRuneOfBlood)
{
// Stop attacking boss but still taunt loose blood beasts
if (bot->GetVictim() == boss)
bot->AttackStop();
std::array<uint32, 4> const beastEntries = {NPC_BLOOD_BEAST1, NPC_BLOOD_BEAST2, NPC_BLOOD_BEAST3,
NPC_BLOOD_BEAST4};
GuidVector const npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto const& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (!unit || !unit->IsAlive())
continue;
bool const isBloodBeast =
std::find(beastEntries.begin(), beastEntries.end(), unit->GetEntry()) != beastEntries.end();
if (!isBloodBeast)
continue;
Unit* victim = unit->GetVictim();
Player* victimPlayer = victim ? victim->ToPlayer() : nullptr;
if (!victimPlayer || !botAI->IsTank(victimPlayer))
{
CastClassTaunt(unit);
break;
}
}
if (bot->GetExactDist2d(ICC_DBS_TANK_POSITION) > 5.0f)
return MoveTo(bot->GetMapId(), ICC_DBS_TANK_POSITION.GetPositionX(),
ICC_DBS_TANK_POSITION.GetPositionY(), ICC_DBS_TANK_POSITION.GetPositionZ(), false, false,
false, true, MovementPriority::MOVEMENT_NORMAL);
return true;
}
// Tank without Rune of Blood: taunt boss if current tank has the debuff
Unit* currentTarget = boss->GetVictim();
if (currentTarget && currentTarget != bot && botAI->GetAura("Rune of Blood", currentTarget))
CastClassTaunt(boss);
// Taunt any blood beasts not targeting a tank
std::array<uint32, 4> const bloodBeastEntries = {NPC_BLOOD_BEAST1, NPC_BLOOD_BEAST2, NPC_BLOOD_BEAST3,
NPC_BLOOD_BEAST4};
GuidVector const npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto const& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (!unit || !unit->IsAlive())
continue;
bool const isBloodBeast = std::find(bloodBeastEntries.begin(), bloodBeastEntries.end(), unit->GetEntry()) !=
bloodBeastEntries.end();
if (!isBloodBeast)
continue;
Unit* victim = unit->GetVictim();
Player* victimPlayer = victim ? victim->ToPlayer() : nullptr;
if (!victimPlayer || !botAI->IsTank(victimPlayer))
{
CastClassTaunt(unit);
break;
}
}
if (bot->GetExactDist2d(ICC_DBS_TANK_POSITION) > 5.0f)
return MoveTo(bot->GetMapId(), ICC_DBS_TANK_POSITION.GetPositionX(), ICC_DBS_TANK_POSITION.GetPositionY(),
ICC_DBS_TANK_POSITION.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_NORMAL);
return false;
}
if (!botAI->IsTank(bot))
{
if (CrowdControlBloodBeasts())
return true;
}
// Handle ranged and healer positioning
if (botAI->IsRanged(bot) || botAI->IsHeal(bot))
{
// Handle evasion from blood beasts
if (EvadeBloodBeasts())
return true;
// Position in formation
return PositionInRangedFormation();
}
return false;
}
bool IccDbsTankPositionAction::CrowdControlBloodBeasts()
{
std::array<uint32, 4> const bloodBeastEntries = {NPC_BLOOD_BEAST1, NPC_BLOOD_BEAST2, NPC_BLOOD_BEAST3,
NPC_BLOOD_BEAST4};
GuidVector const npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto const& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (!unit || !unit->IsAlive())
continue;
// Check if this is a blood beast
bool const isBloodBeast =
std::find(bloodBeastEntries.begin(), bloodBeastEntries.end(), unit->GetEntry()) != bloodBeastEntries.end();
if (!isBloodBeast)
continue;
switch (bot->getClass())
{
case CLASS_MAGE:
{
if (!botAI->HasAura("Frost Nova", unit))
return botAI->CastSpell("Frost Nova", unit);
break;
}
case CLASS_DRUID:
{
if (!botAI->HasAura("Entangling Roots", unit))
return botAI->CastSpell("Entangling Roots", unit);
break;
}
case CLASS_PALADIN:
{
if (!botAI->HasAura("Hammer of Justice", unit))
return botAI->CastSpell("Hammer of Justice", unit);
break;
}
case CLASS_WARRIOR:
{
if (!botAI->HasAura("Hamstring", unit))
return botAI->CastSpell("Hamstring", unit);
break;
}
case CLASS_HUNTER:
{
if (!botAI->HasAura("Concussive Shot", unit))
return botAI->CastSpell("Concussive Shot", unit);
break;
}
case CLASS_ROGUE:
{
if (!botAI->HasAura("Kidney Shot", unit))
return botAI->CastSpell("Kidney Shot", unit);
break;
}
case CLASS_SHAMAN:
{
if (!botAI->HasAura("Frost Shock", unit))
return botAI->CastSpell("Frost Shock", unit);
break;
}
case CLASS_DEATH_KNIGHT:
{
if (!botAI->HasAura("Chains of Ice", unit))
return botAI->CastSpell("Chains of Ice", unit);
break;
}
case CLASS_PRIEST:
{
if (!botAI->HasAura("Psychic Scream", unit))
return botAI->CastSpell("Psychic Scream", unit);
break;
}
case CLASS_WARLOCK:
{
if (!botAI->HasAura("Fear", unit))
return botAI->CastSpell("Fear", unit);
break;
}
default:
break;
}
}
return false;
}
bool IccDbsTankPositionAction::EvadeBloodBeasts()
{
float const evasionDistance = 12.0f;
std::array<uint32, 4> const bloodBeastEntries = {NPC_BLOOD_BEAST1, NPC_BLOOD_BEAST2, NPC_BLOOD_BEAST3,
NPC_BLOOD_BEAST4};
// Get the nearest hostile NPCs
GuidVector const npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto const& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (!unit)
continue;
// Check if this is a blood beast
bool const isBloodBeast =
std::find(bloodBeastEntries.begin(), bloodBeastEntries.end(), unit->GetEntry()) != bloodBeastEntries.end();
// Only evade if it's a blood beast targeting us
if (isBloodBeast && unit->GetVictim() == bot)
{
float const currentDistance = bot->GetDistance2d(unit);
// Move away if too close
if (currentDistance < evasionDistance)
return MoveAway(unit, evasionDistance - currentDistance);
}
}
return false;
}
bool IccDbsTankPositionAction::PositionInRangedFormation()
{
// Get group
Group* group = bot->GetGroup();
if (!group)
return false;
int32 const totalSlots = 15; // 3 rows x 5 cols
uint32 const dbsInstanceId = bot->GetInstanceId();
// Persistent per-bot slot memory shared across all bots.
// Keyed per-instance to avoid cross-instance pollution.
static std::map<std::pair<uint32, ObjectGuid>, int> botSlotMemory;
auto myKey = std::make_pair(dbsInstanceId, bot->GetGUID());
// Single pass: collect natural index (alive ranged/healer non-tank order)
// and other bots' reserved slots.
int32 myIndex = -1;
int32 currentIndex = 0;
std::vector<int> reservedSlots;
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member)
continue;
if (member != bot)
{
auto it = botSlotMemory.find(std::make_pair(dbsInstanceId, member->GetGUID()));
if (it != botSlotMemory.end() && it->second >= 0 && it->second < totalSlots)
reservedSlots.push_back(it->second);
}
if (!member->IsAlive())
continue;
if ((botAI->IsRanged(member) || botAI->IsHeal(member)) && !botAI->IsTank(member))
{
if (member == bot)
{
myIndex = currentIndex;
}
currentIndex++;
}
}
if (myIndex == -1)
return false;
auto IsReserved = [&](int s) -> bool
{
return std::find(reservedSlots.begin(), reservedSlots.end(), s) != reservedSlots.end();
};
int myAssignedSlot = -1;
// Step 1: keep my remembered slot if still in range and not reserved by someone else.
auto myMemIt = botSlotMemory.find(myKey);
if (myMemIt != botSlotMemory.end())
{
int prev = myMemIt->second;
if (prev >= 0 && prev < totalSlots && !IsReserved(prev))
myAssignedSlot = prev;
}
// Step 2: pick first unreserved slot, seeded from my natural index.
if (myAssignedSlot < 0)
{
for (int attempt = 0; attempt < totalSlots; attempt++)
{
int s = (myIndex + attempt) % totalSlots;
if (!IsReserved(s))
{
myAssignedSlot = s;
break;
}
}
}
// Step 3: overflow (16th+ ranged) - stack with closest non-tank melee bot,
// lowest GUID on tie. Forget my slot so others can take it.
if (myAssignedSlot < 0)
{
botSlotMemory.erase(myKey);
Player* anchor = nullptr;
float anchorDist = 0.0f;
uint64 anchorGuidRaw = 0;
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || member == bot || !member->IsAlive())
continue;
if (!botAI->IsMelee(member) || botAI->IsTank(member))
continue;
float d = bot->GetExactDist2d(member);
uint64 g = member->GetGUID().GetRawValue();
if (!anchor || d < anchorDist || (d == anchorDist && g < anchorGuidRaw))
{
anchor = member;
anchorDist = d;
anchorGuidRaw = g;
}
}
if (!anchor)
return false;
float ax = anchor->GetPositionX();
float ay = anchor->GetPositionY();
float az = anchor->GetPositionZ();
if (bot->GetExactDist2d(ax, ay) > 3.0f)
return MoveTo(bot->GetMapId(), ax, ay, az, false, false, false, true,
MovementPriority::MOVEMENT_COMBAT);
return false;
}
botSlotMemory[myKey] = myAssignedSlot;
// Fixed positions calculation
float const tankToBossAngle = 3.14f;
float const minBossDistance = 11.0f;
float const spreadDistance = 10.0f;
int32 const columnsPerRow = 5;
// Calculate position in a fixed grid (3 rows x 5 columns)
int32 const row = myAssignedSlot / columnsPerRow;
int32 const col = myAssignedSlot % columnsPerRow;
// Calculate base position
float xOffset = (col - 2) * spreadDistance; // Center around tank position
float yOffset = minBossDistance + (row * spreadDistance); // Each row further back
// Add zigzag offset for odd rows
if (row % 2 == 1)
xOffset += spreadDistance / 2.0f;
// Rotate position based on tank-to-boss angle
float finalX =
ICC_DBS_TANK_POSITION.GetPositionX() + (cos(tankToBossAngle) * yOffset - sin(tankToBossAngle) * xOffset);
float finalY =
ICC_DBS_TANK_POSITION.GetPositionY() + (sin(tankToBossAngle) * yOffset + cos(tankToBossAngle) * xOffset);
float finalZ = ICC_DBS_TANK_POSITION.GetPositionZ();
// Update Z coordinate
bot->UpdateAllowedPositionZ(finalX, finalY, finalZ);
// Move if not in position
if (bot->GetExactDist2d(finalX, finalY) > 3.0f)
return MoveTo(bot->GetMapId(), finalX, finalY, finalZ, false, false, false, true,
MovementPriority::MOVEMENT_COMBAT);
return false;
}
bool IccAddsDbsAction::Execute(Event /*event*/)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "deathbringer saurfang");
if (!boss)
return false;
// This action is only for melee
if (!botAI->IsMelee(bot))
return false;
Unit* priorityTarget = FindPriorityTarget(boss);
// Update raid target icons if needed
UpdateSkullMarker(priorityTarget);
return false;
}
Unit* IccAddsDbsAction::FindPriorityTarget(Unit* boss)
{
GuidVector const targets = AI_VALUE(GuidVector, "possible targets no los");
// Blood beast entry IDs
std::array<uint32, 4> const addEntries = {NPC_BLOOD_BEAST1, NPC_BLOOD_BEAST2, NPC_BLOOD_BEAST3, NPC_BLOOD_BEAST4};
// First check for alive adds
for (uint32 const entry : addEntries)
{
for (ObjectGuid const& guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (unit && unit->IsAlive() && unit->GetEntry() == entry)
return unit;
}
}
// Only fallback to boss if it's alive
return boss->IsAlive() ? const_cast<Unit*>(boss) : nullptr;
}
bool IccAddsDbsAction::UpdateSkullMarker(Unit* priorityTarget)
{
if (!priorityTarget)
return false;
Group* group = bot->GetGroup();
if (!group)
return false;
uint8 const skullIconId = 7;
// Get current skull target
ObjectGuid const currentSkull = group->GetTargetIcon(skullIconId);
Unit* currentSkullUnit = botAI->GetUnit(currentSkull);
// Determine if skull marker needs updating
bool const needsUpdate = !currentSkullUnit || !currentSkullUnit->IsAlive() || currentSkullUnit != priorityTarget;
// Update if needed
if (needsUpdate)
group->SetTargetIcon(skullIconId, bot->GetGUID(), priorityTarget->GetGUID());
return false;
}

View File

@ -0,0 +1,110 @@
#include "GenericActions.h"
#include "GenericSpellActions.h"
#include "Multiplier.h"
#include "Playerbots.h"
#include "ICCActions.h"
#include "ICCTriggers.h"
bool IccDogsTankPositionAction::Execute(Event /*event*/)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "stinky");
if (!boss)
boss = AI_VALUE2(Unit*, "find target", "precious");
if (!boss)
return false;
auto CastClassTaunt = [&](Unit* target) -> bool
{
if (!target || !target->IsAlive())
return false;
switch (bot->getClass())
{
case CLASS_PALADIN:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_PALADIN, true);
if (botAI->CastSpell("hand of reckoning", target))
return true;
break;
}
case CLASS_DEATH_KNIGHT:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_DK, true);
if (botAI->CastSpell("dark command", target))
return true;
break;
}
case CLASS_DRUID:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_DRUID, true);
if (botAI->CastSpell("growl", target))
return true;
break;
}
case CLASS_WARRIOR:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_WARRIOR, true);
if (botAI->CastSpell("taunt", target))
return true;
break;
}
default:
break;
}
if (botAI->CastSpell("shoot", target) || botAI->CastSpell("throw", target))
return true;
return false;
};
if (botAI->IsTank(bot))
{
Aura* aura = botAI->GetAura("mortal wound", bot, false, true);
bool const hasMortalWound = aura && aura->GetStackAmount() >= 8;
if (hasMortalWound)
{
if (bot->GetVictim() == boss)
bot->AttackStop();
return true;
}
// Tank without high mortal wound stacks: taunt boss if current tank has the debuff
Unit* currentTarget = boss->GetVictim();
if (currentTarget && currentTarget != bot)
{
Aura* victimAura = botAI->GetAura("mortal wound", currentTarget, false, true);
if (victimAura && victimAura->GetStackAmount() >= 8)
CastClassTaunt(boss);
}
// Taunt nearby hostile adds not targeting a tank
GuidVector const npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto const& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (!unit || !unit->IsAlive())
continue;
if (unit == boss)
continue;
if (bot->GetDistance2d(unit) > 20.0f)
continue;
Unit* victim = unit->GetVictim();
Player* victimPlayer = victim ? victim->ToPlayer() : nullptr;
if (!victimPlayer || !botAI->IsTank(victimPlayer))
{
CastClassTaunt(unit);
break;
}
}
return false;
}
return false;
}

View File

@ -0,0 +1,614 @@
#include "GenericActions.h"
#include "GenericSpellActions.h"
#include "Multiplier.h"
#include "NearestNpcsValue.h"
#include "ObjectAccessor.h"
#include "Playerbots.h"
#include "ICCActions.h"
#include "ICCTriggers.h"
#include "ICCScripts.h"
#include "RtiValue.h"
#include "Vehicle.h"
#include <limits>
#include <unordered_map>
// Festergut
bool IccFestergutGroupPositionAction::Execute(Event /*event*/)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "festergut");
if (!boss)
return false;
bot->SetTarget(boss->GetGUID());
auto CastClassTaunt = [&](Unit* target) -> bool
{
if (!target || !target->IsAlive())
return false;
switch (bot->getClass())
{
case CLASS_PALADIN:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_PALADIN, true);
if (botAI->CastSpell("hand of reckoning", target))
return true;
break;
}
case CLASS_DEATH_KNIGHT:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_DK, true);
if (botAI->CastSpell("dark command", target))
return true;
break;
}
case CLASS_DRUID:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_DRUID, true);
if (botAI->CastSpell("growl", target))
return true;
break;
}
case CLASS_WARRIOR:
{
bot->RemoveSpellCooldown(SPELL_TAUNT_WARRIOR, true);
if (botAI->CastSpell("taunt", target))
return true;
break;
}
default:
break;
}
if (botAI->CastSpell("shoot", target) || botAI->CastSpell("throw", target))
return true;
return false;
};
if (botAI->IsTank(bot))
{
Aura* aura = botAI->GetAura("gastric bloat", bot, false, true);
bool const hasGastricBloat = aura && aura->GetStackAmount() >= 6;
if (hasGastricBloat)
{
if (bot->GetVictim() == boss)
bot->AttackStop();
if (bot->GetExactDist2d(ICC_FESTERGUT_TANK_POSITION) > 5.0f)
return MoveTo(bot->GetMapId(), ICC_FESTERGUT_TANK_POSITION.GetPositionX(),
ICC_FESTERGUT_TANK_POSITION.GetPositionY(), ICC_FESTERGUT_TANK_POSITION.GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_NORMAL);
return true;
}
Unit* currentTarget = boss->GetVictim();
if (currentTarget && currentTarget != bot)
{
Aura* victimAura = botAI->GetAura("gastric bloat", currentTarget, false, true);
if (victimAura && victimAura->GetStackAmount() >= 6)
CastClassTaunt(boss);
}
if (bot->GetExactDist2d(ICC_FESTERGUT_TANK_POSITION) > 5.0f)
return MoveTo(bot->GetMapId(), ICC_FESTERGUT_TANK_POSITION.GetPositionX(),
ICC_FESTERGUT_TANK_POSITION.GetPositionY(), ICC_FESTERGUT_TANK_POSITION.GetPositionZ(), false,
false, false, true, MovementPriority::MOVEMENT_NORMAL);
return false;
}
// Check for spores in the group
if (HasSporesInGroup())
return false;
// No spore, no goo dodge - melee stack on main tank.
if (botAI->IsMelee(bot))
{
Unit* mainTank = AI_VALUE(Unit*, "main tank");
if (mainTank && bot->GetExactDist2d(mainTank) > 3.0f)
return MoveTo(bot->GetMapId(), mainTank->GetPositionX(), mainTank->GetPositionY(),
mainTank->GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_NORMAL);
return false;
}
// Position non-tank ranged and healers
return PositionNonTankMembers();
}
bool IccFestergutGroupPositionAction::HasSporesInGroup()
{
GuidVector const members = AI_VALUE(GuidVector, "group members");
for (auto const& memberGuid : members)
{
Unit* unit = botAI->GetUnit(memberGuid);
if (unit && unit->HasAura(SPELL_GAS_SPORE))
return true;
}
return false;
}
bool IccFestergutGroupPositionAction::PositionNonTankMembers()
{
// Only position ranged and healers without spores
if (!(botAI->IsRanged(bot) || botAI->IsHeal(bot)))
return false;
Group* group = bot->GetGroup();
if (!group)
return false;
int32 positionIndex = CalculatePositionIndex(group);
if (positionIndex == -1)
return false;
// Position calculation parameters
constexpr float tankToBossAngle = 4.58f;
constexpr float minBossDistance = 15.0f;
constexpr float spreadDistance = 10.0f;
constexpr int32 columnsPerRow = 6;
// Calculate grid position
int32 row = positionIndex / columnsPerRow;
int32 col = positionIndex % columnsPerRow;
// Calculate base position
float xOffset = (col - 2) * spreadDistance; // Center around tank position
float yOffset = minBossDistance + (row * spreadDistance); // Each row further back
// Add zigzag offset for odd rows
if (row % 2 == 1)
xOffset += spreadDistance / 2.0f;
// Rotate position based on tank-to-boss angle
float finalX =
ICC_FESTERGUT_TANK_POSITION.GetPositionX() + (cos(tankToBossAngle) * yOffset - sin(tankToBossAngle) * xOffset);
float finalY =
ICC_FESTERGUT_TANK_POSITION.GetPositionY() + (sin(tankToBossAngle) * yOffset + cos(tankToBossAngle) * xOffset);
float finalZ = ICC_FESTERGUT_TANK_POSITION.GetPositionZ();
// Update Z coordinate
bot->UpdateAllowedPositionZ(finalX, finalY, finalZ);
// Move if not in position
if (bot->GetExactDist2d(finalX, finalY) > 3.0f)
return MoveTo(bot->GetMapId(), finalX, finalY, finalZ, false, false, false, true,
MovementPriority::MOVEMENT_COMBAT);
return false;
}
int32 IccFestergutGroupPositionAction::CalculatePositionIndex(Group* group)
{
std::vector<ObjectGuid> healerGuids;
std::vector<ObjectGuid> rangedDpsGuids;
std::vector<ObjectGuid> hunterGuids;
// Collect all eligible members with their GUIDs
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive() || botAI->IsTank(member))
continue;
ObjectGuid memberGuid = member->GetGUID();
if (botAI->IsHeal(member))
healerGuids.push_back(memberGuid);
else if (botAI->IsRanged(member))
{
if (member->getClass() == CLASS_HUNTER)
hunterGuids.push_back(memberGuid);
else
rangedDpsGuids.push_back(memberGuid);
}
}
// Sort GUIDs for consistent ordering across all bots
std::sort(healerGuids.begin(), healerGuids.end());
std::sort(rangedDpsGuids.begin(), rangedDpsGuids.end());
std::sort(hunterGuids.begin(), hunterGuids.end());
ObjectGuid botGuid = bot->GetGUID();
// Find which group this bot belongs to
auto healerIt = std::find(healerGuids.begin(), healerGuids.end(), botGuid);
auto rangedIt = std::find(rangedDpsGuids.begin(), rangedDpsGuids.end(), botGuid);
auto hunterIt = std::find(hunterGuids.begin(), hunterGuids.end(), botGuid);
// Calculate global position index considering group constraints
int32 const healerRows = 2;
int32 const columnsPerRow = 6;
// Healers: rows 0-1 (first two rows)
if (healerIt != healerGuids.end())
{
int32 healerIndex = static_cast<int32>(std::distance(healerGuids.begin(), healerIt));
// Ensure healers only occupy first two rows
if (healerIndex < healerRows * columnsPerRow)
return healerIndex;
// If too many healers, overflow to later rows but keep them early
return healerIndex; // Will be in row = index / 6, col = index % 6
}
// Non-hunter ranged DPS: can be any row (no strict restriction)
if (rangedIt != rangedDpsGuids.end())
{
int32 rangedIndex = static_cast<int32>(std::distance(rangedDpsGuids.begin(), rangedIt));
// Start after all healers, then fill remaining spots
return static_cast<int32>(healerGuids.size()) + rangedIndex;
}
// Hunters: never in 1st row (row 0)
if (hunterIt != hunterGuids.end())
{
int32 hunterIndex = static_cast<int32>(std::distance(hunterGuids.begin(), hunterIt));
// Calculate how many non-healer positions are before this hunter position
int32 baseOffset = static_cast<int32>(healerGuids.size()) + static_cast<int32>(rangedDpsGuids.size());
// Each row of hunters starts at positions that are multiples of columnsPerRow
// To avoid row 0, skip first column slots reserved for healers/non-hunters
return baseOffset + hunterIndex;
}
return -1;
}
bool IccFestergutSporeAction::Execute(Event /*event*/)
{
constexpr float positionTolerance = 4.0f;
bool hasSpore = bot->HasAura(SPELL_GAS_SPORE);
Position spreadRangedPos = CalculateSpreadPosition();
SporeInfo sporeInfo = FindSporedPlayers();
Position targetPos = DetermineTargetPosition(hasSpore, sporeInfo, spreadRangedPos);
if (bot->GetExactDist2d(targetPos) > positionTolerance)
{
botAI->Reset();
return MoveTo(bot->GetMapId(), targetPos.GetPositionX(), targetPos.GetPositionY(), targetPos.GetPositionZ(),
true, false, false, true, MovementPriority::MOVEMENT_FORCED);
}
// In position — let combat rotation run (multiplier blocks movement so bot stays put)
return false;
}
Position IccFestergutSporeAction::CalculateSpreadPosition()
{
constexpr float spreadRadius = 2.0f;
constexpr float gooNearSporeRadius = 12.0f;
constexpr uint32 impactLifetimeMs = 8000;
constexpr uint32 cycleIdleResetMs = 2000;
// Group-wide sticky slot decision. Spore + malleable goo can overlap: if
// an active goo lands near the current spread spot we flip to the other
// spot, and stay there for the rest of this spore cycle so bots aren't
// pulled back into the danger zone when the goo expires. The action only
// runs while the spore trigger is active, so a gap >2s between calls
// means the cycle ended - reset to the primary slot for the next cycle.
// State is keyed by instance ID so concurrent ICC raids don't share slots.
struct SpreadSlotState { uint32 lastCallMs = 0; int currentSlot = 1; };
static std::unordered_map<uint32, SpreadSlotState> s_slotState;
SpreadSlotState& state = s_slotState[bot->GetMap()->GetInstanceId()];
uint32 now = getMSTime();
if (state.lastCallMs == 0 || now - state.lastCallMs > cycleIdleResetMs)
state.currentSlot = 1;
state.lastCallMs = now;
Position currentSpot = (state.currentSlot == 2) ? ICC_FESTERGUT_RANGED_SPORE_2
: ICC_FESTERGUT_RANGED_SPORE;
auto it = IcecrownHelpers::malleableGooImpacts.find(bot->GetMap()->GetInstanceId());
if (it != IcecrownHelpers::malleableGooImpacts.end())
{
for (auto const& impact : it->second)
{
if (getMSTimeDiff(impact.castTime, now) > impactLifetimeMs)
continue;
float dx = impact.position.GetPositionX() - currentSpot.GetPositionX();
float dy = impact.position.GetPositionY() - currentSpot.GetPositionY();
if (dx * dx + dy * dy < gooNearSporeRadius * gooNearSporeRadius)
{
state.currentSlot = (state.currentSlot == 1) ? 2 : 1;
currentSpot = (state.currentSlot == 2) ? ICC_FESTERGUT_RANGED_SPORE_2
: ICC_FESTERGUT_RANGED_SPORE;
break;
}
}
}
// Unique angle based on bot's GUID
float angle = (bot->GetGUID().GetCounter() % 16) * (M_PI / 8);
Position spreadRangedPos = currentSpot;
spreadRangedPos.Relocate(spreadRangedPos.GetPositionX() + cos(angle) * spreadRadius,
spreadRangedPos.GetPositionY() + sin(angle) * spreadRadius,
spreadRangedPos.GetPositionZ(), spreadRangedPos.GetOrientation());
return spreadRangedPos;
}
IccFestergutSporeAction::SporeInfo IccFestergutSporeAction::FindSporedPlayers()
{
SporeInfo info;
GuidVector const members = AI_VALUE(GuidVector, "group members");
for (auto const& memberGuid : members)
{
Unit* unit = botAI->GetUnit(memberGuid);
if (!unit)
continue;
if (unit->HasAura(SPELL_GAS_SPORE))
{
info.sporedPlayers.push_back(unit);
if (!info.hasLowestGuid || unit->GetGUID() < info.lowestGuid)
{
info.lowestGuid = unit->GetGUID();
info.hasLowestGuid = true;
}
}
}
return info;
}
bool IccFestergutSporeAction::GooNear(Position const& pos)
{
constexpr uint32 impactLifetimeMs = 8000;
constexpr float gooDangerRadius = 12.0f;
uint32 now = getMSTime();
auto it = IcecrownHelpers::malleableGooImpacts.find(bot->GetMap()->GetInstanceId());
if (it != IcecrownHelpers::malleableGooImpacts.end())
{
for (auto const& impact : it->second)
{
if (getMSTimeDiff(impact.castTime, now) > impactLifetimeMs)
continue;
float dx = pos.GetPositionX() - impact.position.GetPositionX();
float dy = pos.GetPositionY() - impact.position.GetPositionY();
if (dx * dx + dy * dy < gooDangerRadius * gooDangerRadius)
return true;
}
}
return false;
}
Position IccFestergutSporeAction::DetermineTargetPosition(bool hasSpore, SporeInfo const& sporeInfo,
Position const& spreadRangedPos)
{
// No spores at all
if (sporeInfo.sporedPlayers.empty())
return botAI->IsMelee(bot) ? ICC_FESTERGUT_MELEE_SPORE : spreadRangedPos;
bool mainTankHasSpore = CheckMainTankSpore();
// Goo overlap override — checked before hasSpore so non-spored bots also redirect.
bool gooAtMelee = GooNear(ICC_FESTERGUT_MELEE_SPORE);
bool gooAtRanged = GooNear(ICC_FESTERGUT_RANGED_SPORE) || GooNear(ICC_FESTERGUT_RANGED_SPORE_2);
if (gooAtMelee && !gooAtRanged)
{
// Goo at melee: tank + melee-spore bot hold, other melee flee to ranged slot 1.
bool isMeleeSporeBot = (hasSpore && bot->GetGUID() == sporeInfo.lowestGuid && !botAI->IsTank(bot) && !mainTankHasSpore);
if (botAI->IsMainTank(bot) || isMeleeSporeBot)
return ICC_FESTERGUT_MELEE_SPORE;
if (botAI->IsMelee(bot))
return ICC_FESTERGUT_RANGED_SPORE;
return spreadRangedPos;
}
if (gooAtRanged && !gooAtMelee)
{
// Goo at ranged: all ranged collapse to melee spot.
if (!botAI->IsMelee(bot))
return ICC_FESTERGUT_MELEE_SPORE;
return ICC_FESTERGUT_MELEE_SPORE;
}
// Normal spore logic (no overlap or both spots hit).
if (!hasSpore)
return botAI->IsMelee(bot) ? ICC_FESTERGUT_MELEE_SPORE : spreadRangedPos;
if (botAI->IsMainTank(bot))
return ICC_FESTERGUT_MELEE_SPORE;
if (bot->GetGUID() == sporeInfo.lowestGuid && !botAI->IsTank(bot) && !mainTankHasSpore)
return ICC_FESTERGUT_MELEE_SPORE;
return spreadRangedPos;
}
bool IccFestergutSporeAction::CheckMainTankSpore()
{
GuidVector const members = AI_VALUE(GuidVector, "group members");
for (auto const& memberGuid : members)
{
Unit* unit = botAI->GetUnit(memberGuid);
if (!unit)
continue;
if (botAI->IsMainTank(unit->ToPlayer()) && unit->HasAura(SPELL_GAS_SPORE))
return true;
}
return false;
}
bool IccFestergutAvoidMalleableGooAction::Execute(Event /*event*/)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "festergut");
if (!boss)
return false;
// Tanks hold aggro at the fixed tank spot - never dodge.
if (botAI->IsTank(bot))
return false;
// Festergut heroic - Putricide throws Malleable Goo from the balcony at
// random non-tank players. The impact is a triggered cast with no cast bar
// and no DynamicObject, so the IccPutricideListenerScript stamps the target's
// position into IcecrownHelpers::malleableGooImpacts at OnSpellCast time.
// Any bot within 12yd of an active impact must flee; danger persists 8s.
// Once a bot dodges, we return true (blocking group-position) until the
// impact expires so the bot doesn't immediately re-enter the danger zone.
constexpr uint32 impactLifetimeMs = 8000;
constexpr float gooDangerRadius = 12.0f;
uint32 now = getMSTime();
float botX = bot->GetPositionX();
float botY = bot->GetPositionY();
float botZ = bot->GetPositionZ();
ObjectGuid botGuid = bot->GetGUID();
std::vector<Position> goos;
goos.reserve(4);
bool botInDanger = false;
auto impactIt = IcecrownHelpers::malleableGooImpacts.find(bot->GetMap()->GetInstanceId());
if (impactIt != IcecrownHelpers::malleableGooImpacts.end())
{
for (auto const& impact : impactIt->second)
{
if (getMSTimeDiff(impact.castTime, now) > impactLifetimeMs)
continue;
goos.push_back(impact.position);
float dx = botX - impact.position.GetPositionX();
float dy = botY - impact.position.GetPositionY();
if (dx * dx + dy * dy < gooDangerRadius * gooDangerRadius)
botInDanger = true;
}
}
if (!botInDanger)
{
// Already safe. Return false so DPS/heal rotations can still fire -
// the multiplier blocks repositioning actions during the wait window
// via festergutGooWaitUntil so the bot stays put without idling.
return false;
}
// Keep 10yd between fleeing bots. During spore phase melee stack at the
// tank spot, so we ignore melee allies (the tank/melee pile would reject
// every nearby candidate). When no spore is active, melee also spread.
constexpr float botSpacing = 10.0f;
bool sporeActive = false;
if (Group* group = bot->GetGroup())
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (member && member->HasAura(SPELL_GAS_SPORE))
{
sporeActive = true;
break;
}
}
}
std::vector<Position> alliesToSpace;
if (Group* group = bot->GetGroup())
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive() || member->GetGUID() == botGuid)
continue;
if (sporeActive && botAI->IsMelee(member))
continue;
alliesToSpace.push_back(member->GetPosition());
}
}
constexpr int angleSteps = 24;
float const radii[] = {13.0f, 16.0f, 20.0f};
float bestScore = -1.0f;
float bestX = botX;
float bestY = botY;
bool found = false;
// Per-bot preferred flee angle - stable across ticks, distinct per GUID -
// so stacked bots fan out into different sectors instead of converging.
float preferredAngle = (botGuid.GetCounter() % angleSteps) * (2.0f * float(M_PI) / angleSteps);
constexpr float angleBias = 3.0f;
for (float r : radii)
{
for (int i = 0; i < angleSteps; ++i)
{
float a = (2.0f * float(M_PI) * i) / angleSteps;
float cx = botX + std::cos(a) * r;
float cy = botY + std::sin(a) * r;
float minGooDistSq = std::numeric_limits<float>::max();
bool safe = true;
for (Position const& g : goos)
{
float gdx = cx - g.GetPositionX();
float gdy = cy - g.GetPositionY();
float d2 = gdx * gdx + gdy * gdy;
if (d2 < gooDangerRadius * gooDangerRadius)
{
safe = false;
break;
}
if (d2 < minGooDistSq)
minGooDistSq = d2;
}
if (!safe)
continue;
bool tooCloseToAlly = false;
for (Position const& a2 : alliesToSpace)
{
float adx = cx - a2.GetPositionX();
float ady = cy - a2.GetPositionY();
if (adx * adx + ady * ady < botSpacing * botSpacing)
{
tooCloseToAlly = true;
break;
}
}
if (tooCloseToAlly)
continue;
if (!bot->IsWithinLOS(cx, cy, botZ))
continue;
float travel = std::sqrt((cx - botX) * (cx - botX) + (cy - botY) * (cy - botY));
float score = std::sqrt(minGooDistSq) - travel * 0.1f + std::cos(a - preferredAngle) * angleBias;
if (score > bestScore)
{
bestScore = score;
bestX = cx;
bestY = cy;
found = true;
}
}
if (found)
break;
}
if (found)
{
return MoveTo(bot->GetMapId(), bestX, bestY, botZ, false, false, false, false,
MovementPriority::MOVEMENT_COMBAT);
}
return false;
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,601 @@
#include "GenericActions.h"
#include "GenericSpellActions.h"
#include "Multiplier.h"
#include "NearestNpcsValue.h"
#include "ObjectAccessor.h"
#include "Playerbots.h"
#include "ICCActions.h"
#include "ICCTriggers.h"
#include "RtiValue.h"
#include "Vehicle.h"
// Lord Marrowgar
// Group iteration filter for same-instance, alive, in-world members.
static bool IsValidLmMember(Player* member, Player* bot)
{
if (!member || !member->IsInWorld() || !member->IsAlive())
return false;
if (member->GetMapId() != bot->GetMapId())
return false;
if (member->GetInstanceId() != bot->GetInstanceId())
return false;
if (member->HasAura(SPELL_LM_IMPALED))
return false;
return true;
}
// Up to two lowest-GUID ranged bots in same instance, hunter-priority.
static std::vector<Player*> PickBoneStormRangedTargets(Player* bot, PlayerbotAI* botAI)
{
std::vector<Player*> result;
Group* group = bot->GetGroup();
if (!group)
return result;
std::vector<Player*> ranged;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!IsValidLmMember(member, bot))
continue;
if (botAI->IsTank(member))
continue;
if (!botAI->IsRanged(member))
continue;
ranged.push_back(member);
}
if (ranged.empty())
return result;
std::sort(ranged.begin(), ranged.end(),
[](Player const* a, Player const* b) { return a->GetGUID() < b->GetGUID(); });
for (Player* p : ranged)
{
if (p->getClass() != CLASS_HUNTER)
continue;
result.push_back(p);
if (result.size() == 2)
return result;
}
for (Player* p : ranged)
{
if (p->getClass() == CLASS_HUNTER)
continue;
result.push_back(p);
if (result.size() == 2)
return result;
}
return result;
}
// True if any coldflame line sits within 10f of the anchor position.
// Used to widen the tank's "stay-put" tolerance so AvoidAoe can move them
// off the line without IccLmTankPositionAction dragging them back.
static bool ColdflameNearAnchor(Player* bot, Position const& anchor, float leash)
{
std::list<Creature*> coldflames;
bot->GetCreatureListWithEntryInGrid(coldflames, NPC_COLDFLAME, 200.0f);
for (Creature* c : coldflames)
if (c->GetExactDist2d(anchor.GetPositionX(), anchor.GetPositionY()) < leash)
return true;
return false;
}
bool IccLmTankPositionAction::Execute(Event /*event*/)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "lord marrowgar");
if (!boss)
return false;
bool const isBossInBoneStorm = botAI->GetAura("Bone Storm", boss) != nullptr;
float const maxDistanceThreshold = 3.0f;
if (isBossInBoneStorm)
{
std::vector<Player*> const rangedTargets = PickBoneStormRangedTargets(bot, botAI);
if (std::find(rangedTargets.begin(), rangedTargets.end(), bot) != rangedTargets.end())
{
float const anchorDist = bot->GetExactDist2d(ICC_LM_BONE_STORM_AT_POSITION.GetPositionX(),
ICC_LM_BONE_STORM_AT_POSITION.GetPositionY());
float const bossDist = bot->GetExactDist2d(boss);
float const proximityTrigger = 20.0f;
float const leash = 10.0f;
// Boss too close or standing in coldflame: reposition within leash from anchor
bool const bossNear = bossDist < proximityTrigger;
bool const inColdflame = [&]()
{
std::list<Creature*> coldflames;
bot->GetCreatureListWithEntryInGrid(coldflames, NPC_COLDFLAME, 4.0f);
return !coldflames.empty();
}();
if (bossNear || inColdflame)
{
// Try eight candidate offsets from the anchor at the leash radius;
// pick first one that is far from boss and clear of coldflames.
float bestX = bot->GetPositionX();
float bestY = bot->GetPositionY();
float bestScore = -1.0f;
bool found = false;
for (int i = 0; i < 8; ++i)
{
float const angle = (float)i * (float)M_PI / 4.0f;
float const cx = ICC_LM_BONE_STORM_AT_POSITION.GetPositionX() + std::cos(angle) * leash;
float const cy = ICC_LM_BONE_STORM_AT_POSITION.GetPositionY() + std::sin(angle) * leash;
float const dx = cx - boss->GetPositionX();
float const dy = cy - boss->GetPositionY();
float const distToBoss = std::sqrt(dx * dx + dy * dy);
std::list<Creature*> coldflames;
bot->GetCreatureListWithEntryInGrid(coldflames, NPC_COLDFLAME, 200.0f);
bool hitColdflame = false;
for (Creature* c : coldflames)
{
if (c->GetExactDist2d(cx, cy) < 4.0f)
{
hitColdflame = true;
break;
}
}
if (hitColdflame)
continue;
if (distToBoss > bestScore)
{
bestScore = distToBoss;
bestX = cx;
bestY = cy;
found = true;
}
}
if (found)
return MoveTo(bot->GetMapId(), bestX, bestY, ICC_LM_BONE_STORM_AT_POSITION.GetPositionZ(), false,
false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
if (anchorDist > maxDistanceThreshold)
return MoveTo(bot->GetMapId(), ICC_LM_BONE_STORM_AT_POSITION.GetPositionX(),
ICC_LM_BONE_STORM_AT_POSITION.GetPositionY(),
ICC_LM_BONE_STORM_AT_POSITION.GetPositionZ(), false, false, false, false,
MovementPriority::MOVEMENT_COMBAT);
return true;
}
float const tankLeash =
ColdflameNearAnchor(bot, ICC_LM_TANK_POSITION, 10.0f) ? 10.0f : maxDistanceThreshold;
if (botAI->IsMainTank(bot))
{
float const distance =
bot->GetExactDist2d(ICC_LM_TANK_POSITION.GetPositionX(), ICC_LM_TANK_POSITION.GetPositionY());
if (distance > tankLeash)
return MoveTowardPosition(ICC_LM_TANK_POSITION, maxDistanceThreshold);
return false;
}
if (botAI->IsAssistTank(bot))
{
float const distance =
bot->GetExactDist2d(ICC_LM_TANK_POSITION.GetPositionX(), ICC_LM_TANK_POSITION.GetPositionY());
if (distance > tankLeash)
return MoveTo(bot->GetMapId(), ICC_LM_TANK_POSITION.GetPositionX(),
ICC_LM_TANK_POSITION.GetPositionY(), ICC_LM_TANK_POSITION.GetPositionZ(), false, false,
false, false, MovementPriority::MOVEMENT_COMBAT);
return false;
}
// Non-tanks: if too far from mid position, move toward it
float const distance =
bot->GetExactDist2d(ICC_LM_MID_POSITION.GetPositionX(), ICC_LM_MID_POSITION.GetPositionY());
if (distance > 35.0f)
return MoveTowardPosition(ICC_LM_MID_POSITION, 15.0f);
return false;
}
float const tankLeash =
ColdflameNearAnchor(bot, ICC_LM_TANK_POSITION, 10.0f) ? 10.0f : maxDistanceThreshold;
if (botAI->HasAggro(boss) && botAI->IsMainTank(bot) && boss->GetVictim() == bot)
{
float const distance =
bot->GetExactDist2d(ICC_LM_TANK_POSITION.GetPositionX(), ICC_LM_TANK_POSITION.GetPositionY());
if (distance > tankLeash)
return MoveTowardPosition(ICC_LM_TANK_POSITION, maxDistanceThreshold);
}
if (botAI->IsAssistTank(bot))
{
float const distance =
bot->GetExactDist2d(ICC_LM_TANK_POSITION.GetPositionX(), ICC_LM_TANK_POSITION.GetPositionY());
if (distance > tankLeash)
return MoveTo(bot->GetMapId(), ICC_LM_TANK_POSITION.GetPositionX(), ICC_LM_TANK_POSITION.GetPositionY(),
ICC_LM_TANK_POSITION.GetPositionZ(), false, false, false, false,
MovementPriority::MOVEMENT_COMBAT);
if (distance < maxDistanceThreshold)
{
bot->SetFacingToObject(boss);
return true;
}
}
return false;
}
bool IccLmTankPositionAction::MoveTowardPosition(Position const& position, float incrementSize)
{
float const dirX = position.GetPositionX() - bot->GetPositionX();
float const dirY = position.GetPositionY() - bot->GetPositionY();
float const length = std::sqrt(dirX * dirX + dirY * dirY);
float const normalizedDirX = dirX / length;
float const normalizedDirY = dirY / length;
float const moveX = bot->GetPositionX() + normalizedDirX * incrementSize;
float const moveY = bot->GetPositionY() + normalizedDirY * incrementSize;
return MoveTo(bot->GetMapId(), moveX, moveY, bot->GetPositionZ(), false, false, false, false,
MovementPriority::MOVEMENT_COMBAT);
}
bool IccSpikeAction::Execute(Event /*event*/)
{
if (bot->HasAura(SPELL_LM_IMPALED))
return false;
Unit* boss = AI_VALUE2(Unit*, "find target", "lord marrowgar");
if (!boss)
return false;
bool const isBossInBoneStorm = botAI->GetAura("Bone Storm", boss) != nullptr;
std::vector<Unit*> const spikes = FindAliveSpikes();
if (!spikes.empty())
{
HandleSpikeMarking(spikes, boss);
return HandleSpikeAssignment(spikes, boss);
}
// No spikes alive -- skull on boss, clear cross, all bots on skull
HandleNoSpikesMarking(boss);
// Melee non-tanks in front of boss should reposition
if (boss->isInFront(bot) && !botAI->IsTank(bot) && !isBossInBoneStorm)
{
Position const safePosition = {-390.6757f, 2230.5283f, 0.0f};
float const distance = bot->GetExactDist2d(safePosition.GetPositionX(), safePosition.GetPositionY());
if (distance > 3.0f)
return MoveTowardPosition(safePosition, 3.0f);
}
return false;
}
std::vector<Unit*> IccSpikeAction::FindAliveSpikes()
{
// All difficulty variants — AzerothCore spawns a different entry per difficulty mode.
// Bonespike NPCs have UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_IMMUNE_TO_PC so they
// never appear in "possible targets no los". Use a direct grid search instead.
static uint32 const spikeEntries[] = {
NPC_SPIKE1, NPC_SPIKE1_10H, NPC_SPIKE1_25N, NPC_SPIKE1_25H,
NPC_SPIKE2, NPC_SPIKE2_10H, NPC_SPIKE2_25N, NPC_SPIKE2_25H,
NPC_SPIKE3, NPC_SPIKE3_10H, NPC_SPIKE3_25N, NPC_SPIKE3_25H
};
std::vector<Unit*> spikes;
for (uint32 const entry : spikeEntries)
{
std::list<Creature*> found;
bot->GetCreatureListWithEntryInGrid(found, entry, 200.0f);
for (Creature* c : found)
{
if (c && c->IsAlive())
spikes.push_back(c);
}
}
std::sort(spikes.begin(), spikes.end(), [](Unit const* a, Unit const* b) { return a->GetGUID() < b->GetGUID(); });
return spikes;
}
bool IccSpikeAction::HandleSpikeMarking(std::vector<Unit*> const& spikes, Unit* boss)
{
Group* group = bot->GetGroup();
if (!group)
return false;
static uint8 const Icons[] = {7, 6, 0}; // Skull, Cross, Star
std::vector<ObjectGuid> aliveSpikeGuids;
aliveSpikeGuids.reserve(spikes.size());
for (Unit* spike : spikes)
aliveSpikeGuids.push_back(spike->GetGUID());
for (uint8 const iconIdx : Icons)
{
ObjectGuid const iconGuid = group->GetTargetIcon(iconIdx);
if (iconGuid.IsEmpty())
continue;
if (std::find(aliveSpikeGuids.begin(), aliveSpikeGuids.end(), iconGuid) != aliveSpikeGuids.end())
continue;
Unit* marked = botAI->GetUnit(iconGuid);
if (marked && !marked->IsAlive())
group->SetTargetIcon(iconIdx, bot->GetGUID(), ObjectGuid::Empty);
}
// Check if the only spike left is a tank spike
Player* firstSpikeVictim = spikes.size() == 1 ? GetSpikeVictim(spikes[0]) : nullptr;
bool const onlyTankSpike = firstSpikeVictim && botAI->IsTank(firstSpikeVictim);
if (onlyTankSpike)
{
// Skull on spike, Cross on boss
if (group->GetTargetIcon(7) != spikes[0]->GetGUID())
group->SetTargetIcon(7, bot->GetGUID(), spikes[0]->GetGUID());
if (group->GetTargetIcon(6) != boss->GetGUID())
group->SetTargetIcon(6, bot->GetGUID(), boss->GetGUID());
if (!group->GetTargetIcon(0).IsEmpty())
group->SetTargetIcon(0, bot->GetGUID(), ObjectGuid::Empty);
return true;
}
// Clear icon slots beyond the current spike count
for (size_t i = spikes.size(); i < sizeof(Icons); ++i)
{
if (!group->GetTargetIcon(Icons[i]).IsEmpty())
group->SetTargetIcon(Icons[i], bot->GetGUID(), ObjectGuid::Empty);
}
// Assign Skull/Cross/Star to each alive spike
for (size_t i = 0; i < spikes.size() && i < sizeof(Icons); ++i)
{
uint8 const iconIdx = Icons[i];
if (group->GetTargetIcon(iconIdx) != spikes[i]->GetGUID())
group->SetTargetIcon(iconIdx, bot->GetGUID(), spikes[i]->GetGUID());
}
return true;
}
bool IccSpikeAction::HandleNoSpikesMarking(Unit* boss)
{
Group* group = bot->GetGroup();
if (!group)
return false;
// Clear cross and star
for (uint8 const iconIdx : {uint8(6), uint8(0)})
{
if (!group->GetTargetIcon(iconIdx).IsEmpty())
group->SetTargetIcon(iconIdx, bot->GetGUID(), ObjectGuid::Empty);
}
// Skull on boss
if (group->GetTargetIcon(7) != boss->GetGUID())
group->SetTargetIcon(7, bot->GetGUID(), boss->GetGUID());
// Per-bot context value -- every bot needs this for its own ChooseTarget.
context->GetValue<std::string>("rti")->Set("skull");
return true;
}
bool IccSpikeAction::HandleSpikeAssignment(std::vector<Unit*> const& spikes, Unit* boss)
{
Group* group = bot->GetGroup();
if (!group)
return false;
bool const isMelee = botAI->IsMelee(bot) && !botAI->IsTank(bot);
bool const isAssistTank = botAI->IsAssistTank(bot);
auto isTankSpike = [&](Unit* spike) -> bool
{
Player* victim = GetSpikeVictim(spike);
return victim && botAI->IsTank(victim);
};
// Assist tank: only attack tank spike, ignore all others
if (isAssistTank)
{
for (Unit* spike : spikes)
{
if (isTankSpike(spike))
{
Attack(spike);
return false;
}
}
return false;
}
// Only tank spike left -- ranged go skull (spike), melee go cross (boss)
bool const onlyTankSpike = spikes.size() == 1 && isTankSpike(spikes[0]);
if (onlyTankSpike)
{
if (isMelee)
{
context->GetValue<std::string>("rti")->Set("cross");
Attack(boss);
}
else
{
context->GetValue<std::string>("rti")->Set("skull");
Attack(spikes[0]);
}
return false;
}
// Melee DPS: pick closest safe spike within 20y, never tank spikes
if (isMelee)
{
Unit* bestSpike = nullptr;
float bestDist = 20.0f;
for (Unit* spike : spikes)
{
if (isTankSpike(spike))
continue;
if (boss->isInFront(spike, 7.0f))
continue;
if (IsSpikeInColdFlame(spike))
continue;
float const dist = bot->GetExactDist2d(spike);
if (dist < bestDist)
{
bestDist = dist;
bestSpike = spike;
}
}
if (bestSpike)
Attack(bestSpike);
return false;
}
// Ranged / healers: balanced assignment across all spikes
std::vector<Player*> rangedMembers;
for (GroupReference* itr = group->GetFirstMember(); itr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive() || member->HasAura(SPELL_LM_IMPALED))
continue;
if (botAI->IsMainTank(member) || botAI->IsAssistTank(member))
continue;
if (botAI->IsMelee(member) && !botAI->IsTank(member))
continue;
rangedMembers.push_back(member);
}
if (rangedMembers.empty())
return false;
std::sort(rangedMembers.begin(), rangedMembers.end(),
[](Player const* a, Player const* b) { return a->GetGUID() < b->GetGUID(); });
auto const it = std::find(rangedMembers.begin(), rangedMembers.end(), bot);
if (it == rangedMembers.end())
return false;
size_t const myIndex = std::distance(rangedMembers.begin(), it);
std::vector<size_t> const groupSizes = CalculateBalancedGroupSizes(rangedMembers.size(), spikes.size());
size_t const spikeIndex = GetAssignedSpikeIndex(myIndex, groupSizes);
if (spikeIndex >= spikes.size())
return false;
Unit* mySpike = spikes[spikeIndex];
context->GetValue<std::string>("rti")->Set(GetRTIValueForSpike(spikeIndex));
Attack(mySpike);
return false;
}
bool IccSpikeAction::MoveTowardPosition(Position const& position, float incrementSize)
{
float const dirX = position.GetPositionX() - bot->GetPositionX();
float const dirY = position.GetPositionY() - bot->GetPositionY();
float const length = std::sqrt(dirX * dirX + dirY * dirY);
float const normalizedDirX = dirX / length;
float const normalizedDirY = dirY / length;
float const moveX = bot->GetPositionX() + normalizedDirX * incrementSize;
float const moveY = bot->GetPositionY() + normalizedDirY * incrementSize;
return MoveTo(bot->GetMapId(), moveX, moveY, bot->GetPositionZ(), false, false, false, false,
MovementPriority::MOVEMENT_COMBAT);
}
std::vector<size_t> IccSpikeAction::CalculateBalancedGroupSizes(size_t totalMembers, size_t numSpikes)
{
std::vector<size_t> groupSizes(numSpikes, 0);
if (numSpikes == 0)
return groupSizes;
size_t const baseSize = totalMembers / numSpikes;
size_t const remainder = totalMembers % numSpikes;
for (size_t i = 0; i < numSpikes; ++i)
{
groupSizes[i] = baseSize;
if (i < remainder)
++groupSizes[i];
}
return groupSizes;
}
size_t IccSpikeAction::GetAssignedSpikeIndex(size_t memberIndex, std::vector<size_t> const& groupSizes)
{
size_t cursor = 0;
for (size_t spikeIndex = 0; spikeIndex < groupSizes.size(); ++spikeIndex)
{
if (memberIndex < cursor + groupSizes[spikeIndex])
return spikeIndex;
cursor += groupSizes[spikeIndex];
}
return 0;
}
std::string IccSpikeAction::GetRTIValueForSpike(size_t spikeIndex)
{
switch (spikeIndex)
{
case 0:
return "skull";
case 1:
return "cross";
case 2:
return "star";
default:
return "skull";
}
}
Player* IccSpikeAction::GetSpikeVictim(Unit* spike)
{
// Spike holds player via vehicle; GetVictim() is unreliable (NPC not in combat)
if (Vehicle* veh = spike->GetVehicleKit())
{
for (auto const& [seatId, seatInfo] : veh->Seats)
{
if (Unit* passenger = ObjectAccessor::GetUnit(*spike, seatInfo.Passenger.Guid))
return passenger->ToPlayer();
}
}
return nullptr;
}
bool IccSpikeAction::IsSpikeInColdFlame(Unit* spike)
{
float const checkRadius = 6.0f;
std::list<Creature*> coldflames;
spike->GetCreatureListWithEntryInGrid(coldflames, NPC_COLDFLAME, checkRadius);
return !coldflames.empty();
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,61 @@
#include "ICCActions.h"
#include "NearestNpcsValue.h"
#include "ObjectAccessor.h"
#include "Playerbots.h"
#include "Vehicle.h"
#include "RtiValue.h"
#include "GenericSpellActions.h"
#include "GenericActions.h"
#include "ICCTriggers.h"
#include "Multiplier.h"
bool IccValkyreSpearAction::Execute(Event /*event*/)
{
// Find the nearest spear
Creature* spear = bot->FindNearestCreature(NPC_SPEAR, 100.0f);
if (!spear)
return false;
// Move to the spear if not in range
if (!spear->IsWithinDistInMap(bot, INTERACTION_DISTANCE))
return MoveTo(spear, INTERACTION_DISTANCE);
// Remove shapeshift forms
botAI->RemoveShapeshift();
// Stop movement and click the spear
bot->GetMotionMaster()->Clear();
bot->StopMoving();
spear->HandleSpellClick(bot);
// Dismount if mounted
WorldPacket emptyPacket;
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
return false;
}
bool IccSisterSvalnaAction::Execute(Event /*event*/)
{
Unit* svalna = AI_VALUE2(Unit*, "find target", "sister svalna");
if (!svalna || !svalna->HasAura(SPELL_AETHER_SHIELD))
return false;
// Check if bot has the spear item
if (!botAI->HasItemInInventory(ITEM_SPEAR))
return false;
// Get all items from inventory
std::vector<Item*> items = botAI->GetInventoryItems();
for (Item* item : items)
{
if (item->GetEntry() == ITEM_SPEAR)
{
// Use spear on Svalna
botAI->ImbueItem(item, svalna);
return false;
}
}
return false;
}

File diff suppressed because it is too large Load Diff

View File

@ -1,9 +1,9 @@
#ifndef _PLAYERBOT_RAIDICCACTIONCONTEXT_H
#define _PLAYERBOT_RAIDICCACTIONCONTEXT_H
#ifndef _PLAYERBOT_ICCACTIONCONTEXT_H
#define _PLAYERBOT_ICCACTIONCONTEXT_H
#include "Action.h"
#include "NamedObjectContext.h"
#include "RaidIccActions.h"
#include "ICCActions.h"
class RaidIccActionContext : public NamedObjectContext<Action>
{
@ -21,23 +21,29 @@ public:
creators["icc rotting frost giant tank position"] = &RaidIccActionContext::icc_rotting_frost_giant_tank_position;
creators["icc cannon fire"] = &RaidIccActionContext::icc_cannon_fire;
creators["icc gunship enter cannon"] = &RaidIccActionContext::icc_gunship_enter_cannon;
creators["icc gunship teleport ally"] = &RaidIccActionContext::icc_gunship_teleport_ally;
creators["icc gunship teleport horde"] = &RaidIccActionContext::icc_gunship_teleport_horde;
creators["icc gunship rocket jump"] = &RaidIccActionContext::icc_gunship_rocket_jump;
creators["icc gunship rocket pack setup"] = &RaidIccActionContext::icc_gunship_rocket_pack_setup;
creators["icc dbs tank position"] = &RaidIccActionContext::icc_dbs_tank_position;
creators["icc adds dbs"] = &RaidIccActionContext::icc_adds_dbs;
creators["icc dogs tank position"] = &RaidIccActionContext::icc_dogs_tank_position;
creators["icc festergut group position"] = &RaidIccActionContext::icc_festergut_group_position;
creators["icc festergut spore"] = &RaidIccActionContext::icc_festergut_spore;
creators["icc festergut avoid malleable goo"] = &RaidIccActionContext::icc_festergut_avoid_malleable_goo;
creators["icc rotface tank position"] = &RaidIccActionContext::icc_rotface_tank_position;
creators["icc rotface group position"] = &RaidIccActionContext::icc_rotface_group_position;
creators["icc rotface move away from explosion"] = &RaidIccActionContext::icc_rotface_move_away_from_explosion;
creators["icc rotface avoid vile gas"] = &RaidIccActionContext::icc_rotface_avoid_vile_gas;
creators["icc putricide mutated plague"] = &RaidIccActionContext::icc_putricide_mutated_plague;
creators["icc putricide volatile ooze"] = &RaidIccActionContext::icc_putricide_volatile_ooze;
creators["icc putricide gas cloud"] = &RaidIccActionContext::icc_putricide_gas_cloud;
creators["icc putricide growing ooze puddle"] = &RaidIccActionContext::icc_putricide_growing_ooze_puddle;
creators["icc putricide avoid malleable goo"] = &RaidIccActionContext::icc_putricide_avoid_malleable_goo;
creators["icc putricide abomination"] = &RaidIccActionContext::icc_putricide_abomination;
creators["icc bpc keleseth tank"] = &RaidIccActionContext::icc_bpc_keleseth_tank;
creators["icc bpc main tank"] = &RaidIccActionContext::icc_bpc_main_tank;
@ -56,9 +62,11 @@ public:
creators["icc valithria portal"] = &RaidIccActionContext::icc_valithria_portal;
creators["icc valithria heal"] = &RaidIccActionContext::icc_valithria_heal;
creators["icc valithria dream cloud"] = &RaidIccActionContext::icc_valithria_dream_cloud;
creators["icc valithria zombie kite"] = &RaidIccActionContext::icc_valithria_zombie_kite;
creators["icc sindragosa group position"] = &RaidIccActionContext::icc_sindragosa_group_position;
creators["icc sindragosa frost beacon"] = &RaidIccActionContext::icc_sindragosa_frost_beacon;
creators["icc sindragosa hot"] = &RaidIccActionContext::icc_sindragosa_hot;
creators["icc sindragosa blistering cold"] = &RaidIccActionContext::icc_sindragosa_blistering_cold;
creators["icc sindragosa unchained magic"] = &RaidIccActionContext::icc_sindragosa_unchained_magic;
creators["icc sindragosa chilled to the bone"] = &RaidIccActionContext::icc_sindragosa_chilled_to_the_bone;
@ -70,6 +78,7 @@ public:
creators["icc lich king necrotic plague"] = &RaidIccActionContext::icc_lich_king_necrotic_plague;
creators["icc lich king winter"] = &RaidIccActionContext::icc_lich_king_winter;
creators["icc lich king adds"] = &RaidIccActionContext::icc_lich_king_adds;
creators["icc lich king spirit bomb"] = &RaidIccActionContext::icc_lich_king_spirit_bomb;
}
private:
@ -84,23 +93,29 @@ private:
static Action* icc_rotting_frost_giant_tank_position(PlayerbotAI* ai) { return new IccRottingFrostGiantTankPositionAction(ai); }
static Action* icc_cannon_fire(PlayerbotAI* ai) { return new IccCannonFireAction(ai); }
static Action* icc_gunship_enter_cannon(PlayerbotAI* ai) { return new IccGunshipEnterCannonAction(ai); }
static Action* icc_gunship_teleport_ally(PlayerbotAI* ai) { return new IccGunshipTeleportAllyAction(ai); }
static Action* icc_gunship_teleport_horde(PlayerbotAI* ai) { return new IccGunshipTeleportHordeAction(ai); }
static Action* icc_gunship_rocket_jump(PlayerbotAI* ai) { return new IccGunshipRocketJumpAction(ai); }
static Action* icc_gunship_rocket_pack_setup(PlayerbotAI* ai) { return new IccGunshipRocketPackSetupAction(ai); }
static Action* icc_dbs_tank_position(PlayerbotAI* ai) { return new IccDbsTankPositionAction(ai); }
static Action* icc_adds_dbs(PlayerbotAI* ai) { return new IccAddsDbsAction(ai); }
static Action* icc_dogs_tank_position(PlayerbotAI* ai) { return new IccDogsTankPositionAction(ai); }
static Action* icc_festergut_group_position(PlayerbotAI* ai) { return new IccFestergutGroupPositionAction(ai); }
static Action* icc_festergut_spore(PlayerbotAI* ai) { return new IccFestergutSporeAction(ai); }
static Action* icc_festergut_avoid_malleable_goo(PlayerbotAI* ai) { return new IccFestergutAvoidMalleableGooAction(ai); }
static Action* icc_rotface_tank_position(PlayerbotAI* ai) { return new IccRotfaceTankPositionAction(ai); }
static Action* icc_rotface_group_position(PlayerbotAI* ai) { return new IccRotfaceGroupPositionAction(ai); }
static Action* icc_rotface_move_away_from_explosion(PlayerbotAI* ai) { return new IccRotfaceMoveAwayFromExplosionAction(ai); }
static Action* icc_rotface_avoid_vile_gas(PlayerbotAI* ai) { return new IccRotfaceAvoidVileGasAction(ai); }
static Action* icc_putricide_mutated_plague(PlayerbotAI* ai) { return new IccPutricideMutatedPlagueAction(ai); }
static Action* icc_putricide_volatile_ooze(PlayerbotAI* ai) { return new IccPutricideVolatileOozeAction(ai); }
static Action* icc_putricide_gas_cloud(PlayerbotAI* ai) { return new IccPutricideGasCloudAction(ai); }
static Action* icc_putricide_growing_ooze_puddle(PlayerbotAI* ai) { return new IccPutricideGrowingOozePuddleAction(ai); }
static Action* icc_putricide_avoid_malleable_goo(PlayerbotAI* ai) { return new IccPutricideAvoidMalleableGooAction(ai); }
static Action* icc_putricide_abomination(PlayerbotAI* ai) { return new IccPutricideAbominationAction(ai); }
static Action* icc_bpc_keleseth_tank(PlayerbotAI* ai) { return new IccBpcKelesethTankAction(ai); }
static Action* icc_bpc_main_tank(PlayerbotAI* ai) { return new IccBpcMainTankAction(ai); }
@ -119,9 +134,11 @@ private:
static Action* icc_valithria_portal(PlayerbotAI* ai) { return new IccValithriaPortalAction(ai); }
static Action* icc_valithria_heal(PlayerbotAI* ai) { return new IccValithriaHealAction(ai); }
static Action* icc_valithria_dream_cloud(PlayerbotAI* ai) { return new IccValithriaDreamCloudAction(ai); }
static Action* icc_valithria_zombie_kite(PlayerbotAI* ai) { return new IccValithriaZombieKiteAction(ai); }
static Action* icc_sindragosa_group_position(PlayerbotAI* ai) { return new IccSindragosaGroupPositionAction(ai); }
static Action* icc_sindragosa_frost_beacon(PlayerbotAI* ai) { return new IccSindragosaFrostBeaconAction(ai); }
static Action* icc_sindragosa_hot(PlayerbotAI* ai) { return new IccSindragosaHotAction(ai); }
static Action* icc_sindragosa_blistering_cold(PlayerbotAI* ai) { return new IccSindragosaBlisteringColdAction(ai); }
static Action* icc_sindragosa_unchained_magic(PlayerbotAI* ai) { return new IccSindragosaUnchainedMagicAction(ai); }
static Action* icc_sindragosa_chilled_to_the_bone(PlayerbotAI* ai) { return new IccSindragosaChilledToTheBoneAction(ai); }
@ -133,6 +150,7 @@ private:
static Action* icc_lich_king_necrotic_plague(PlayerbotAI* ai) { return new IccLichKingNecroticPlagueAction(ai); }
static Action* icc_lich_king_winter(PlayerbotAI* ai) { return new IccLichKingWinterAction(ai); }
static Action* icc_lich_king_adds(PlayerbotAI* ai) { return new IccLichKingAddsAction(ai); }
static Action* icc_lich_king_spirit_bomb(PlayerbotAI* ai) { return new IccLichKingSpiritBombAction(ai); }
};

File diff suppressed because it is too large Load Diff

View File

@ -1,5 +1,5 @@
#ifndef _PLAYERBOT_RAIDICCMULTIPLIERS_H
#define _PLAYERBOT_RAIDICCMULTIPLIERS_H
#ifndef _PLAYERBOT_ICCM_H
#define _PLAYERBOT_ICCM_H
#include "Multiplier.h"
@ -99,4 +99,19 @@ public:
virtual float GetValue(Action* action);
};
class IccLichKingSpiritBombMultiplier : public Multiplier
{
public:
IccLichKingSpiritBombMultiplier(PlayerbotAI* ai) : Multiplier(ai, "icc lich king spirit bomb") {}
virtual float GetValue(Action* action);
};
//GUNSHIP
class IccGunshipMultiplier : public Multiplier
{
public:
IccGunshipMultiplier(PlayerbotAI* ai) : Multiplier(ai, "icc gunship") {}
virtual float GetValue(Action* action);
};
#endif

View File

@ -0,0 +1,123 @@
#include "ICCScripts.h"
#include "Player.h"
#include "ICCTriggers.h"
#include "ScriptMgr.h"
#include "Spell.h"
#include "SpellInfo.h"
#include "Timer.h"
#include <algorithm>
namespace IcecrownHelpers
{
std::unordered_map<uint32, std::vector<MalleableGooImpact>> malleableGooImpacts;
std::map<ObjectGuid, uint32> festergutGooWaitUntil;
std::unordered_map<uint32, DefileCastInfo> defileCast;
std::unordered_map<uint32, VileGasVictim> rotfaceVileGas;
std::map<ObjectGuid, uint32> rotfaceVileGasWaitUntil;
}
class IccPutricideListenerScript : public AllSpellScript
{
public:
IccPutricideListenerScript() : AllSpellScript("IccPutricideListenerScript") { }
void OnSpellCast(Spell* spell, Unit* caster, SpellInfo const* spellInfo, bool /*skipCheck*/) override
{
if (!caster || !spellInfo)
return;
if (spellInfo->Id != SPELL_MALLEABLE_GOO_10N &&
spellInfo->Id != SPELL_MALLEABLE_GOO_25N &&
spellInfo->Id != SPELL_MALLEABLE_GOO_10H &&
spellInfo->Id != SPELL_MALLEABLE_GOO_25H &&
spellInfo->Id != SPELL_MALLEABLE_GOO_BALCONY)
return;
// Malleable Goo is cast triggered, so m_UniqueTargetInfo is not yet
// populated at this point; read the explicit unit target directly.
Unit* target = spell->m_targets.GetUnitTarget();
if (!target || !target->IsPlayer())
return;
uint32 now = getMSTime();
IcecrownHelpers::MalleableGooImpact impact;
impact.position = target->GetPosition();
impact.castTime = now;
auto& impacts = IcecrownHelpers::malleableGooImpacts[caster->GetMap()->GetInstanceId()];
impacts.push_back(impact);
// Evict stale entries to keep the list bounded. Retention covers the
// longest consumer window (Festergut avoid: 8s) + slack.
impacts.erase(
std::remove_if(impacts.begin(), impacts.end(),
[now](IcecrownHelpers::MalleableGooImpact const& i)
{ return getMSTimeDiff(i.castTime, now) > 9000; }),
impacts.end());
}
};
class IccRotfaceListenerScript : public AllSpellScript
{
public:
IccRotfaceListenerScript() : AllSpellScript("IccRotfaceListenerScript") { }
void OnSpellCast(Spell* spell, Unit* caster, SpellInfo const* spellInfo, bool /*skipCheck*/) override
{
if (!caster || !spellInfo)
return;
if (spellInfo->Id != SPELL_VILE_GAS_H)
return;
// Professor Putricide casts vile gas from the balcony during Rotface
// heroic. Filtering on caster entry keeps this hook scoped to the
// Rotface encounter only (Festergut also uses 'vile gas' as the gas
// spore aura name but a different spell ID).
if (caster->GetEntry() != NPC_PROFESSOR_PUTRICIDE)
return;
Unit* target = spell->m_targets.GetUnitTarget();
if (!target || !target->IsPlayer())
return;
IcecrownHelpers::VileGasVictim& entry = IcecrownHelpers::rotfaceVileGas[caster->GetMap()->GetInstanceId()];
entry.victimGuid = target->GetGUID();
entry.castTime = getMSTime();
}
};
class IccLichKingListenerScript : public AllSpellScript
{
public:
IccLichKingListenerScript() : AllSpellScript("IccLichKingListenerScript") { }
// OnSpellPrepare fires at cast START (Spell::prepare). OnSpellCast fires
// at cast END, which for Defile (2s cast time) is too late - the puddle
// is already spawning and bots have no time to move out.
void OnSpellPrepare(Spell* spell, Unit* caster, SpellInfo const* spellInfo) override
{
if (!caster || !spellInfo)
return;
if (spellInfo->Id != DEFILE_CAST_ID)
return;
Unit* target = spell->m_targets.GetUnitTarget();
if (!target || !target->IsPlayer())
return;
IcecrownHelpers::DefileCastInfo& entry =
IcecrownHelpers::defileCast[caster->GetMap()->GetInstanceId()];
entry.targetGuid = target->GetGUID();
entry.castTime = getMSTime();
}
};
void AddSC_IcecrownBotScripts()
{
new IccPutricideListenerScript();
new IccRotfaceListenerScript();
new IccLichKingListenerScript();
}

View File

@ -0,0 +1,68 @@
#ifndef _PLAYERBOT_ICCSCRIPTS_H
#define _PLAYERBOT_ICCSCRIPTS_H
#include <map>
#include <unordered_map>
#include <vector>
#include "ObjectGuid.h"
#include "Position.h"
namespace IcecrownHelpers
{
// Putricide - Malleable Goo
// Each entry records the impact position (target's location at cast time)
// and the ms timestamp of the cast. IccPutricideAvoidMalleableGooAction
// reads this list on every tick and makes every bot flee any active
// impact points, since the core casts the spell triggered (no cast bar)
// and it is neither a DynamicObject, trap, nor trigger NPC.
struct MalleableGooImpact
{
Position position;
uint32 castTime;
};
extern std::unordered_map<uint32, std::vector<MalleableGooImpact>> malleableGooImpacts;
// Festergut avoid-malleable-goo wait state. When a bot dodges goo we stamp
// a wait-until timestamp here so the trigger stays active and movement is
// held for the full 8s impact window - otherwise the group-position action
// pulls the bot back the very next tick, producing jitter.
extern std::map<ObjectGuid, uint32> festergutGooWaitUntil;
// Lich King - Defile (SPELL_DEFILE = 72762). Stamped at OnSpellCast time
// because the boss script casts via CastSpell(target, ...) and reading the
// target later via current-spell APIs is unreliable. Readers treat entries
// older than ~3s as expired (cast time is 2s).
struct DefileCastInfo
{
ObjectGuid targetGuid;
uint32 castTime;
};
extern std::unordered_map<uint32, DefileCastInfo> defileCast;
// Rotface - Vile Gas. Stamped at OnSpellCast time so the targeted bot can
// react before the aura applies. Readers treat entries older than ~5s as
// expired (covers the dodge window plus the 3s post-arrival hold).
struct VileGasVictim
{
ObjectGuid victimGuid;
uint32 castTime;
};
extern std::unordered_map<uint32, VileGasVictim> rotfaceVileGas;
// Rotface vile gas hold-at-safe-spot state. When the victim bot reaches
// its safe spot we stamp now+3000ms so the multiplier blocks any other
// movement action that would yank the bot back into the raid stack.
extern std::map<ObjectGuid, uint32> rotfaceVileGasWaitUntil;
}
// Putricide - Mutated Abomination vehicle
constexpr uint32 GO_PUTRICIDE_DRINK_ME = 201584;
constexpr uint32 NPC_MUTATED_ABOMINATION_10 = 37672;
constexpr uint32 NPC_MUTATED_ABOMINATION_25 = 38285;
constexpr uint32 SPELL_MUTATED_TRANSFORMATION = 70311;
constexpr uint32 SPELL_ABO_EAT_OOZE = 70346;
constexpr uint32 SPELL_ABO_REGURGITATED_OOZE = 70539;
void AddSC_IcecrownBotScripts();
#endif

View File

@ -1,6 +1,6 @@
#include "RaidIccStrategy.h"
#include "ICCStrategy.h"
#include "RaidIccMultipliers.h"
#include "ICCMultipliers.h"
void RaidIccStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
@ -28,34 +28,32 @@ void RaidIccStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back( new TriggerNode("icc in cannon",
{ NextAction("icc cannon fire", ACTION_RAID+5) }));
triggers.push_back(new TriggerNode("icc gunship teleport ally",
{ NextAction("icc gunship teleport ally", ACTION_RAID + 4) }));
triggers.push_back(new TriggerNode("icc gunship rocket jump",
{ NextAction("icc gunship rocket jump", ACTION_RAID + 4)}));
triggers.push_back(new TriggerNode("icc gunship teleport horde",
{ NextAction("icc gunship teleport horde", ACTION_RAID + 4) }));
triggers.push_back(new TriggerNode("icc gunship rocket pack setup",
{ NextAction("icc gunship rocket pack setup", ACTION_RAID + 2)}));
//DBS
triggers.push_back(new TriggerNode("icc dbs",
{ NextAction("icc dbs tank position", ACTION_RAID + 3),
NextAction("icc adds dbs", ACTION_RAID + 5) }));
triggers.push_back(new TriggerNode("icc dbs main tank rune of blood",
{ NextAction("taunt spell", ACTION_EMERGENCY + 4) }));
// Boss taunt on Rune of Blood is handled inside icc dbs tank position action
//DOGS
triggers.push_back(new TriggerNode("icc stinky precious main tank mortal wound",
{ NextAction("taunt spell", ACTION_EMERGENCY + 4) }));
triggers.push_back(new TriggerNode("icc dogs",
{ NextAction("icc dogs tank position", ACTION_RAID + 3) }));
//FESTERGUT
triggers.push_back(new TriggerNode("icc festergut group position",
{ NextAction("icc festergut group position", ACTION_MOVE + 4) }));
triggers.push_back(new TriggerNode("icc festergut main tank gastric bloat",
{ NextAction("taunt spell", ACTION_EMERGENCY + 6) }));
triggers.push_back(new TriggerNode("icc festergut spore",
{ NextAction("icc festergut spore", ACTION_MOVE + 5) }));
triggers.push_back(new TriggerNode("icc festergut avoid malleable goo",
{ NextAction("icc festergut avoid malleable goo", ACTION_RAID + 7) }));
//ROTFACE
triggers.push_back(new TriggerNode("icc rotface tank position",
{ NextAction("icc rotface tank position", ACTION_RAID + 5) }));
@ -66,6 +64,9 @@ void RaidIccStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("icc rotface move away from explosion",
{ NextAction("icc rotface move away from explosion", ACTION_RAID +7) }));
triggers.push_back(new TriggerNode("icc rotface avoid vile gas",
{ NextAction("icc rotface avoid vile gas", ACTION_RAID + 8) }));
//PP
triggers.push_back(new TriggerNode("icc putricide volatile ooze",
{ NextAction("icc putricide volatile ooze", ACTION_RAID + 4) }));
@ -76,11 +77,14 @@ void RaidIccStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("icc putricide growing ooze puddle",
{ NextAction("icc putricide growing ooze puddle", ACTION_RAID + 3) }));
triggers.push_back(new TriggerNode("icc putricide main tank mutated plague",
{ NextAction("taunt spell", ACTION_RAID + 10) }));
triggers.push_back(new TriggerNode("icc putricide mutated plague",
{ NextAction("icc putricide mutated plague", ACTION_RAID + 3) }));
triggers.push_back(new TriggerNode("icc putricide malleable goo",
{ NextAction("icc putricide avoid malleable goo", ACTION_RAID + 2) }));
{ NextAction("icc putricide avoid malleable goo", ACTION_RAID + 6) }));
triggers.push_back(new TriggerNode("icc putricide abomination",
{ NextAction("icc putricide abomination", ACTION_RAID + 7) }));
//BPC
triggers.push_back(new TriggerNode("icc bpc keleseth tank",
@ -119,6 +123,9 @@ void RaidIccStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("icc valithria group",
{ NextAction("icc valithria group", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("icc valithria zombie kite",
{ NextAction("icc valithria zombie kite", ACTION_EMERGENCY + 9) }));
triggers.push_back(new TriggerNode("icc valithria portal",
{ NextAction("icc valithria portal", ACTION_RAID + 5) }));
@ -135,6 +142,9 @@ void RaidIccStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("icc sindragosa frost beacon",
{ NextAction("icc sindragosa frost beacon", ACTION_RAID + 5) }));
triggers.push_back(new TriggerNode("icc sindragosa hot",
{ NextAction("icc sindragosa hot", ACTION_RAID + 6) }));
triggers.push_back(new TriggerNode("icc sindragosa blistering cold",
{ NextAction("icc sindragosa blistering cold", ACTION_EMERGENCY + 4) }));
@ -168,6 +178,9 @@ void RaidIccStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode("icc lich king adds",
{ NextAction("icc lich king adds", ACTION_RAID +2) }));
triggers.push_back(new TriggerNode("icc lich king spirit bomb",
{ NextAction("icc lich king spirit bomb", ACTION_RAID +7) }));
}
void RaidIccStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
@ -183,4 +196,6 @@ void RaidIccStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
multipliers.push_back(new IccValithriaDreamCloudMultiplier(botAI));
multipliers.push_back(new IccSindragosaMultiplier(botAI));
multipliers.push_back(new IccLichKingAddsMultiplier(botAI));
multipliers.push_back(new IccLichKingSpiritBombMultiplier(botAI));
multipliers.push_back(new IccGunshipMultiplier(botAI));
}

View File

@ -1,5 +1,5 @@
#ifndef _PLAYERBOT_RAIDICCSTRATEGY_H
#define _PLAYERBOT_RAIDICCSTRATEGY_H
#ifndef _PLAYERBOT_ICCS_H
#define _PLAYERBOT_ICCS_H
#include "Strategy.h"

View File

@ -1,8 +1,8 @@
#ifndef _PLAYERBOT_RAIDICCTRIGGERCONTEXT_H
#define _PLAYERBOT_RAIDICCTRIGGERCONTEXT_H
#ifndef _PLAYERBOT_ICCTRIGGERCONTEXT_H
#define _PLAYERBOT_ICCTRIGGERCONTEXT_H
#include "NamedObjectContext.h"
#include "RaidIccTriggers.h"
#include "ICCTriggers.h"
class RaidIccTriggerContext : public NamedObjectContext<Trigger>
{
@ -17,27 +17,29 @@ public:
creators["icc rotting frost giant tank position"] = &RaidIccTriggerContext::icc_rotting_frost_giant_tank_position;
creators["icc in cannon"] = &RaidIccTriggerContext::icc_in_cannon;
creators["icc gunship cannon near"] = &RaidIccTriggerContext::icc_gunship_cannon_near;
creators["icc gunship teleport ally"] = &RaidIccTriggerContext::icc_gunship_teleport_ally;
creators["icc gunship teleport horde"] = &RaidIccTriggerContext::icc_gunship_teleport_horde;
creators["icc gunship rocket jump"] = &RaidIccTriggerContext::icc_gunship_rocket_jump;
creators["icc gunship rocket pack setup"] = &RaidIccTriggerContext::icc_gunship_rocket_pack_setup;
creators["icc dbs"] = &RaidIccTriggerContext::icc_dbs;
creators["icc dbs main tank rune of blood"] = &RaidIccTriggerContext::icc_dbs_main_tank_rune_of_blood;
creators["icc stinky precious main tank mortal wound"] = &RaidIccTriggerContext::icc_stinky_precious_main_tank_mortal_wound;
creators["icc dogs"] = &RaidIccTriggerContext::icc_dogs;
creators["icc festergut group position"] = &RaidIccTriggerContext::icc_festergut_group_position;
creators["icc festergut main tank gastric bloat"] = &RaidIccTriggerContext::icc_festergut_main_tank_gastric_bloat;
creators["icc festergut spore"] = &RaidIccTriggerContext::icc_festergut_spore;
creators["icc festergut avoid malleable goo"] = &RaidIccTriggerContext::icc_festergut_avoid_malleable_goo;
creators["icc rotface tank position"] = &RaidIccTriggerContext::icc_rotface_tank_position;
creators["icc rotface group position"] = &RaidIccTriggerContext::icc_rotface_group_position;
creators["icc rotface move away from explosion"] = &RaidIccTriggerContext::icc_rotface_move_away_from_explosion;
creators["icc rotface avoid vile gas"] = &RaidIccTriggerContext::icc_rotface_avoid_vile_gas;
creators["icc putricide volatile ooze"] = &RaidIccTriggerContext::icc_putricide_volatile_ooze;
creators["icc putricide gas cloud"] = &RaidIccTriggerContext::icc_putricide_gas_cloud;
creators["icc putricide growing ooze puddle"] = &RaidIccTriggerContext::icc_putricide_growing_ooze_puddle;
creators["icc putricide main tank mutated plague"] = &RaidIccTriggerContext::icc_putricide_main_tank_mutated_plague;
creators["icc putricide mutated plague"] = &RaidIccTriggerContext::icc_putricide_mutated_plague;
creators["icc putricide malleable goo"] = &RaidIccTriggerContext::icc_putricide_malleable_goo;
creators["icc putricide abomination"] = &RaidIccTriggerContext::icc_putricide_abomination;
creators["icc bpc keleseth tank"] = &RaidIccTriggerContext::icc_bpc_keleseth_tank;
creators["icc bpc main tank"] = &RaidIccTriggerContext::icc_bpc_main_tank;
@ -56,9 +58,11 @@ public:
creators["icc valithria portal"] = &RaidIccTriggerContext::icc_valithria_portal;
creators["icc valithria heal"] = &RaidIccTriggerContext::icc_valithria_heal;
creators["icc valithria dream cloud"] = &RaidIccTriggerContext::icc_valithria_dream_cloud;
creators["icc valithria zombie kite"] = &RaidIccTriggerContext::icc_valithria_zombie_kite;
creators["icc sindragosa group position"] = &RaidIccTriggerContext::icc_sindragosa_group_position;
creators["icc sindragosa frost beacon"] = &RaidIccTriggerContext::icc_sindragosa_frost_beacon;
creators["icc sindragosa hot"] = &RaidIccTriggerContext::icc_sindragosa_hot;
creators["icc sindragosa blistering cold"] = &RaidIccTriggerContext::icc_sindragosa_blistering_cold;
creators["icc sindragosa unchained magic"] = &RaidIccTriggerContext::icc_sindragosa_unchained_magic;
creators["icc sindragosa chilled to the bone"] = &RaidIccTriggerContext::icc_sindragosa_chilled_to_the_bone;
@ -71,6 +75,7 @@ public:
creators["icc lich king necrotic plague"] = &RaidIccTriggerContext::icc_lich_king_necrotic_plague;
creators["icc lich king winter"] = &RaidIccTriggerContext::icc_lich_king_winter;
creators["icc lich king adds"] = &RaidIccTriggerContext::icc_lich_king_adds;
creators["icc lich king spirit bomb"] = &RaidIccTriggerContext::icc_lich_king_spirit_bomb;
}
private:
@ -82,27 +87,29 @@ private:
static Trigger* icc_rotting_frost_giant_tank_position(PlayerbotAI* ai) { return new IccRottingFrostGiantTankPositionTrigger(ai); }
static Trigger* icc_in_cannon(PlayerbotAI* ai) { return new IccInCannonTrigger(ai); }
static Trigger* icc_gunship_cannon_near(PlayerbotAI* ai) { return new IccGunshipCannonNearTrigger(ai); }
static Trigger* icc_gunship_teleport_ally(PlayerbotAI* ai) { return new IccGunshipTeleportAllyTrigger(ai); }
static Trigger* icc_gunship_teleport_horde(PlayerbotAI* ai) { return new IccGunshipTeleportHordeTrigger(ai); }
static Trigger* icc_gunship_rocket_jump(PlayerbotAI* ai) { return new IccGunshipRocketJumpTrigger(ai); }
static Trigger* icc_gunship_rocket_pack_setup(PlayerbotAI* ai) { return new IccGunshipRocketPackSetupTrigger(ai); }
static Trigger* icc_dbs(PlayerbotAI* ai) { return new IccDbsTrigger(ai); }
static Trigger* icc_dbs_main_tank_rune_of_blood(PlayerbotAI* ai) { return new IccDbsMainTankRuneOfBloodTrigger(ai); }
static Trigger* icc_stinky_precious_main_tank_mortal_wound(PlayerbotAI* ai) { return new IccStinkyPreciousMainTankMortalWoundTrigger(ai); }
static Trigger* icc_dogs(PlayerbotAI* ai) { return new IccDogsTrigger(ai); }
static Trigger* icc_festergut_group_position(PlayerbotAI* ai) { return new IccFestergutGroupPositionTrigger(ai); }
static Trigger* icc_festergut_main_tank_gastric_bloat(PlayerbotAI* ai) { return new IccFestergutMainTankGastricBloatTrigger(ai); }
static Trigger* icc_festergut_spore(PlayerbotAI* ai) { return new IccFestergutSporeTrigger(ai); }
static Trigger* icc_festergut_avoid_malleable_goo(PlayerbotAI* ai) { return new IccFestergutAvoidMalleableGooTrigger(ai); }
static Trigger* icc_rotface_tank_position(PlayerbotAI* ai) { return new IccRotfaceTankPositionTrigger(ai); }
static Trigger* icc_rotface_group_position(PlayerbotAI* ai) { return new IccRotfaceGroupPositionTrigger(ai); }
static Trigger* icc_rotface_move_away_from_explosion(PlayerbotAI* ai) { return new IccRotfaceMoveAwayFromExplosionTrigger(ai); }
static Trigger* icc_rotface_avoid_vile_gas(PlayerbotAI* ai) { return new IccRotfaceAvoidVileGasTrigger(ai); }
static Trigger* icc_putricide_volatile_ooze(PlayerbotAI* ai) { return new IccPutricideVolatileOozeTrigger(ai); }
static Trigger* icc_putricide_gas_cloud(PlayerbotAI* ai) { return new IccPutricideGasCloudTrigger(ai); }
static Trigger* icc_putricide_growing_ooze_puddle(PlayerbotAI* ai) { return new IccPutricideGrowingOozePuddleTrigger(ai); }
static Trigger* icc_putricide_main_tank_mutated_plague(PlayerbotAI* ai) { return new IccPutricideMainTankMutatedPlagueTrigger(ai); }
static Trigger* icc_putricide_mutated_plague(PlayerbotAI* ai) { return new IccPutricideMutatedPlagueTrigger(ai); }
static Trigger* icc_putricide_malleable_goo(PlayerbotAI* ai) { return new IccPutricideMalleableGooTrigger(ai); }
static Trigger* icc_putricide_abomination(PlayerbotAI* ai) { return new IccPutricideAbominationTrigger(ai); }
static Trigger* icc_bpc_keleseth_tank(PlayerbotAI* ai) { return new IccBpcKelesethTankTrigger(ai); }
static Trigger* icc_bpc_main_tank(PlayerbotAI* ai) { return new IccBpcMainTankTrigger(ai); }
@ -120,10 +127,12 @@ private:
static Trigger* icc_valithria_group(PlayerbotAI* ai) { return new IccValithriaGroupTrigger(ai); }
static Trigger* icc_valithria_portal(PlayerbotAI* ai) { return new IccValithriaPortalTrigger(ai); }
static Trigger* icc_valithria_heal(PlayerbotAI* ai) { return new IccValithriaHealTrigger(ai); }
static Trigger* icc_valithria_zombie_kite(PlayerbotAI* ai) { return new IccValithriaZombieKiteTrigger(ai); }
static Trigger* icc_valithria_dream_cloud(PlayerbotAI* ai) { return new IccValithriaDreamCloudTrigger(ai); }
static Trigger* icc_sindragosa_group_position(PlayerbotAI* ai) { return new IccSindragosaGroupPositionTrigger(ai); }
static Trigger* icc_sindragosa_frost_beacon(PlayerbotAI* ai) { return new IccSindragosaFrostBeaconTrigger(ai); }
static Trigger* icc_sindragosa_hot(PlayerbotAI* ai) { return new IccSindragosaHotTrigger(ai); }
static Trigger* icc_sindragosa_blistering_cold(PlayerbotAI* ai) { return new IccSindragosaBlisteringColdTrigger(ai); }
static Trigger* icc_sindragosa_unchained_magic(PlayerbotAI* ai) { return new IccSindragosaUnchainedMagicTrigger(ai); }
static Trigger* icc_sindragosa_chilled_to_the_bone(PlayerbotAI* ai) { return new IccSindragosaChilledToTheBoneTrigger(ai); }
@ -136,6 +145,7 @@ private:
static Trigger* icc_lich_king_necrotic_plague(PlayerbotAI* ai) { return new IccLichKingNecroticPlagueTrigger(ai); }
static Trigger* icc_lich_king_winter(PlayerbotAI* ai) { return new IccLichKingWinterTrigger(ai); }
static Trigger* icc_lich_king_adds(PlayerbotAI* ai) { return new IccLichKingAddsTrigger(ai); }
static Trigger* icc_lich_king_spirit_bomb(PlayerbotAI* ai) { return new IccLichKingSpiritBombTrigger(ai); }
};

View File

@ -1,5 +1,5 @@
#include "RaidIccTriggers.h"
#include "RaidIccActions.h"
#include "ICCTriggers.h"
#include "ICCActions.h"
#include "NearestNpcsValue.h"
#include "PlayerbotAIConfig.h"
#include "ObjectAccessor.h"
@ -8,6 +8,7 @@
#include "Trigger.h"
#include "GridNotifiers.h"
#include "Vehicle.h"
#include "ICCScripts.h"
//Lord Marrogwar
bool IccLmTrigger::IsActive()
@ -37,9 +38,6 @@ bool IccLadyDeathwhisperTrigger::IsActive()
if (!boss)
return false;
if (bot->HasAura(SPELL_EXPERIENCED))
bot->RemoveAura(SPELL_EXPERIENCED);
return true;
}
@ -73,52 +71,60 @@ bool IccGunshipCannonNearTrigger::IsActive()
return false;
Unit* mount1 = bot->FindNearestCreature(NPC_CANNONA, 100.0f);
Unit* mount2 = bot->FindNearestCreature(NPC_CANNONH, 100.0f);
if (!mount1 && !mount2)
return false;
// If cannons have Below Zero aura, don't try to enter them
Unit* friendlyCannon = nullptr;
if (mount1 && mount1->IsFriendlyTo(bot))
friendlyCannon = mount1;
else if (mount2 && mount2->IsFriendlyTo(bot))
friendlyCannon = mount2;
if (friendlyCannon && friendlyCannon->HasAura(SPELL_BELOW_ZERO))
return false;
if (!botAI->IsDps(bot))
return false;
// Player* master = botAI->GetMaster();
// if (!master)
// return false;
// if (!master->GetVehicle())
// return false;
return true;
}
bool IccGunshipTeleportAllyTrigger::IsActive()
bool IccGunshipRocketJumpTrigger::IsActive()
{
Unit* boss = bot->FindNearestCreature(NPC_HIGH_OVERLORD_SAURFANG, 100.0f);
if (!boss || !boss->IsInWorld() || boss->IsDuringRemoveFromWorld())
return false;
if (!boss->IsAlive())
return false;
if (!boss->IsHostileTo(bot))
return false;
// The rocket jump mechanic is only needed when the gunship battle is active.
// We detect which ship we are on by checking which enemy boss is present:
// - Saurfang hostile => we are on the Alliance ship
// - Muradin hostile => we are on the Horde ship
// Using the hostile boss (not cannon friendliness) avoids conflicting with
// the cannon-near trigger that fires on the same condition.
Unit* saurfang = bot->FindNearestCreature(NPC_HIGH_OVERLORD_SAURFANG, 100.0f);
if (saurfang && saurfang->IsAlive() && saurfang->IsHostileTo(bot))
return true;
Unit* muradin = bot->FindNearestCreature(NPC_MURADIN_BRONZEBEARD, 100.0f);
if (muradin && muradin->IsAlive() && muradin->IsHostileTo(bot))
return true;
return false;
}
bool IccGunshipTeleportHordeTrigger::IsActive()
bool IccGunshipRocketPackSetupTrigger::IsActive()
{
Unit* boss = bot->FindNearestCreature(NPC_MURADIN_BRONZEBEARD, 100.0f);
if (!boss || !boss->IsInWorld() || boss->IsDuringRemoveFromWorld())
return false;
if (!boss->IsAlive())
return false;
if (!boss->IsHostileTo(bot))
return false;
// Fires any time a bot is standing on a friendly gunship deck, regardless of
// combat state. Lets bots walk to Zafod and equip the rocket pack before the
// encounter starts (and keep it ready if they acquire it mid-fight).
Unit* cannonA = bot->FindNearestCreature(NPC_CANNONA, 100.0f);
if (cannonA && cannonA->IsFriendlyTo(bot))
return true;
Unit* cannonH = bot->FindNearestCreature(NPC_CANNONH, 100.0f);
if (cannonH && cannonH->IsFriendlyTo(bot))
return true;
return false;
}
//DBS
@ -155,28 +161,12 @@ bool IccDbsMainTankRuneOfBloodTrigger::IsActive()
return true;
}
//DOGS
bool IccStinkyPreciousMainTankMortalWoundTrigger::IsActive()
bool IccDogsTrigger::IsActive()
{
bool bossPresent = false;
if (AI_VALUE2(Unit*, "find target", "stinky") || AI_VALUE2(Unit*, "find target", "precious"))
bossPresent = true;
if (!bossPresent)
return false;
if (!botAI->IsAssistTankOfIndex(bot, 0))
return false;
Unit* mt = AI_VALUE(Unit*, "main tank");
if (!mt)
return false;
Aura* aura = botAI->GetAura("mortal wound", mt, false, true);
if (!aura || aura->GetStackAmount() < 8)
return false;
return true;
return false;
}
//FESTERGUT
@ -192,30 +182,6 @@ bool IccFestergutGroupPositionTrigger::IsActive()
return true;
}
bool IccFestergutMainTankGastricBloatTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "festergut");
if (!boss)
{
return false;
}
if (!botAI->IsAssistTankOfIndex(bot, 0))
{
return false;
}
Unit* mt = AI_VALUE(Unit*, "main tank");
if (!mt)
{
return false;
}
Aura* aura = botAI->GetAura("Gastric Bloat", mt, false, true);
if (!aura || aura->GetStackAmount() < 6)
{
return false;
}
return true;
}
bool IccFestergutSporeTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "festergut");
@ -240,6 +206,71 @@ bool IccFestergutSporeTrigger::IsActive()
return false;
}
bool IccFestergutAvoidMalleableGooTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "festergut");
if (!boss)
return false;
// Tanks hold the boss at the fixed tank spot; goo can land on tanks but
// moving would lose threat and let goo land on melee stack anyway.
if (botAI->IsTank(bot))
return false;
// During spore phase, position switching handles goo avoidance — free-dodge
// would pull bots out of their assigned spore spots.
Group* group = bot->GetGroup();
if (group)
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (member && member->HasAura(SPELL_GAS_SPORE))
return false;
}
}
constexpr uint32 impactLifetimeMs = 8000;
constexpr float gooDangerRadius = 12.0f;
uint32 now = getMSTime();
float botX = bot->GetPositionX();
float botY = bot->GetPositionY();
ObjectGuid botGuid = bot->GetGUID();
auto impactIt = IcecrownHelpers::malleableGooImpacts.find(bot->GetMap()->GetInstanceId());
if (impactIt != IcecrownHelpers::malleableGooImpacts.end())
{
for (auto const& impact : impactIt->second)
{
if (getMSTimeDiff(impact.castTime, now) > impactLifetimeMs)
continue;
float dx = botX - impact.position.GetPositionX();
float dy = botY - impact.position.GetPositionY();
if (dx * dx + dy * dy < gooDangerRadius * gooDangerRadius)
{
// Lock bot into wait mode until this impact expires - prevents
// group-position from yanking it back into the danger zone.
uint32 waitUntil = impact.castTime + impactLifetimeMs;
auto& slot = IcecrownHelpers::festergutGooWaitUntil[botGuid];
if (waitUntil > slot)
slot = waitUntil;
return true;
}
}
}
auto it = IcecrownHelpers::festergutGooWaitUntil.find(botGuid);
if (it != IcecrownHelpers::festergutGooWaitUntil.end())
{
if (now < it->second)
return true;
IcecrownHelpers::festergutGooWaitUntil.erase(it);
}
return false;
}
//ROTFACE
bool IccRotfaceTankPositionTrigger::IsActive()
{
@ -264,11 +295,58 @@ bool IccRotfaceGroupPositionTrigger::IsActive()
bool IccRotfaceMoveAwayFromExplosionTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "big ooze");
Creature* boss = bot->FindNearestCreature(NPC_BIG_OOZE, 100.0f);
bool castingNow = boss && boss->IsAlive() &&
boss->HasUnitState(UNIT_STATE_CASTING) && boss->FindCurrentSpellBySpellId(SPELL_UNSTABLE_OOZE_EXPLOSION);
if (castingNow)
{
_wasCasting = true;
_castEndTime = 0;
return true;
}
// Cast just ended — record the time
if (_wasCasting)
{
_wasCasting = false;
if (_castEndTime == 0)
_castEndTime = time(nullptr);
}
// Stay active for 6 seconds after cast ended (2s wait + return movement)
if (_castEndTime > 0 && time(nullptr) - _castEndTime < 6)
return true;
_castEndTime = 0;
return false;
}
bool IccRotfaceAvoidVileGasTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "rotface");
if (!boss)
return false;
return boss->HasUnitState(UNIT_STATE_CASTING) && boss->FindCurrentSpellBySpellId(SPELL_UNSTABLE_OOZE_EXPLOSION);
uint32 const now = getMSTime();
auto vgIt = IcecrownHelpers::rotfaceVileGas.find(bot->GetMap()->GetInstanceId());
bool const isVictim =
vgIt != IcecrownHelpers::rotfaceVileGas.end() &&
vgIt->second.victimGuid == bot->GetGUID() &&
getMSTimeDiff(vgIt->second.castTime, now) < 8000;
if (isVictim)
return true;
if (botAI->HasAura("Vile Gas", bot))
return true;
auto const& waitMap = IcecrownHelpers::rotfaceVileGasWaitUntil;
auto it = waitMap.find(bot->GetGUID());
if (it != waitMap.end() && now < it->second)
return true;
return false;
}
//PP
@ -280,25 +358,6 @@ bool IccPutricideGrowingOozePuddleTrigger::IsActive()
if (!boss)
return false;
Difficulty diff = bot->GetRaidDifficulty();
if (sPlayerbotAIConfig.EnableICCBuffs && diff && (diff == RAID_DIFFICULTY_10MAN_HEROIC || diff == RAID_DIFFICULTY_25MAN_HEROIC))
{
//-------CHEAT-------
if (!bot->HasAura(SPELL_EXPERIENCED))
bot->AddAura(SPELL_EXPERIENCED, bot);
if (!bot->HasAura(SPELL_AGEIS_OF_DALARAN))
bot->AddAura(SPELL_AGEIS_OF_DALARAN, bot);
if (!bot->HasAura(SPELL_NO_THREAT) && botAI->HasAggro(boss) && !botAI->IsTank(bot))
bot->AddAura(SPELL_NO_THREAT, bot);
if (botAI->IsMainTank(bot) && !bot->HasAura(SPELL_SPITEFULL_FURY) && boss->GetVictim() != bot)
bot->AddAura(SPELL_SPITEFULL_FURY, bot);
//-------CHEAT-------
}
const GuidVector& npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto const& npc : npcs)
{
@ -344,30 +403,9 @@ bool IccPutricideGasCloudTrigger::IsActive()
return true;
}
bool IccPutricideMainTankMutatedPlagueTrigger::IsActive()
bool IccPutricideMutatedPlagueTrigger::IsActive()
{
bool bossPresent = false;
if (AI_VALUE2(Unit*, "find target", "professor putricide"))
bossPresent = true;
if (!bossPresent)
return false;
if (!botAI->IsAssistTankOfIndex(bot, 0))
{
return false;
}
Unit* mt = AI_VALUE(Unit*, "main tank");
if (!mt)
{
return false;
}
Aura* aura = botAI->GetAura("Mutated Plague", mt, false, true);
if (!aura || aura->GetStackAmount() < 4)
{
return false;
}
return true;
return AI_VALUE2(Unit*, "find target", "professor putricide") != nullptr;
}
bool IccPutricideMalleableGooTrigger::IsActive()
@ -376,20 +414,89 @@ bool IccPutricideMalleableGooTrigger::IsActive()
if (!boss)
return false;
if (botAI->IsTank(bot))
return true;
Difficulty const diff = bot->GetRaidDifficulty();
Unit* boss1 = AI_VALUE2(Unit*, "find target", "volatile ooze");
if (boss1)
return false;
// Heroic cheat buffs — apply to all group members (bots + real players)
if (boss && sPlayerbotAIConfig.EnableICCBuffs &&
(diff == RAID_DIFFICULTY_10MAN_HEROIC || diff == RAID_DIFFICULTY_25MAN_HEROIC))
{
if (Group* buffGroup = bot->GetGroup())
{
for (GroupReference* itr = buffGroup->GetFirstMember(); itr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive() || !member->IsInWorld())
continue;
Unit* boss2 = AI_VALUE2(Unit*, "find target", "gas cloud");
if (boss2)
return false;
if (!member->HasAura(SPELL_EXPERIENCED))
member->AddAura(SPELL_EXPERIENCED, member);
if (!member->HasAura(SPELL_AGEIS_OF_DALARAN))
member->AddAura(SPELL_AGEIS_OF_DALARAN, member);
if (!PlayerbotAI::IsTank(member) && !member->HasAura(SPELL_NO_THREAT))
member->AddAura(SPELL_NO_THREAT, member);
if (PlayerbotAI::IsTank(member) && !member->HasAura(SPELL_SPITEFULL_FURY) &&
boss->GetVictim() != member)
member->AddAura(SPELL_SPITEFULL_FURY, member);
}
}
}
return true;
}
bool IccPutricideAbominationTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "professor putricide");
if (!boss)
return false;
if (!botAI->IsAssistTank(bot))
return false;
// Already piloting - keep action firing until vehicle drops.
if (Unit* veh = bot->GetVehicleBase())
{
uint32 e = veh->GetEntry();
if (e == NPC_MUTATED_ABOMINATION_10 || e == NPC_MUTATED_ABOMINATION_25)
return true;
}
// Phase 3: boss takes toy back. No transformation.
if (boss->HealthBelowPct(35))
return false;
// Someone else already piloting - do not drink.
if (Group* group = bot->GetGroup())
{
for (GroupReference* itr = group->GetFirstMember(); itr; itr = itr->next())
{
Player* m = itr->GetSource();
if (!m || m == bot || !m->IsAlive())
continue;
if (Unit* vb = m->GetVehicleBase())
{
uint32 e = vb->GetEntry();
if (e == NPC_MUTATED_ABOMINATION_10 || e == NPC_MUTATED_ABOMINATION_25)
return false;
}
}
}
// Require at least one Growing Ooze Puddle nearby.
GuidVector const npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto const& g : npcs)
{
if (Unit* u = botAI->GetUnit(g))
if (u->GetEntry() == NPC_GROWING_OOZE_PUDDLE)
return true;
}
return false;
}
//BPC
bool IccBpcKelesethTankTrigger::IsActive()
{
@ -463,10 +570,10 @@ bool IccBpcKineticBombTrigger::IsActive()
if (!botAI->IsRanged(bot) || botAI->IsHeal(bot))
return false;
// Early exit condition - if Shadow Prison has too many stacks
// Allow up to 18 stacks for bomb-assigned bots (multiplier handles assignment)
if (Aura* aura = botAI->GetAura("Shadow Prison", bot, false, true))
{
if (aura->GetStackAmount() > 12)
if (aura->GetStackAmount() > 18)
return false;
}
@ -485,7 +592,7 @@ bool IccBpcKineticBombTrigger::IsActive()
if (unit->GetEntry() == entry)
{
// Check if bomb is within valid Z-axis range
if (unit->GetPositionZ() - bot->GetPositionZ() < 25.0f)
if (unit->GetPositionZ() - bot->GetPositionZ() < 35.0f)
{
bombFound = true;
break;
@ -516,13 +623,20 @@ bool IccBpcBallOfFlameTrigger::IsActive()
return true;
}
//BQL
// BQL
bool IccBqlGroupPositionTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "blood-queen lana'thel");
if (!boss)
return false;
Unit* valanar = AI_VALUE2(Unit*, "find target", "prince valanar");
Unit* taldaram = AI_VALUE2(Unit*, "find target", "prince taldaram");
Unit* keleseth = AI_VALUE2(Unit*, "find target", "prince keleseth");
if (valanar || taldaram || keleseth)
return false;
if (bot->HasAura(SPELL_EXPERIENCED))
bot->RemoveAura(SPELL_EXPERIENCED);
@ -535,6 +649,13 @@ bool IccBqlPactOfDarkfallenTrigger::IsActive()
if (!boss)
return false;
Unit* valanar = AI_VALUE2(Unit*, "find target", "prince valanar");
Unit* taldaram = AI_VALUE2(Unit*, "find target", "prince taldaram");
Unit* keleseth = AI_VALUE2(Unit*, "find target", "prince keleseth");
if (valanar || taldaram || keleseth)
return false;
Aura* aura = botAI->GetAura("Pact of the Darkfallen", bot);
if (!aura)
return false;
@ -548,6 +669,13 @@ bool IccBqlVampiricBiteTrigger::IsActive()
if (!boss)
return false;
Unit* valanar = AI_VALUE2(Unit*, "find target", "prince valanar");
Unit* taldaram = AI_VALUE2(Unit*, "find target", "prince taldaram");
Unit* keleseth = AI_VALUE2(Unit*, "find target", "prince keleseth");
if (valanar || taldaram || keleseth)
return false;
Aura* aura = botAI->GetAura("Frenzied Bloodthirst", bot);
if (!aura)
return false;
@ -590,6 +718,26 @@ bool IccValithriaGroupTrigger::IsActive()
return true;
}
bool IccValithriaZombieKiteTrigger::IsActive()
{
Unit* boss = bot->FindNearestCreature(NPC_VALITHRIA_DREAMWALKER, 100.0f);
if (!boss)
return false;
if (botAI->IsTank(bot))
return false;
std::list<Creature*> zombies;
bot->GetCreatureListWithEntryInGrid(zombies, NPC_BLISTERING_ZOMBIE, 100.0f);
for (Creature* z : zombies)
{
if (z && z->IsAlive() && z->GetVictim() == bot)
return true;
}
return false;
}
bool IccValithriaPortalTrigger::IsActive()
{
Unit* boss = bot->FindNearestCreature(NPC_VALITHRIA_DREAMWALKER, 100.0f);
@ -809,15 +957,10 @@ bool IccValithriaHealTrigger::IsActive()
bool IccValithriaDreamCloudTrigger::IsActive()
{
// Only active if we're in dream state
if (!bot->HasAura(SPELL_DREAM_STATE) || bot->HealthBelowPct(50))
return false;
// Find nearest cloud of either type
Creature* dreamCloud = bot->FindNearestCreature(NPC_DREAM_CLOUD, 100.0f);
Creature* nightmareCloud = bot->FindNearestCreature(NPC_NIGHTMARE_CLOUD, 100.0f);
return (dreamCloud || nightmareCloud);
return true;
}
//SINDRAGOSA
@ -832,21 +975,47 @@ bool IccSindragosaGroupPositionTrigger::IsActive()
if (sPlayerbotAIConfig.EnableICCBuffs && diff && (diff == RAID_DIFFICULTY_10MAN_HEROIC || diff == RAID_DIFFICULTY_25MAN_HEROIC))
{
//-------CHEAT-------
if (!bot->HasAura(SPELL_EXPERIENCED))
bot->AddAura(SPELL_EXPERIENCED, bot);
// Apply to every alive group member so real players benefit too,
if (Group* group = bot->GetGroup())
{
for (GroupReference* itr = group->GetFirstMember(); itr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive() || !member->IsInWorld())
continue;
if (!bot->HasAura(SPELL_AGEIS_OF_DALARAN))
bot->AddAura(SPELL_AGEIS_OF_DALARAN, bot);
if (!member->HasAura(SPELL_EXPERIENCED))
member->AddAura(SPELL_EXPERIENCED, member);
if (!bot->HasAura(SPELL_NO_THREAT) && botAI->HasAggro(boss) && !botAI->IsTank(bot))
bot->AddAura(SPELL_NO_THREAT, bot);
if (!member->HasAura(SPELL_AGEIS_OF_DALARAN))
member->AddAura(SPELL_AGEIS_OF_DALARAN, member);
if (botAI->IsMainTank(bot) && !bot->HasAura(SPELL_SPITEFULL_FURY) && boss->GetVictim() != bot)
bot->AddAura(SPELL_SPITEFULL_FURY, bot);
if (!botAI->IsTank(member) && !member->HasAura(SPELL_NO_THREAT))
member->AddAura(SPELL_NO_THREAT, member);
if (botAI->IsMainTank(member) && boss->GetVictim() != member &&
!member->HasAura(SPELL_SPITEFULL_FURY))
member->AddAura(SPELL_SPITEFULL_FURY, member);
}
}
//-------CHEAT-------
}
if (!boss || bot->HasAura(SPELL_FROST_BEACON) /*|| bot->HasAura(69762)*/ || boss->GetExactDist2d(ICC_SINDRAGOSA_FLYING_POSITION.GetPositionX(), ICC_SINDRAGOSA_FLYING_POSITION.GetPositionY()) < 50.0f)
// Air phase: give all tanks nitro boosts so they can quickly reposition to tombs
if (boss->IsInCombat() && botAI->IsTank(bot) &&
boss->GetExactDist2d(ICC_SINDRAGOSA_FLYING_POSITION.GetPositionX(), ICC_SINDRAGOSA_FLYING_POSITION.GetPositionY()) < 50.0f)
{
if (!bot->HasAura(SPELL_NITRO_BOOSTS))
bot->AddAura(SPELL_NITRO_BOOSTS, bot);
}
// Last phase: tanks must keep tanking, never run to a tomb spot. Strip
// Frost Beacon so the tomb-positioning logic doesn't apply to them.
if (botAI->IsTank(bot) && bot->HasAura(SPELL_FROST_BEACON) && boss->HealthBelowPct(35) &&
boss->GetExactDist2d(ICC_SINDRAGOSA_FLYING_POSITION.GetPositionX(), ICC_SINDRAGOSA_FLYING_POSITION.GetPositionY()) >= 30.0f)
bot->RemoveAura(SPELL_FROST_BEACON);
if (!boss || bot->HasAura(SPELL_FROST_BEACON) || boss->GetExactDist2d(ICC_SINDRAGOSA_FLYING_POSITION.GetPositionX(), ICC_SINDRAGOSA_FLYING_POSITION.GetPositionY()) < 50.0f)
return false;
return true;
@ -854,7 +1023,7 @@ bool IccSindragosaGroupPositionTrigger::IsActive()
bool IccSindragosaFrostBeaconTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "sindragosa");
Unit* boss = bot->FindNearestCreature(NPC_SINDRAGOSA, 200.0f);
if (!boss)
return false;
@ -879,6 +1048,32 @@ bool IccSindragosaFrostBeaconTrigger::IsActive()
return false;
}
bool IccSindragosaHotTrigger::IsActive()
{
if (!botAI->IsHeal(bot))
return false;
if (bot->HasAura(SPELL_FROST_BEACON))
return false;
Unit* boss = bot->FindNearestCreature(NPC_SINDRAGOSA, 200.0f);
if (!boss)
return false;
Group* group = bot->GetGroup();
if (!group)
return false;
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (member && member->IsAlive() && member->HasAura(SPELL_FROST_BEACON))
return true;
}
return false;
}
bool IccSindragosaBlisteringColdTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "sindragosa");
@ -974,6 +1169,15 @@ bool IccSindragosaMysticBuffetTrigger::IsActive()
if (bot->HasAura(SPELL_FROST_BEACON))
return false;
// Blistering Cold takes priority over tomb-hiding in the last phase:
// skip hiding so the bot can run to the safe spot instead.
if (boss->HasUnitState(UNIT_STATE_CASTING) &&
(boss->FindCurrentSpellBySpellId(SPELL_BLISTERING_COLD1) ||
boss->FindCurrentSpellBySpellId(SPELL_BLISTERING_COLD2) ||
boss->FindCurrentSpellBySpellId(SPELL_BLISTERING_COLD3) ||
boss->FindCurrentSpellBySpellId(SPELL_BLISTERING_COLD4)))
return false;
if (aura->GetStackAmount() >= 1)
return true;
@ -1023,6 +1227,7 @@ bool IccSindragosaMainTankMysticBuffetTrigger::IsActive()
return true;
}
// TODO never triggers since mystic buffet is bypassed in action
bool IccSindragosaTankSwapPositionTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "sindragosa");
@ -1072,9 +1277,12 @@ bool IccSindragosaFrostBombTrigger::IsActive()
if (!boss)
return false;
if (!bot->IsAlive() || bot->HasAura(SPELL_ICE_TOMB)) // Skip if dead or in Ice Tomb
if (!bot->IsAlive()) // Skip if dead
return false;
// Tombed bots intentionally pass through: the action pins their group to
// the current tomb's zone so when freed they don't migrate to the wrong
// zone. The action returns false for tombed bots without moving them.
if (boss->GetExactDist2d(ICC_SINDRAGOSA_FLYING_POSITION.GetPositionX(), ICC_SINDRAGOSA_FLYING_POSITION.GetPositionY()) < 50.0f && !boss->HealthBelowPct(25) && !boss->HealthAbovePct(99))
return true;
@ -1085,6 +1293,10 @@ bool IccSindragosaFrostBombTrigger::IsActive()
bool IccLichKingShadowTrapTrigger::IsActive()
{
Unit* vdw = bot->FindNearestCreature(NPC_VALITHRIA_DREAMWALKER, 100.0f);
if (vdw)
return false;
Unit* boss = AI_VALUE2(Unit*, "find target", "the lich king");
if (!boss)
return false;
@ -1118,71 +1330,76 @@ bool IccLichKingShadowTrapTrigger::IsActive()
bool IccLichKingNecroticPlagueTrigger::IsActive()
{
bool hasPlague = botAI->HasAura("Necrotic Plague", bot);
Unit* vdw = bot->FindNearestCreature(NPC_VALITHRIA_DREAMWALKER, 100.0f);
if (vdw)
return false;
return hasPlague;
if (!AI_VALUE2(Unit*, "find target", "the lich king"))
return false;
return botAI->HasAura("Necrotic Plague", bot);
}
bool IccLichKingWinterTrigger::IsActive()
{
Unit* vdw = bot->FindNearestCreature(NPC_VALITHRIA_DREAMWALKER, 100.0f);
if (vdw)
return false;
Unit* boss = AI_VALUE2(Unit*, "find target", "the lich king");
if (!boss)
return false;
// Check for either Remorseless Winter
bool hasWinterAura = false;
if (boss && (boss->HasAura(SPELL_REMORSELESS_WINTER1) || boss->HasAura(SPELL_REMORSELESS_WINTER2) ||
boss->HasAura(SPELL_REMORSELESS_WINTER3) || boss->HasAura(SPELL_REMORSELESS_WINTER4)))
hasWinterAura = true;
auto const hasWinterAura = [&]() -> bool
{
return boss->HasAura(SPELL_REMORSELESS_WINTER1) || boss->HasAura(SPELL_REMORSELESS_WINTER2) ||
boss->HasAura(SPELL_REMORSELESS_WINTER3) || boss->HasAura(SPELL_REMORSELESS_WINTER4) ||
boss->HasAura(SPELL_REMORSELESS_WINTER5) || boss->HasAura(SPELL_REMORSELESS_WINTER6) ||
boss->HasAura(SPELL_REMORSELESS_WINTER7) || boss->HasAura(SPELL_REMORSELESS_WINTER8);
};
bool hasWinter2Aura = false;
if (boss && (boss->HasAura(SPELL_REMORSELESS_WINTER5) || boss->HasAura(SPELL_REMORSELESS_WINTER6) ||
boss->HasAura(SPELL_REMORSELESS_WINTER7) || boss->HasAura(SPELL_REMORSELESS_WINTER8)))
hasWinter2Aura = true;
auto const isCastingWinter = [&]() -> bool
{
if (!boss->HasUnitState(UNIT_STATE_CASTING))
return false;
bool isCasting = false;
if (boss && boss->HasUnitState(UNIT_STATE_CASTING))
isCasting = true;
bool isWinter = false;
if (boss && boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER1) ||
return boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER1) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER2) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER5) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER6) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER3) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER4) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER5) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER6) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER7) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER8))
isWinter = true;
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER8);
};
if (hasWinterAura || hasWinter2Aura)
return true;
if (isCasting && isWinter)
return true;
return false;
return hasWinterAura() || isCastingWinter();
}
bool IccLichKingAddsTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "the lich king");
bool hasPlague = botAI->HasAura("Necrotic Plague", bot);
if (hasPlague)
Unit* vdw = bot->FindNearestCreature(NPC_VALITHRIA_DREAMWALKER, 100.0f);
if (vdw)
return false;
Unit* terenasMenethilHC = bot->FindNearestCreature(NPC_TERENAS_MENETHIL_HC, 55.0f);
Unit* terenasMenethil = bot->FindNearestCreature(NPC_TERENAS_MENETHIL, 55.0f);
if (bot->HasAura(SPELL_HARVEST_SOUL_VALKYR))
return false;
if (terenasMenethilHC)
if (botAI->HasAura("Necrotic Plague", bot))
return false;
if (bot->FindNearestCreature(NPC_TERENAS_MENETHIL_HC, 55.0f) ||
bot->FindNearestCreature(NPC_TERENAS_MENETHIL, 55.0f))
return true;
if (terenasMenethil)
return true;
if (!boss)
Unit* lk = AI_VALUE2(Unit*, "find target", "the lich king");
if (!lk)
return false;
return true;
}
bool IccLichKingSpiritBombTrigger::IsActive()
{
return IccLichKingSpiritBombAction::IsBombThreatActive(botAI, bot);
}

View File

@ -1,5 +1,5 @@
#ifndef _PLAYERBOT_RAIDICCTRIGGERS_H
#define _PLAYERBOT_RAIDICCTRIGGERS_H
#ifndef _PLAYERBOT_ICCT_H
#define _PLAYERBOT_ICCT_H
#include "PlayerbotAI.h"
#include "Playerbots.h"
@ -9,11 +9,23 @@ enum CreatureIdsICC
{
// Lord Marrowgar
NPC_SPIKE1 = 36619,
NPC_SPIKE2 = 38711,
NPC_SPIKE3 = 38712,
NPC_SPIKE1 = 36619, // 10N base
NPC_SPIKE1_10H = 38233, // 10H
NPC_SPIKE1_25N = 38459, // 25N
NPC_SPIKE1_25H = 38460, // 25H
NPC_SPIKE2 = 38711, // 25N base
NPC_SPIKE2_10H = 38970,
NPC_SPIKE2_25N = 38971,
NPC_SPIKE2_25H = 38972,
NPC_SPIKE3 = 38712, // 25N base
NPC_SPIKE3_10H = 38973,
NPC_SPIKE3_25N = 38974,
NPC_SPIKE3_25H = 38975,
NPC_COLDFLAME = 36672,
// Lady Deathwhisper
NPC_DARNAVAN_10 = 38472,
NPC_DARNAVAN_25 = 38485,
NPC_SHADE = 38222,
// Gunship Battle
@ -29,6 +41,8 @@ enum CreatureIdsICC
NPC_CANNONH = 36839,
NPC_MURADIN_BRONZEBEARD = 36948,
NPC_HIGH_OVERLORD_SAURFANG = 36939,
NPC_ZAFOD_BOOMBOX = 37184,
ITEM_GOBLIN_ROCKET_PACK = 49278,
// Deathbringer Saurfang
NPC_BLOOD_BEAST1 = 38508,
@ -38,9 +52,11 @@ enum CreatureIdsICC
// Rotface
NPC_PUDDLE = 37013,
NPC_SMALL_OOZE = 36897,
NPC_BIG_OOZE = 36899,
// Putricide
NPC_PROFESSOR_PUTRICIDE = 36678,
NPC_MALLEABLE_OOZE_STALKER = 38556,
NPC_GROWING_OOZE_PUDDLE = 37690,
NPC_CHOKING_GAS_BOMB = 38159,
@ -56,6 +72,7 @@ enum CreatureIdsICC
NPC_KINETIC_BOMB4 = 38777,
NPC_BALL_OF_FLAME = 38332,
NPC_BALL_OF_INFERNO_FLAME = 38451,
NPC_SHOCK_VORTEX = 38422,
// Blood Queen Lana'thel
NPC_SWARMING_SHADOWS = 38163,
@ -133,26 +150,47 @@ enum SpellIdsICC
SPELL_NO_THREAT = 70115, //reduce threat
SPELL_SPITEFULL_FURY = 36886, //500% more threat
SPELL_NITRO_BOOSTS = 54861, //Speed
SPELL_FROST_TRAP1 = 13809, //Hunter slow trap
SPELL_PAIN_SUPPRESION = 69910, //40% dmg reduction
SPELL_AGEIS_OF_DALARAN = 71638, //268 all ress
SPELL_CYCLONE = 33786,
SPELL_HAMMER_OF_JUSTICE = 10308, //stun
// Taunt spells (used to reset cooldowns for assist tank)
SPELL_TAUNT_WARRIOR = 355,
SPELL_TAUNT_PALADIN = 62124, // Hand of Reckoning
SPELL_TAUNT_DK = 56222, // Dark Command
SPELL_TAUNT_DRUID = 6795, // Growl
SPELL_VIPER_STING = 3034,
// Lord Marrowgar
SPELL_LM_IMPALED = 69065,
// Lady Deathwhisper
SPELL_DARK_RECKONING = 69483,
SPELL_TOUCH_OF_INSIGNIFICANCE = 71204,
// Gunship Battle
SPELL_DEATH_PLAGUE = 72865,
SPELL_FROZEN_CANNON = 69704,
SPELL_BELOW_ZERO = 69705,
SPELL_ROCKET_PACK_USE = 68645,
SPELL_ROCKET_PACK_USEABLE = 70348,
SPELL_BATTLE_FURY1 = 69637,
SPELL_BATTLE_FURY2 = 69638,
SPELL_BATTLE_FURY3 = 72306,
SPELL_BATTLE_FURY4 = 72307,
SPELL_BATTLE_FURY5 = 72308,
// Festergut
SPELL_GAS_SPORE = 69279,
// Rotface
SPELL_SLIME_SPRAY = 69508,
SPELL_OOZE_FLOOD = 71215,
SPELL_UNSTABLE_OOZE_EXPLOSION = 69839,
SPELL_OOZE_FLOOD_VISUAL = 69785,
// Cast by Professor Putricide from balcony during Rotface heroic.
// Single ID (no difficulty variants in spelldifficulty_dbc).
SPELL_VILE_GAS_H = 69240,
// Putricide
SPELL_MALLEABLE_GOO = 70852,
@ -166,6 +204,7 @@ enum SpellIdsICC
// Blood Queen Lana'thel
SPELL_PACT_OF_THE_DARKFALLEN = 71340,
SPELL_BLOODBOLT_WHIRL = 71772,
// Sister Svalna
SPELL_AETHER_SHIELD = 71463,
@ -173,6 +212,7 @@ enum SpellIdsICC
// Valithria Dreamwalker
SPELL_DREAM_STATE = 70766,
SPELL_EMERALD_VIGOR = 70873,
SPELL_ACID_BURST = 70744,
// Sindragosa
SPELL_FROST_BEACON = 70126,
@ -182,6 +222,9 @@ enum SpellIdsICC
SPELL_BLISTERING_COLD2 = 71047,
SPELL_BLISTERING_COLD3 = 71048,
SPELL_BLISTERING_COLD4 = 71049,
SPELL_HAND_OF_FREEDOM = 1044,
ITEM_RED_SMOKE_FLARE = 23769,
ITEM_BLUE_SMOKE_FLARE = 23770,
// The Lich King
SPELL_HARVEST_SOUL_VALKYR = 68985,
@ -194,12 +237,26 @@ enum SpellIdsICC
SPELL_REMORSELESS_WINTER6 = 74270,
SPELL_REMORSELESS_WINTER7 = 74271,
SPELL_REMORSELESS_WINTER8 = 74272,
SPELL_VALKYR_CARRY = 30440,
SPELL_HARVEST_SOUL_LK = 68980,
SPELL_HARVEST_SOULS_LK_25 = 73654,
SPELL_HARVEST_SOULS_LK_H1 = 74295,
SPELL_HARVEST_SOULS_LK_H2 = 74296,
SPELL_HARVEST_SOULS_LK_H3 = 74297,
};
const uint32 DEFILE_AURAS[] = {72756, 74162, 74163, 74164};
const uint32 DEFILE_CAST_ID = 72762;
const uint32 DEFILE_NPC_ID = 38757;
const size_t DEFILE_AURA_COUNT = 4;
inline constexpr uint32 DEFILE_AURAS[] = {72756, 74162, 74163, 74164};
inline constexpr uint32 DEFILE_CAST_ID = 72762;
inline constexpr uint32 DEFILE_NPC_ID = 38757;
inline constexpr size_t DEFILE_AURA_COUNT = 4;
// Malleable Goo (Putricide / Festergut-heroic). Multiple variants because of
// SpellDifficulty remapping and the balcony stalker variant.
inline constexpr uint32 SPELL_MALLEABLE_GOO_10N = 70852;
inline constexpr uint32 SPELL_MALLEABLE_GOO_25N = 72297;
inline constexpr uint32 SPELL_MALLEABLE_GOO_10H = 74280;
inline constexpr uint32 SPELL_MALLEABLE_GOO_25H = 74281;
inline constexpr uint32 SPELL_MALLEABLE_GOO_BALCONY = 72296;
// All fanatics and adherents entry ids Lady Deathwhisper
static const std::array<uint32, 23> addEntriesLady = {
@ -212,8 +269,8 @@ const std::vector<uint32> spellEntriesFlood = {
69799, 69801, 69802, 69795};
const std::vector<uint32> availableTargetsGS = {
NPC_KOR_KRON_AXETHROWER, NPC_KOR_KRON_ROCKETEER, NPC_KOR_KRON_BATTLE_MAGE, NPC_IGB_HIGH_OVERLORD_SAURFANG,
NPC_SKYBREAKER_RIFLEMAN, NPC_SKYBREAKER_MORTAR_SOLDIER, NPC_SKYBREAKER_SORCERER, NPC_IGB_MURADIN_BRONZEBEARD};
NPC_KOR_KRON_ROCKETEER, NPC_KOR_KRON_AXETHROWER, NPC_KOR_KRON_BATTLE_MAGE, NPC_IGB_HIGH_OVERLORD_SAURFANG,
NPC_SKYBREAKER_MORTAR_SOLDIER, NPC_SKYBREAKER_RIFLEMAN, NPC_SKYBREAKER_SORCERER, NPC_IGB_MURADIN_BRONZEBEARD};
static std::vector<ObjectGuid> sporeOrder;
@ -262,17 +319,17 @@ public:
bool IsActive() override;
};
class IccGunshipTeleportAllyTrigger : public Trigger
class IccGunshipRocketJumpTrigger : public Trigger
{
public:
IccGunshipTeleportAllyTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc gunship teleport ally") {}
IccGunshipRocketJumpTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc gunship rocket jump") {}
bool IsActive() override;
};
class IccGunshipTeleportHordeTrigger : public Trigger
class IccGunshipRocketPackSetupTrigger : public Trigger
{
public:
IccGunshipTeleportHordeTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc gunship teleport horde") {}
IccGunshipRocketPackSetupTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc gunship rocket pack setup") {}
bool IsActive() override;
};
@ -291,11 +348,10 @@ public:
bool IsActive() override;
};
//DOGS
class IccStinkyPreciousMainTankMortalWoundTrigger : public Trigger
class IccDogsTrigger : public Trigger
{
public:
IccStinkyPreciousMainTankMortalWoundTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc stinky precious main tank mortal wound") {}
IccDogsTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc dogs") {}
bool IsActive() override;
};
@ -321,6 +377,14 @@ public:
bool IsActive() override;
};
class IccFestergutAvoidMalleableGooTrigger : public Trigger
{
public:
IccFestergutAvoidMalleableGooTrigger(PlayerbotAI* botAI)
: Trigger(botAI, "icc festergut avoid malleable goo") {}
bool IsActive() override;
};
//ROTFACE
class IccRotfaceTankPositionTrigger : public Trigger
{
@ -339,7 +403,20 @@ public:
class IccRotfaceMoveAwayFromExplosionTrigger : public Trigger
{
public:
IccRotfaceMoveAwayFromExplosionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc rotface move away from explosion") {}
IccRotfaceMoveAwayFromExplosionTrigger(PlayerbotAI* botAI)
: Trigger(botAI, "icc rotface move away from explosion"), _castEndTime(0), _wasCasting(false) {}
bool IsActive() override;
private:
time_t _castEndTime;
bool _wasCasting;
};
class IccRotfaceAvoidVileGasTrigger : public Trigger
{
public:
IccRotfaceAvoidVileGasTrigger(PlayerbotAI* botAI)
: Trigger(botAI, "icc rotface avoid vile gas") {}
bool IsActive() override;
};
@ -365,10 +442,10 @@ public:
bool IsActive() override;
};
class IccPutricideMainTankMutatedPlagueTrigger : public Trigger
class IccPutricideMutatedPlagueTrigger : public Trigger
{
public:
IccPutricideMainTankMutatedPlagueTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc putricide main tank mutated plague") {}
IccPutricideMutatedPlagueTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc putricide mutated plague") {}
bool IsActive() override;
};
@ -379,6 +456,13 @@ public:
bool IsActive() override;
};
class IccPutricideAbominationTrigger : public Trigger
{
public:
IccPutricideAbominationTrigger(PlayerbotAI* ai) : Trigger(ai, "icc putricide abomination") {}
bool IsActive() override;
};
//BPC
class IccBpcKelesethTankTrigger : public Trigger
{
@ -461,6 +545,13 @@ public:
bool IsActive() override;
};
class IccValithriaZombieKiteTrigger : public Trigger
{
public:
IccValithriaZombieKiteTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc valithria zombie kite") {}
bool IsActive() override;
};
class IccValithriaPortalTrigger : public Trigger
{
public:
@ -497,6 +588,13 @@ public:
bool IsActive() override;
};
class IccSindragosaHotTrigger : public Trigger
{
public:
IccSindragosaHotTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc sindragosa hot") {}
bool IsActive() override;
};
class IccSindragosaBlisteringColdTrigger : public Trigger
{
public:
@ -575,4 +673,11 @@ public:
bool IsActive() override;
};
class IccLichKingSpiritBombTrigger : public Trigger
{
public:
IccLichKingSpiritBombTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc lich king spirit bomb") {}
bool IsActive() override;
};
#endif

File diff suppressed because it is too large Load Diff

View File

@ -1,669 +0,0 @@
#ifndef _PLAYERBOT_RAIDICCACTIONS_H
#define _PLAYERBOT_RAIDICCACTIONS_H
#include "Action.h"
#include "MovementActions.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "AttackAction.h"
#include "LastMovementValue.h"
#include "ObjectGuid.h"
#include "PlayerbotAIConfig.h"
#include "RaidIccStrategy.h"
#include "ScriptedCreature.h"
#include "SharedDefines.h"
#include "Trigger.h"
#include "CellImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Vehicle.h"
#include "RaidIccTriggers.h"
const Position ICC_LM_TANK_POSITION = Position(-391.0f, 2259.0f, 42.0f);
const Position ICC_DARK_RECKONING_SAFE_POSITION = Position(-523.33386f, 2211.2031f, 62.823116f);
const Position ICC_LDW_TANK_POSTION = Position(-570.1f, 2211.2456f, 49.476616f); //-590.0f
const Position ICC_ROTTING_FROST_GIANT_TANK_POSITION = Position(-328.5085f, 2225.5142f, 199.97298f);
const Position ICC_GUNSHIP_TELEPORT_ALLY = Position (-370.04645f, 1993.3536f, 466.65656f);
const Position ICC_GUNSHIP_TELEPORT_ALLY2 = Position (-392.66208f, 2064.893f, 466.5672f, 5.058196f);
const Position ICC_GUNSHIP_TELEPORT_HORDE = Position (-449.5343f, 2477.2024f, 470.17648f);
const Position ICC_GUNSHIP_TELEPORT_HORDE2 = Position (-429.81586f, 2400.6804f, 471.56537f);
const Position ICC_DBS_TANK_POSITION = Position(-494.26517f, 2211.549f, 541.11414f);
const Position ICC_FESTERGUT_TANK_POSITION = Position(4269.1772f, 3144.7673f, 360.38577f);
const Position ICC_FESTERGUT_RANGED_SPORE = Position(4261.143f, 3109.4146f, 360.38605f);
const Position ICC_FESTERGUT_MELEE_SPORE = Position(4269.1772f, 3144.7673f, 360.38577f);
const Position ICC_ROTFACE_TANK_POSITION = Position(4447.061f, 3150.9758f, 360.38568f);
const Position ICC_ROTFACE_BIG_OOZE_POSITION = Position(4432.687f, 3142.3035f, 360.38623f);
const Position ICC_ROTFACE_SAFE_POSITION = Position(4446.557f, 3065.6594f, 360.51843f);
const Position ICC_ROTFACE_CENTER_POSITION = Position(4446.0547f, 3144.8677f, 360.38593f); //actual center 4.74089 4445.6616f, 3137.1526f, 360.38608
const Position ICC_PUTRICIDE_TANK_POSITION = Position(4373.227f, 3222.058f, 389.4029f);
const Position ICC_PUTRICIDE_GREEN_POSITION = Position(4423.4126f, 3194.2715f, 389.37683f);
const Position ICC_PUTRICIDE_BAD_POSITION = Position(4356.1724f, 3261.5232f, 389.3985f);
//const Position ICC_PUTRICIDE_GAS3_POSITION = Position(4367.753f, 3177.5894f, 389.39575f);
//const Position ICC_PUTRICIDE_GAS4_POSITION = Position(4321.8486f, 3206.464f, 389.3982f);
const Position ICC_BPC_OT_POSITION = Position(4649.2236f, 2796.0972f, 361.1815f);
const Position ICC_BPC_MT_POSITION = Position(4648.5674f, 2744.847f, 361.18222f);
const Position ICC_BQL_CENTER_POSITION = Position(4595.0f, 2769.0f, 400.0f);
const Position ICC_BQL_LWALL1_POSITION = Position(4624.685f, 2789.4895f, 400.13834f);
const Position ICC_BQL_LWALL2_POSITION = Position(4600.749f, 2805.7568f, 400.1374f);
const Position ICC_BQL_LWALL3_POSITION = Position(4572.857f, 2797.3872f, 400.1374f);
const Position ICC_BQL_RWALL1_POSITION = Position(4625.724f, 2748.9917f, 400.13693f);
const Position ICC_BQL_RWALL2_POSITION = Position(4608.3774f, 2735.7466f, 400.13693f);
const Position ICC_BQL_RWALL3_POSITION = Position(4576.813f, 2739.6067f, 400.13693f);
const Position ICC_BQL_LRWALL4_POSITION = Position(4539.345f, 2769.3853f, 403.7267f);
const Position ICC_BQL_TANK_POSITION = Position(4629.746f, 2769.6396f, 401.7479f); //old just in front of stairs 4616.102f, 2768.9167f, 400.13797f
const Position ICC_VDW_HEAL_POSITION = Position(4203.752f, 2483.4343f, 364.87274f);
const Position ICC_VDW_GROUP1_POSITION = Position(4203.585f, 2464.422f, 364.86887f);
const Position ICC_VDW_GROUP2_POSITION = Position(4203.5806f, 2505.2383f, 364.87677f);
const Position ICC_VDW_PORTALSTART_POSITION = Position(4202.637f, 2488.171f, 375.00256f);
const Position ICC_SINDRAGOSA_TANK_POSITION = Position(4408.016f, 2508.0647f, 203.37955f);
const Position ICC_SINDRAGOSA_FLYING_POSITION = Position(4525.6f, 2485.15f, 245.082f);
const Position ICC_SINDRAGOSA_RANGED_POSITION = Position(4441.572f, 2484.482f, 203.37836f);
const Position ICC_SINDRAGOSA_MELEE_POSITION = Position(4423.4546f, 2491.7175f, 203.37686f);
const Position ICC_SINDRAGOSA_BLISTERING_COLD_POSITION = Position(4473.6616f, 2484.8489f, 203.38258f);
const Position ICC_SINDRAGOSA_THOMB1_POSITION = Position(4433.6484f, 2469.4133f, 203.3806f);
const Position ICC_SINDRAGOSA_THOMB2_POSITION = Position(4434.143f, 2486.201f, 203.37473f);
const Position ICC_SINDRAGOSA_THOMB3_POSITION = Position(4436.1147f, 2501.464f, 203.38266f);
const Position ICC_SINDRAGOSA_UNCHAINEDMAGIC1_POSITION = Position(4444.9707f, 2455.7322f, 203.38701f);
const Position ICC_SINDRAGOSA_UNCHAINEDMAGIC2_POSITION = Position(4461.3945f, 2463.5513f, 203.38727f);
const Position ICC_SINDRAGOSA_UNCHAINEDMAGIC3_POSITION = Position(4473.6616f, 2484.8489f, 203.38258f);
const Position ICC_SINDRAGOSA_UNCHAINEDMAGIC4_POSITION = Position(4459.9336f, 2507.409f, 203.38606f);
const Position ICC_SINDRAGOSA_UNCHAINEDMAGIC5_POSITION = Position(4442.3096f, 2512.4688f, 203.38647f);
const Position ICC_SINDRAGOSA_CENTER_POSITION = Position(4408.0464f, 2484.478f, 203.37529f);
const Position ICC_SINDRAGOSA_THOMBMB2_POSITION = Position(4436.895f, 2498.1401f, 203.38133f);
const Position ICC_SINDRAGOSA_FBOMB_POSITION = Position(4449.3647f, 2486.4524f, 203.379f);
const Position ICC_SINDRAGOSA_FBOMB10_POSITION = Position(4449.3647f, 2486.4524f, 203.379f);
const Position ICC_SINDRAGOSA_LOS2_POSITION = Position(4441.8286f, 2501.946f, 203.38435f);
const Position ICC_LICH_KING_ADDS_POSITION = Position(476.7332f, -2095.3894f, 840.857f); // old 486.63647f, -2095.7915f, 840.857f
const Position ICC_LICH_KING_MELEE_POSITION = Position(503.5546f, -2106.8213f, 840.857f);
const Position ICC_LICH_KING_RANGED_POSITION = Position(501.3563f, -2085.1816f, 840.857f);
const Position ICC_LICH_KING_ASSISTHC_POSITION = Position(517.2145f, -2125.0674f, 840.857f);
const Position ICC_LK_FROST1_POSITION = Position(503.96548f, -2183.216f, 840.857f);
const Position ICC_LK_FROST2_POSITION = Position(563.07166f, -2125.7578f, 840.857f);
const Position ICC_LK_FROST3_POSITION = Position(503.40182f, -2067.3435f, 840.857f);
const Position ICC_LK_FROSTR1_POSITION = Position(481.168f, -2177.8723f, 840.857f);
const Position ICC_LK_FROSTR2_POSITION = Position(562.20807f, -2100.2393f, 840.857f);
const Position ICC_LK_FROSTR3_POSITION = Position(526.35297f, -2071.0317f, 840.857f);
//Lord Marrogwar
class IccLmTankPositionAction : public AttackAction
{
public:
IccLmTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc lm tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool MoveTowardPosition(const Position& position, float incrementSize);
};
class IccSpikeAction : public AttackAction
{
public:
IccSpikeAction(PlayerbotAI* botAI) : AttackAction(botAI, "icc spike") {}
bool Execute(Event event) override;
bool HandleSpikeTargeting(Unit* boss);
bool MoveTowardPosition(const Position& position, float incrementSize);
void UpdateRaidTargetIcon(Unit* target);
};
//Lady Deathwhisper
class IccDarkReckoningAction : public MovementAction
{
public:
IccDarkReckoningAction(PlayerbotAI* botAI, std::string const name = "icc dark reckoning")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccRangedPositionLadyDeathwhisperAction : public AttackAction
{
public:
IccRangedPositionLadyDeathwhisperAction(PlayerbotAI* botAI, std::string const name = "icc ranged position lady deathwhisper")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool MaintainRangedSpacing();
};
class IccAddsLadyDeathwhisperAction : public AttackAction
{
public:
IccAddsLadyDeathwhisperAction(PlayerbotAI* botAI, std::string const name = "icc adds lady deathwhisper")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool IsTargetedByShade(uint32 shadeEntry);
bool MoveTowardPosition(const Position& position, float incrementSize);
bool HandleAddTargeting(Unit* boss);
void UpdateRaidTargetIcon(Unit* target);
};
class IccShadeLadyDeathwhisperAction : public MovementAction
{
public:
IccShadeLadyDeathwhisperAction(PlayerbotAI* botAI, std::string const name = "icc shade lady deathwhisper")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
//Gunship Battle
class IccRottingFrostGiantTankPositionAction : public AttackAction
{
public:
IccRottingFrostGiantTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc rotting frost giant tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccCannonFireAction : public Action
{
public:
IccCannonFireAction(PlayerbotAI* botAI, std::string const name = "icc cannon fire")
: Action(botAI, name) {}
bool Execute(Event event) override;
Unit* FindValidCannonTarget();
bool TryCastCannonSpell(uint32 spellId, Unit* target, Unit* vehicleBase);
};
class IccGunshipEnterCannonAction : public MovementAction
{
public:
IccGunshipEnterCannonAction(PlayerbotAI* botAI, std::string const name = "icc gunship enter cannon")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
bool EnterVehicle(Unit* vehicleBase, bool moveIfFar);
Unit* FindBestAvailableCannon();
bool IsValidCannon(Unit* vehicle, const uint32 validEntries[]);
};
class IccGunshipTeleportAllyAction : public AttackAction
{
public:
IccGunshipTeleportAllyAction(PlayerbotAI* botAI, std::string const name = "icc gunship teleport ally")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool TeleportTo(const Position& position);
void CleanupSkullIcon(uint8_t SKULL_ICON_INDEX);
void UpdateBossSkullIcon(Unit* boss, uint8_t SKULL_ICON_INDEX);
};
class IccGunshipTeleportHordeAction : public AttackAction
{
public:
IccGunshipTeleportHordeAction(PlayerbotAI* botAI, std::string const name = "icc gunship teleport horde")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool TeleportTo(const Position& position);
void CleanupSkullIcon(uint8_t SKULL_ICON_INDEX);
void UpdateBossSkullIcon(Unit* boss, uint8_t SKULL_ICON_INDEX);
};
//DBS
class IccDbsTankPositionAction : public AttackAction
{
public:
IccDbsTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc dbs tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool CrowdControlBloodBeasts();
bool EvadeBloodBeasts();
bool PositionInRangedFormation();
};
class IccAddsDbsAction : public AttackAction
{
public:
IccAddsDbsAction(PlayerbotAI* botAI, std::string const name = "icc adds dbs")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
Unit* FindPriorityTarget(Unit* boss);
void UpdateSkullMarker(Unit* priorityTarget);
};
//FESTERGUT
class IccFestergutGroupPositionAction : public AttackAction
{
public:
IccFestergutGroupPositionAction(PlayerbotAI* botAI, std::string const name = "icc festergut group position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool HasSporesInGroup();
bool PositionNonTankMembers();
int CalculatePositionIndex(Group* group);
};
class IccFestergutSporeAction : public AttackAction
{
public:
IccFestergutSporeAction(PlayerbotAI* botAI, std::string const name = "icc festergut spore")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
Position CalculateSpreadPosition();
struct SporeInfo
{
std::vector<Unit*> sporedPlayers;
ObjectGuid lowestGuid;
bool hasLowestGuid = false;
};
SporeInfo FindSporedPlayers();
Position DetermineTargetPosition(bool hasSpore, const SporeInfo& sporeInfo, const Position& spreadRangedPos);
bool CheckMainTankSpore();
};
//Rotface
class IccRotfaceTankPositionAction : public AttackAction
{
public:
IccRotfaceTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc rotface tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
void MarkBossWithSkull(Unit* boss);
bool PositionMainTankAndMelee(Unit *boss);
bool HandleAssistTankPositioning(Unit* boss);
bool HandleBigOozePositioning(Unit* boss);
};
class IccRotfaceGroupPositionAction : public AttackAction
{
public:
IccRotfaceGroupPositionAction(PlayerbotAI* botAI, std::string const name = "icc rotface group position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
//bool MoveAwayFromBigOoze(Unit* bigOoze);
bool HandlePuddleAvoidance(Unit* boss);
bool MoveAwayFromPuddle(Unit* boss, Unit* puddle, float puddleDistance);
bool HandleOozeTargeting();
bool HandleOozeMemberPositioning();
bool PositionRangedAndHealers(Unit* boss,Unit* smallOoze);
bool FindAndMoveFromClosestMember(Unit* smallOoze);
};
class IccRotfaceMoveAwayFromExplosionAction : public MovementAction
{
public:
IccRotfaceMoveAwayFromExplosionAction(PlayerbotAI* botAI, std::string const name = "icc rotface move away from explosion")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
bool MoveToRandomSafeLocation();
};
//PP
class IccPutricideGrowingOozePuddleAction : public AttackAction
{
public:
IccPutricideGrowingOozePuddleAction(PlayerbotAI* botAI, std::string const name = "icc putricide growing ooze puddle")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
Unit* FindClosestThreateningPuddle();
Position CalculateSafeMovePosition(Unit* closestPuddle);
bool IsPositionTooCloseToOtherPuddles(float x, float y, Unit* ignorePuddle);
};
class IccPutricideVolatileOozeAction : public AttackAction
{
public:
IccPutricideVolatileOozeAction(PlayerbotAI* botAI, std::string const name = "icc putricide volatile ooze")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
void MarkOozeWithSkull(Unit* ooze);
Unit* FindAuraTarget();
};
class IccPutricideGasCloudAction : public AttackAction
{
public:
IccPutricideGasCloudAction(PlayerbotAI* botAI, std::string const name = "icc putricide gas cloud")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
bool HandleGaseousBloatMovement(Unit* gasCloud);
Position CalculateEmergencyPosition(const Position& botPos, float dx, float dy);
bool FindSafeMovementPosition(const Position& botPos, const Position& cloudPos, float dx, float dy, int numAngles,
Position& resultPos);
bool HandleGroupAuraSituation(Unit* gasCloud);
bool GroupHasGaseousBloat(Group* group);
};
class IccPutricideAvoidMalleableGooAction : public MovementAction
{
public:
IccPutricideAvoidMalleableGooAction(PlayerbotAI* botAI, std::string const name = "icc putricide avoid malleable goo")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
bool HandleTankPositioning(Unit* boss);
bool HandleUnboundPlague(Unit* boss);
bool HandleBossPositioning(Unit* boss);
Position CalculateBossPosition(Unit* boss, float distance);
bool HasObstacleBetween(const Position& from, const Position& to);
bool IsOnPath(const Position& from, const Position& to, const Position& point, float threshold);
Position CalculateArcPoint(const Position& current, const Position& target, const Position& center);
Position CalculateIncrementalMove(const Position& current, const Position& target, float maxDistance);
};
//BPC
class IccBpcKelesethTankAction : public AttackAction
{
public:
IccBpcKelesethTankAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bpc keleseth tank") {}
bool Execute(Event event) override;
};
class IccBpcMainTankAction : public AttackAction
{
public:
IccBpcMainTankAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bpc main tank") {}
bool Execute(Event event) override;
void MarkEmpoweredPrince();
};
class IccBpcEmpoweredVortexAction : public MovementAction
{
public:
IccBpcEmpoweredVortexAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc bpc empowered vortex") {}
bool Execute(Event event) override;
bool MaintainRangedSpacing();
bool HandleEmpoweredVortexSpread();
};
class IccBpcKineticBombAction : public AttackAction
{
public:
IccBpcKineticBombAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bpc kinetic bomb") {}
bool Execute(Event event) override;
Unit* FindOptimalKineticBomb();
bool IsBombAlreadyHandled(Unit* bomb, Group* group);
};
class IccBpcBallOfFlameAction : public MovementAction
{
public:
IccBpcBallOfFlameAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc bpc ball of flame") {}
bool Execute(Event event) override;
};
//Blood Queen Lana'thel
class IccBqlGroupPositionAction : public AttackAction
{
public:
IccBqlGroupPositionAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc group tank position") {}
bool Execute(Event event) override;
bool HandleTankPosition(Unit* boss, Aura* frenzyAura, Aura* shadowAura);
bool HandleShadowsMovement();
Position AdjustControlPoint(const Position& wall, const Position& center, float factor);
Position CalculateBezierPoint(float t, const Position path[4]);
bool HandleGroupPosition(Unit* boss, Aura* frenzyAura, Aura* shadowAura);
private:
// Evaluate curves
struct CurveInfo
{
Position moveTarget;
int curveIdx = 0;
bool foundSafe = false;
float minDist = 0.0f;
float score = 0.0f;
Position closestPoint;
float t_closest = 0.0f;
};
};
class IccBqlPactOfDarkfallenAction : public MovementAction
{
public:
IccBqlPactOfDarkfallenAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc bql pact of darkfallen") {}
bool Execute(Event event) override;
void CalculateCenterPosition(Position& targetPos, const std::vector<Player*>& playersWithAura);
bool MoveToTargetPosition(const Position& targetPos, int auraCount);
};
class IccBqlVampiricBiteAction : public AttackAction
{
public:
IccBqlVampiricBiteAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bql vampiric bite") {}
bool Execute(Event event) override;
Player* FindBestBiteTarget(Group* group);
bool IsInvalidTarget(Player* player);
bool MoveTowardsTarget(Player* target);
bool CastVampiricBite(Player* target);
};
// Sister Svalna
class IccValkyreSpearAction : public AttackAction
{
public:
IccValkyreSpearAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc valkyre spear") {}
bool Execute(Event event) override;
};
class IccSisterSvalnaAction : public AttackAction
{
public:
IccSisterSvalnaAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sister svalna") {}
bool Execute(Event event) override;
};
// Valithria Dreamwalker
class IccValithriaGroupAction : public AttackAction
{
public:
IccValithriaGroupAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc valithria group") {}
bool Execute(Event event) override;
bool MoveTowardsPosition(const Position& pos, float increment);
bool Handle25ManGroupLogic();
bool HandleMarkingLogic(bool inGroup1, bool inGroup2, const Position& group1Pos, const Position& group2Pos);
bool Handle10ManGroupLogic();
};
class IccValithriaPortalAction : public MovementAction
{
public:
IccValithriaPortalAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc valithria portal") {}
bool Execute(Event event) override;
};
class IccValithriaHealAction : public AttackAction
{
public:
IccValithriaHealAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc valithria heal") {}
bool Execute(Event event) override;
};
class IccValithriaDreamCloudAction : public MovementAction
{
public:
IccValithriaDreamCloudAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc valithria dream cloud") {}
bool Execute(Event event) override;
};
//Sindragosa
class IccSindragosaGroupPositionAction : public AttackAction
{
public:
IccSindragosaGroupPositionAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sindragosa group position") {}
bool Execute(Event event) override;
bool HandleTankPositioning(Unit* boss);
bool HandleNonTankPositioning();
bool MoveIncrementallyToPosition(const Position& targetPos, float maxStep);
};
class IccSindragosaFrostBeaconAction : public MovementAction
{
public:
IccSindragosaFrostBeaconAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc sindragosa frost beacon") {}
bool Execute(Event event) override;
void HandleSupportActions();
bool HandleBeaconedPlayer(const Unit* boss);
bool HandleNonBeaconedPlayer(const Unit* boss);
bool MoveToPositionIfNeeded(const Position& position, float tolerance);
bool MoveToPosition(const Position& position);
bool IsBossFlying(const Unit* boss);
private:
static constexpr uint32 FROST_BEACON_AURA_ID = SPELL_FROST_BEACON;
static constexpr uint32 HAND_OF_FREEDOM_SPELL_ID = 1044;
static constexpr float POSITION_TOLERANCE = 1.0f;
static constexpr float TOMB_POSITION_TOLERANCE = 0.5f;
static constexpr float MIN_SAFE_DISTANCE = 13.0f;
static constexpr float MOVE_TOLERANCE = 2.0f;
};
class IccSindragosaBlisteringColdAction : public MovementAction
{
public:
IccSindragosaBlisteringColdAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc sindragosa blistering cold") {}
bool Execute(Event event) override;
};
class IccSindragosaUnchainedMagicAction : public AttackAction
{
public:
IccSindragosaUnchainedMagicAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sindragosa unchained magic") {}
bool Execute(Event event) override;
};
class IccSindragosaChilledToTheBoneAction : public AttackAction
{
public:
IccSindragosaChilledToTheBoneAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sindragosa chilled to the bone") {}
bool Execute(Event event) override;
};
class IccSindragosaMysticBuffetAction : public MovementAction
{
public:
IccSindragosaMysticBuffetAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc sindragosa mystic buffet") {}
bool Execute(Event event) override;
};
class IccSindragosaFrostBombAction : public MovementAction
{
public:
IccSindragosaFrostBombAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc sindragosa frost bomb") {}
bool Execute(Event event) override;
};
class IccSindragosaTankSwapPositionAction : public AttackAction
{
public:
IccSindragosaTankSwapPositionAction(PlayerbotAI* botAI)
: AttackAction(botAI, "sindragosa tank swap position") {}
bool Execute(Event event) override;
};
//LK
class IccLichKingShadowTrapAction : public MovementAction
{
public:
IccLichKingShadowTrapAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc lich king shadow trap") {}
bool Execute(Event event) override;
};
class IccLichKingNecroticPlagueAction : public MovementAction
{
public:
IccLichKingNecroticPlagueAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc lich king necrotic plague") {}
bool Execute(Event event) override;
};
class IccLichKingWinterAction : public AttackAction
{
public:
IccLichKingWinterAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc lich king winter") {}
bool Execute(Event event) override;
void HandlePositionCorrection();
bool IsValidCollectibleAdd(Unit* unit);
bool IsPositionSafeFromDefile(float x, float y, float minSafeDistance);
void HandleTankPositioning();
void HandleMeleePositioning();
void HandleRangedPositioning();
void HandleMainTankAddManagement(const Position* tankPos);
void HandleAssistTankAddManagement(const Position* tankPos);
private:
const Position* GetMainTankPosition();
const Position* GetMainTankRangedPosition();
bool TryMoveToPosition(float targetX, float targetY, float targetZ, bool isForced = true);
};
class IccLichKingAddsAction : public AttackAction
{
public:
IccLichKingAddsAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc lich king adds") {}
bool Execute(Event event) override;
void HandleTeleportationFixes(Difficulty diff, Unit* terenasMenethilHC);
bool HandleSpiritBombAvoidance(Difficulty diff, Unit* terenasMenethilHC);
void HandleHeroicNonTankPositioning(Difficulty diff, Unit* terenasMenethilHC);
void HandleSpiritMarkingAndTargeting(Difficulty diff, Unit* terenasMenethilHC);
bool HandleQuakeMechanics(Unit* boss);
void HandleShamblingHorrors();
bool HandleAssistTankAddManagement(Unit* boss, Difficulty diff);
void HandleMeleePositioning(Unit* boss, bool hasPlague, Difficulty diff);
void HandleMainTankTargeting(Unit* boss, Difficulty diff);
void HandleNonTankHeroicPositioning(Unit* boss, Difficulty diff, bool hasPlague);
void HandleRangedPositioning(Unit* boss, bool hasPlague, Difficulty diff);
void HandleDefileMechanics(Unit* boss, Difficulty diff);
void HandleValkyrMechanics(Difficulty diff);
std::vector<size_t> CalculateBalancedGroupSizes(size_t totalAssist, size_t numValkyrs);
size_t GetAssignedValkyrIndex(size_t assistIndex, const std::vector<size_t>& groupSizes);
std::string GetRTIValueForValkyr(size_t valkyrIndex);
void HandleValkyrMarking(const std::vector<Unit*>& grabbingValkyrs, Difficulty diff);
void HandleValkyrAssignment(const std::vector<Unit*>& grabbingValkyrs);
void ApplyCCToValkyr(Unit* valkyr);
bool IsValkyr(Unit* unit);
void HandleVileSpiritMechanics();
};
#endif

View File

@ -1,872 +0,0 @@
#include "RaidIccMultipliers.h"
#include "ChooseTargetActions.h"
#include "DKActions.h"
#include "DruidActions.h"
#include "DruidBearActions.h"
#include "FollowActions.h"
#include "GenericActions.h"
#include "GenericSpellActions.h"
#include "HunterActions.h"
#include "MageActions.h"
#include "MovementActions.h"
#include "PaladinActions.h"
#include "PriestActions.h"
#include "RaidIccActions.h"
#include "ReachTargetActions.h"
#include "RogueActions.h"
#include "ShamanActions.h"
#include "UseMeetingStoneAction.h"
#include "WarriorActions.h"
#include "PlayerbotAI.h"
#include "RaidIccTriggers.h"
// LK global variables
namespace
{
std::map<ObjectGuid, uint32> g_plagueTimes;
std::map<ObjectGuid, bool> g_allowCure;
std::mutex g_plagueMutex; // Lock before accessing shared variables
}
// Lady Deathwhisper
float IccLadyDeathwhisperMultiplier::GetValue(Action* action)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "lady deathwhisper");
if (!boss)
return 1.0f;
if (dynamic_cast<FleeAction*>(action) || dynamic_cast<FollowAction*>(action) || dynamic_cast<CombatFormationMoveAction*>(action))
return 0.0f;
static constexpr uint32 VENGEFUL_SHADE_ID = NPC_SHADE;
// Get the nearest hostile NPCs
const GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
// Allow the IccShadeLadyDeathwhisperAction to run
if (dynamic_cast<IccShadeLadyDeathwhisperAction*>(action))
return 1.0f;
for (auto const& npcGuid : npcs)
{
Unit* shade = botAI->GetUnit(npcGuid);
if (!shade || shade->GetEntry() != VENGEFUL_SHADE_ID)
continue;
if (!shade->GetVictim() || shade->GetVictim()->GetGUID() != bot->GetGUID())
continue;
return 0.0f; // Cancel all other actions when we need to handle Vengeful Shade
}
return 1.0f;
}
// dbs
float IccAddsDbsMultiplier::GetValue(Action* action)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "deathbringer saurfang");
if (!boss)
return 1.0f;
if (dynamic_cast<DpsAoeAction*>(action) || dynamic_cast<CastHurricaneAction*>(action) ||
dynamic_cast<CastVolleyAction*>(action) || dynamic_cast<CastBlizzardAction*>(action) ||
dynamic_cast<CastStarfallAction*>(action) || dynamic_cast<FanOfKnivesAction*>(action) ||
dynamic_cast<CastWhirlwindAction*>(action) || dynamic_cast<CastMindSearAction*>(action) ||
dynamic_cast<CombatFormationMoveAction*>(action) || dynamic_cast<FollowAction*>(action) ||
dynamic_cast<FleeAction*>(action))
return 0.0f;
if (botAI->IsRanged(bot))
if (dynamic_cast<ReachSpellAction*>(action))
return 0.0f;
if (botAI->IsMainTank(bot))
{
Aura* aura = botAI->GetAura("rune of blood", bot);
if (aura)
{
if (dynamic_cast<MovementAction*>(action))
return 1.0f;
else
return 0.0f;
}
}
return 1.0f;
}
// dogs
float IccDogsMultiplier::GetValue(Action* action)
{
bool bossPresent = false;
if (AI_VALUE2(Unit*, "find target", "stinky") || AI_VALUE2(Unit*, "find target", "precious"))
bossPresent = true;
if (!bossPresent)
return 1.0f;
if (botAI->IsMainTank(bot))
{
Aura* aura = botAI->GetAura("mortal wound", bot, false, true);
if (aura && aura->GetStackAmount() >= 8)
{
if (dynamic_cast<MovementAction*>(action))
return 1.0f;
else
return 0.0f;
}
}
return 1.0f;
}
// Festergut
float IccFestergutMultiplier::GetValue(Action* action)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "festergut");
if (!boss)
return 1.0f;
if (dynamic_cast<CombatFormationMoveAction*>(action) || dynamic_cast<FollowAction*>(action))
return 0.0f;
if (dynamic_cast<FleeAction*>(action))
return 0.0f;
if (botAI->IsMainTank(bot))
{
Aura* aura = botAI->GetAura("gastric bloat", bot, false, true);
if (aura && aura->GetStackAmount() >= 6)
{
if (dynamic_cast<MovementAction*>(action))
return 1.0f;
else
return 0.0f;
}
}
if (dynamic_cast<IccFestergutSporeAction*>(action))
return 1.0f;
if (bot->HasAura(SPELL_GAS_SPORE))
return 0.0f;
return 1.0f;
}
// Rotface
float IccRotfaceMultiplier::GetValue(Action* action)
{
Unit* boss1 = AI_VALUE2(Unit*, "find target", "rotface");
if (!boss1)
return 1.0f;
if (dynamic_cast<CombatFormationMoveAction*>(action))
return 0.0f;
if (dynamic_cast<FleeAction*>(action) && !(bot->getClass() == CLASS_HUNTER))
return 0.0f;
if (dynamic_cast<CastBlinkBackAction*>(action))
return 0.0f;
if (botAI->IsAssistTank(bot) && (dynamic_cast<AttackRtiTargetAction*>(action) || dynamic_cast<TankAssistAction*>(action)))
return 0.0f;
Unit* boss = AI_VALUE2(Unit*, "find target", "big ooze");
if (!boss)
return 1.0f;
static std::map<ObjectGuid, uint32> lastExplosionTimes;
static std::map<ObjectGuid, bool> hasMoved;
ObjectGuid botGuid = bot->GetGUID();
// When cast starts, record the time
if (boss->HasUnitState(UNIT_STATE_CASTING) && boss->FindCurrentSpellBySpellId(SPELL_UNSTABLE_OOZE_EXPLOSION))
{
if (lastExplosionTimes[botGuid] == 0) // Only set if not already set
{
lastExplosionTimes[botGuid] = time(nullptr);
hasMoved[botGuid] = false;
}
}
// If explosion cast is no longer active, reset the timers
if (!boss->HasUnitState(UNIT_STATE_CASTING) || !boss->FindCurrentSpellBySpellId(SPELL_UNSTABLE_OOZE_EXPLOSION))
{
if (lastExplosionTimes[botGuid] > 0 && time(nullptr) - lastExplosionTimes[botGuid] >= 16)
{
lastExplosionTimes[botGuid] = 0;
hasMoved[botGuid] = false;
return 1.0f; // Allow normal actions to resume
}
}
// If 9 seconds have passed since cast start and we haven't moved yet
if (lastExplosionTimes[botGuid] > 0 && !hasMoved[botGuid] && time(nullptr) - lastExplosionTimes[botGuid] >= 9)
{
if (dynamic_cast<MovementAction*>(action)
&& !dynamic_cast<IccRotfaceMoveAwayFromExplosionAction*>(action))
{
return 0.0f; // Block other movement actions
}
hasMoved[botGuid] = true; // Mark that we've initiated movement
}
// Continue blocking other movements for 7 seconds after moving
if (hasMoved[botGuid] && time(nullptr) - lastExplosionTimes[botGuid] < 16 // 9 seconds wait + 7 seconds stay
&& dynamic_cast<MovementAction*>(action)
&& !dynamic_cast<IccRotfaceMoveAwayFromExplosionAction*>(action))
return 0.0f;
return 1.0f;
}
// pp
float IccAddsPutricideMultiplier::GetValue(Action* action)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "professor putricide");
if (!boss)
return 1.0f;
bool hasGaseousBloat = botAI->HasAura("Gaseous Bloat", bot);
bool hasUnboundPlague = botAI->HasAura("Unbound Plague", bot);
if (!(bot->getClass() == CLASS_HUNTER) && dynamic_cast<FleeAction*>(action))
return 0.0f;
if (dynamic_cast<CombatFormationMoveAction*>(action))
return 0.0f;
if (dynamic_cast<CastDisengageAction*>(action))
return 0.0f;
if (dynamic_cast<CastBlinkBackAction*>(action))
return 0.0f;
if (botAI->IsMainTank(bot))
{
Aura* aura = botAI->GetAura("mutated plague", bot, false, true);
if (aura && aura->GetStackAmount() >= 4)
{
if (dynamic_cast<MovementAction*>(action))
return 1.0f;
else
return 0.0f;
}
}
if (hasGaseousBloat)
{
if (dynamic_cast<IccPutricideGasCloudAction*>(action))
return 1.0f;
if (dynamic_cast<IccPutricideGrowingOozePuddleAction*>(action))
return 1.0f;
if (botAI->IsHeal(bot))
return 1.0f;
else
return 0.0f; // Cancel all other actions when we need to handle Gaseous Bloat
}
if (hasUnboundPlague && boss && !boss->HealthBelowPct(35))
{
if (dynamic_cast<IccPutricideAvoidMalleableGooAction*>(action))
return 1.0f;
else
return 0.0f; // Cancel all other actions when we need to handle Unbound Plague
}
if (dynamic_cast<IccPutricideVolatileOozeAction*>(action))
{
if (dynamic_cast<IccPutricideAvoidMalleableGooAction*>(action))
return 0.0f;
if (dynamic_cast<IccPutricideGrowingOozePuddleAction*>(action) && !botAI->IsMainTank(bot))
return 0.0f;
//if (dynamic_cast<IccPutricideGasCloudAction*>(action) && !hasGaseousBloat)
//return 0.0f;
}
return 1.0f;
}
// bpc
float IccBpcAssistMultiplier::GetValue(Action* action)
{
Unit* keleseth = AI_VALUE2(Unit*, "find target", "prince keleseth");
if (!keleseth)
return 1.0f;
if (dynamic_cast<DpsAoeAction*>(action) || dynamic_cast<CastHurricaneAction*>(action) ||
dynamic_cast<CastVolleyAction*>(action) || dynamic_cast<CastBlizzardAction*>(action) ||
dynamic_cast<CastStarfallAction*>(action) || dynamic_cast<FanOfKnivesAction*>(action) ||
dynamic_cast<CastWhirlwindAction*>(action) || dynamic_cast<CastMindSearAction*>(action) ||
dynamic_cast<CombatFormationMoveAction*>(action) || dynamic_cast<FollowAction*>(action))
return 0.0f;
Aura* aura = botAI->GetAura("Shadow Prison", bot, false, true);
if (aura)
{
if (aura->GetStackAmount() > 18 && botAI->IsTank(bot))
{
if (dynamic_cast<MovementAction*>(action))
return 0.0f;
}
if (aura->GetStackAmount() > 12 && !botAI->IsTank(bot))
{
if (dynamic_cast<MovementAction*>(action))
return 0.0f;
}
}
Unit* valanar = AI_VALUE2(Unit*, "find target", "prince valanar");
if (!valanar)
return 1.0f;
if (valanar && valanar->HasUnitState(UNIT_STATE_CASTING) &&
(valanar->FindCurrentSpellBySpellId(SPELL_EMPOWERED_SHOCK_VORTEX1) ||
valanar->FindCurrentSpellBySpellId(SPELL_EMPOWERED_SHOCK_VORTEX2) ||
valanar->FindCurrentSpellBySpellId(SPELL_EMPOWERED_SHOCK_VORTEX3) ||
valanar->FindCurrentSpellBySpellId(SPELL_EMPOWERED_SHOCK_VORTEX4)))
{
if (dynamic_cast<AvoidAoeAction*>(action) || dynamic_cast<IccBpcEmpoweredVortexAction*>(action))
return 1.0f;
else
return 0.0f; // Cancel all other actions when we need to handle Empowered Vortex
}
Unit* flame1 = bot->FindNearestCreature(NPC_BALL_OF_FLAME, 100.0f);
Unit* flame2 = bot->FindNearestCreature(NPC_BALL_OF_INFERNO_FLAME, 100.0f);
bool ballOfFlame = flame1 && flame1->GetVictim() == bot;
bool infernoFlame = flame2 && flame2->GetVictim() == bot;
if (flame2)
{
if (dynamic_cast<AvoidAoeAction*>(action) || dynamic_cast<IccBpcKineticBombAction*>(action))
return 0.0f;
if (dynamic_cast<IccBpcBallOfFlameAction*>(action))
return 1.0f;
}
if (ballOfFlame || infernoFlame)
{
// If bot is tank, do nothing special
if (dynamic_cast<IccBpcBallOfFlameAction*>(action))
return 1.0f;
else
return 0.0f; // Cancel all other actions when we need to handle Ball of Flame
}
static const std::array<uint32, 4> bombEntries = {NPC_KINETIC_BOMB1, NPC_KINETIC_BOMB2, NPC_KINETIC_BOMB3,
NPC_KINETIC_BOMB4};
const GuidVector bombs = AI_VALUE(GuidVector, "possible targets no los");
bool bombFound = false;
for (const auto entry : bombEntries)
{
for (auto const& guid : bombs)
{
if (Unit* unit = botAI->GetUnit(guid))
{
if (unit->GetEntry() == entry)
{
// Check if bomb is within valid Z-axis range
if (unit->GetPositionZ() - bot->GetPositionZ() < 25.0f)
{
bombFound = true;
break;
}
}
}
}
if (bombFound)
break;
}
if (bombFound && !(aura && aura->GetStackAmount() > 12) && !botAI->IsTank(bot))
{
// If kinetic bomb action is active, disable these actions
if (dynamic_cast<IccBpcKineticBombAction*>(action))
return 1.0f;
if (dynamic_cast<DpsAssistAction*>(action) || dynamic_cast<TankAssistAction*>(action) ||
dynamic_cast<AttackRtiTargetAction*>(action))
return 0.0f;
}
// For assist tank during BPC fight
if (botAI->IsAssistTank(bot) && !(aura && aura->GetStackAmount() > 18))
{
// Allow BPC-specific actions
if (dynamic_cast<IccBpcKelesethTankAction*>(action))
return 1.0f;
// Disable normal assist behavior
if (dynamic_cast<TankAssistAction*>(action) ||
dynamic_cast<FleeAction*>(action) ||
dynamic_cast<AttackRtiTargetAction*>(action) ||
dynamic_cast<CastConsecrationAction*>(action))
return 0.0f;
}
return 1.0f;
}
//BQL
float IccBqlMultiplier::GetValue(Action* action)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "blood-queen lana'thel");
if (!boss)
return 1.0f;
Aura* aura2 = botAI->GetAura("Swarming Shadows", bot);
Aura* aura = botAI->GetAura("Frenzied Bloodthirst", bot);
if (botAI->IsRanged(bot))
if (dynamic_cast<AvoidAoeAction*>(action) || dynamic_cast<FleeAction*>(action) ||
dynamic_cast<CombatFormationMoveAction*>(action) || dynamic_cast<CastDisengageAction*>(action))
return 0.0f;
// If bot has Pact of Darkfallen aura, return 0 for all other actions
if (bot->HasAura(SPELL_PACT_OF_THE_DARKFALLEN))
{
if (dynamic_cast<IccBqlPactOfDarkfallenAction*>(action))
return 1.0f; // Allow Pact of Darkfallen action
else
return 0.0f; // Cancel all other actions when we need to handle Pact of Darkfallen
}
if (botAI->IsMelee(bot) && ((boss->GetPositionZ() - ICC_BQL_CENTER_POSITION.GetPositionZ()) > 5.0f) && !aura)
{
if (dynamic_cast<IccBqlGroupPositionAction*>(action))
return 1.0f;
else
return 0.0f;
}
// If bot has frenzied bloodthirst, allow highest priority for bite action
if (aura) // If bot has frenzied bloodthirst
{
if (dynamic_cast<IccBqlVampiricBiteAction*>(action))
return 1.0f;
else
return 0.0f;
}
if (aura2 && !aura)
{
if (dynamic_cast<IccBqlGroupPositionAction*>(action))
return 1.0f;
else
return 0.0f; // Cancel all other actions when we need to handle Swarming Shadows
}
if ((boss->GetExactDist2d(ICC_BQL_TANK_POSITION.GetPositionX(), ICC_BQL_TANK_POSITION.GetPositionY()) > 10.0f) &&
botAI->IsRanged(bot) && !((boss->GetPositionZ() - bot->GetPositionZ()) > 5.0f))
{
if (dynamic_cast<FleeAction*>(action) || dynamic_cast<CombatFormationMoveAction*>(action))
return 0.0f;
}
return 1.0f;
}
//VDW
float IccValithriaDreamCloudMultiplier::GetValue(Action* action)
{
Unit* boss = bot->FindNearestCreature(NPC_VALITHRIA_DREAMWALKER, 100.0f);
Aura* twistedNightmares = botAI->GetAura("Twisted Nightmares", bot);
Aura* emeraldVigor = botAI->GetAura("Emerald Vigor", bot);
if (!boss && !bot->HasAura(SPELL_DREAM_STATE))
return 1.0f;
if (dynamic_cast<FollowAction*>(action) || dynamic_cast<CombatFormationMoveAction*>(action))
return 0.0f;
if (botAI->IsTank(bot))
{
if (dynamic_cast<AttackRtiTargetAction*>(action))
return 0.0f;
}
if (botAI->IsHeal(bot) && (twistedNightmares || emeraldVigor))
if (dynamic_cast<DpsAssistAction*>(action) || dynamic_cast<AttackRtiTargetAction*>(action))
return 0.0f;
if (bot->HasAura(SPELL_DREAM_STATE) && !bot->HealthBelowPct(50))
{
if (dynamic_cast<IccValithriaDreamCloudAction*>(action))
return 1.0f; // Allow Dream Cloud action
else
return 0.0f; // Cancel all other actions when we need to handle Dream Cloud
}
return 1.0f;
}
//SINDRAGOSA
float IccSindragosaMultiplier::GetValue(Action* action)
{
Unit* boss = bot->FindNearestCreature(NPC_SINDRAGOSA, 200.0f);
if (!boss)
return 1.0f;
Aura* aura = botAI->GetAura("Unchained Magic", bot, false, true);
Difficulty diff = bot->GetRaidDifficulty();
if (boss->HealthBelowPct(95))
{
if (dynamic_cast<CombatFormationMoveAction*>(action) || dynamic_cast<FleeAction*>(action) ||
dynamic_cast<FollowAction*>(action) || dynamic_cast<CastStarfallAction*>(action))
return 0.0f;
}
if (aura && (diff == RAID_DIFFICULTY_10MAN_HEROIC || diff == RAID_DIFFICULTY_25MAN_HEROIC) &&
!dynamic_cast<IccSindragosaFrostBombAction*>(action))
{
if (dynamic_cast<MovementAction*>(action) || dynamic_cast<IccSindragosaUnchainedMagicAction*>(action))
return 1.0f;
else
return 0.0f;
}
// Check if boss is casting blistering cold (using both normal and heroic spell IDs)
if (boss->HasUnitState(UNIT_STATE_CASTING) &&
(boss->FindCurrentSpellBySpellId(70123) || boss->FindCurrentSpellBySpellId(71047) ||
boss->FindCurrentSpellBySpellId(71048) || boss->FindCurrentSpellBySpellId(71049)))
{
// If this is the blistering cold action, give it highest priority
if (dynamic_cast<IccSindragosaBlisteringColdAction*>(action) ||
dynamic_cast<HealPartyMemberAction*>(action) ||
dynamic_cast<ReachPartyMemberToHealAction*>(action) ||
dynamic_cast<IccSindragosaTankSwapPositionAction*>(action))
return 1.0f;
// Disable all other actions while blistering cold is casting
return 0.0f;
}
// Highest priority if we have beacon
if (bot->HasAura(SPELL_FROST_BEACON))
{
if (dynamic_cast<IccSindragosaFrostBeaconAction*>(action))
return 1.0f;
else
return 0.0f;
}
Group* group = bot->GetGroup();
// Check if anyone in group has Frost Beacon (SPELL_FROST_BEACON)
bool anyoneHasFrostBeacon = false;
if (group)
{
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && member->IsAlive() && member->HasAura(SPELL_FROST_BEACON))
{
anyoneHasFrostBeacon = true;
break;
}
}
}
if (anyoneHasFrostBeacon && boss &&
boss->GetExactDist2d(ICC_SINDRAGOSA_FLYING_POSITION.GetPositionX(),
ICC_SINDRAGOSA_FLYING_POSITION.GetPositionY()) < 30.0f &&
!boss->HealthBelowPct(25) && !boss->HealthAbovePct(99))
{
if (dynamic_cast<IccSindragosaFrostBeaconAction*>(action))
return 1.0f;
else
return 0.0f;
}
if (anyoneHasFrostBeacon && !botAI->IsMainTank(bot))
{
if (dynamic_cast<IccSindragosaGroupPositionAction*>(action))
return 0.0f;
}
if (botAI->IsMainTank(bot))
{
Aura* aura = botAI->GetAura("mystic buffet", bot, false, true);
if (aura && aura->GetStackAmount() >= 6)
{
if (dynamic_cast<MovementAction*>(action))
return 1.0f;
else
return 0.0f;
}
}
if (!botAI->IsTank(bot) && boss && boss->HealthBelowPct(35))
{
if (dynamic_cast<IccSindragosaGroupPositionAction*>(action))
return 0.0f;
}
if (boss && botAI->IsTank(bot))
{
if (boss->HealthBelowPct(35))
{
if (dynamic_cast<IccSindragosaTankSwapPositionAction*>(action) || dynamic_cast<TankFaceAction*>(action) ||
dynamic_cast<AttackAction*>(action) || dynamic_cast<MovementAction*>(action))
return 1.0f;
else
return 0.0f;
}
}
if (boss && boss->GetExactDist2d(ICC_SINDRAGOSA_FLYING_POSITION.GetPositionX(), ICC_SINDRAGOSA_FLYING_POSITION.GetPositionY()) < 30.0f && !boss->HealthBelowPct(25) && !boss->HealthAbovePct(99))
{
if (dynamic_cast<IccSindragosaFrostBombAction*>(action))
return 1.0f;
if (dynamic_cast<FollowAction*>(action) || dynamic_cast<IccSindragosaBlisteringColdAction*>(action) ||
dynamic_cast<IccSindragosaChilledToTheBoneAction*>(action) || dynamic_cast<IccSindragosaMysticBuffetAction*>(action) ||
dynamic_cast<IccSindragosaFrostBeaconAction*>(action) || dynamic_cast<IccSindragosaUnchainedMagicAction*>(action) ||
dynamic_cast<FleeAction*>(action) || dynamic_cast<CastDisengageAction*>(action) || dynamic_cast<PetAttackAction*>(action) ||
dynamic_cast<IccSindragosaGroupPositionAction*>(action) || dynamic_cast<TankAssistAction*>(action) ||
dynamic_cast<DpsAoeAction*>(action) || dynamic_cast<CastHurricaneAction*>(action) ||
dynamic_cast<CastVolleyAction*>(action) || dynamic_cast<CastBlizzardAction*>(action) ||
dynamic_cast<CastStarfallAction*>(action) || dynamic_cast<FanOfKnivesAction*>(action) ||
dynamic_cast<CastWhirlwindAction*>(action) || dynamic_cast<CastMindSearAction*>(action) ||
dynamic_cast<CastMagmaTotemAction*>(action) || dynamic_cast<CastConsecrationAction*>(action) ||
dynamic_cast<CastFlamestrikeAction*>(action) || dynamic_cast<CastExplosiveTrapAction*>(action) ||
dynamic_cast<CastExplosiveShotBaseAction*>(action))
return 0.0f;
}
return 1.0f;
}
float IccLichKingAddsMultiplier::GetValue(Action* action)
{
Unit* terenasMenethilHC = bot->FindNearestCreature(NPC_TERENAS_MENETHIL_HC, 55.0f);
if (!terenasMenethilHC)
if (dynamic_cast<CastStarfallAction*>(action))
return 0.0f;
if (terenasMenethilHC)
{
Unit* mainTank = AI_VALUE(Unit*, "main tank");
if (!botAI->IsMainTank(bot) && mainTank && bot->GetExactDist2d(mainTank->GetPositionX(), mainTank->GetPositionY()) < 2.0f)
{
if (dynamic_cast<MovementAction*>(action))
return 0.0f;
}
if (botAI->IsMelee(bot) || (bot->getClass() == CLASS_WARLOCK))
{
if (dynamic_cast<MovementAction*>(action) || dynamic_cast<IccLichKingAddsAction*>(action))
return 1.0f;
else
return 0.0f;
}
if (dynamic_cast<CombatFormationMoveAction*>(action) || dynamic_cast<FollowAction*>(action) ||
dynamic_cast<FleeAction*>(action) || dynamic_cast<CastBlinkBackAction*>(action) ||
dynamic_cast<CastDisengageAction*>(action) || dynamic_cast<CastChargeAction*>(action) ||
dynamic_cast<CastFeralChargeBearAction*>(action) || dynamic_cast<CastIceBlockAction*>(action) ||
dynamic_cast<CastRevivePetAction*>(action) || dynamic_cast<TankAssistAction*>(action))
return 0.0f;
}
Unit* boss = AI_VALUE2(Unit*, "find target", "the lich king");
if (!boss)
return 1.0f;
// Handle cure actions
if (dynamic_cast<CurePartyMemberAction*>(action) || dynamic_cast<CastCleanseDiseaseAction*>(action) ||
dynamic_cast<CastCleanseDiseaseOnPartyAction*>(action) ||
dynamic_cast<CastCleanseSpiritCurseOnPartyAction*>(action) || dynamic_cast<CastCleanseSpiritAction*>(action))
{
Group* group = bot->GetGroup();
if (!group)
return 1.0f;
// Check if any bot in the group has plague
bool anyBotHasPlague = false;
ObjectGuid plaguedPlayerGuid; // Track who has plague
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
if (Player* member = ref->GetSource())
{
if (botAI->HasAura("Necrotic Plague", member))
{
anyBotHasPlague = true;
plaguedPlayerGuid = member->GetGUID(); // Changed from GetObjectGuid()
break;
}
}
}
uint32 currentTime = getMSTime();
// Reset state if no one has plague
if (!anyBotHasPlague)
{
std::lock_guard<std::mutex> lock(g_plagueMutex); // Properly initialized
g_plagueTimes.clear();
g_allowCure.clear();
return 1.0f;
}
{ // New scope for lock_guard
std::lock_guard<std::mutex> lock(g_plagueMutex); // Properly initialized
// Start timer if this is a new plague
if (g_plagueTimes.find(plaguedPlayerGuid) == g_plagueTimes.end())
{
g_plagueTimes[plaguedPlayerGuid] = currentTime;
g_allowCure[plaguedPlayerGuid] = false;
return 0.0f;
}
// Once we allow cure, keep allowing it until plague is gone
if (g_allowCure[plaguedPlayerGuid])
{
return 1.0f;
}
// Check if enough time has passed (2,5 seconds)
if (currentTime - g_plagueTimes[plaguedPlayerGuid] >= 2500)
{
g_allowCure[plaguedPlayerGuid] = true;
return 1.0f;
}
} // lock_guard is automatically released here
return 0.0f;
}
if (dynamic_cast<FleeAction*>(action) && (bot->getClass() != CLASS_HUNTER))
return 0.0f;
if (dynamic_cast<CombatFormationMoveAction*>(action) || dynamic_cast<FollowAction*>(action) ||
dynamic_cast<CastBlinkBackAction*>(action) || dynamic_cast<CastDisengageAction*>(action))
return 0.0f;
if (boss && !boss->HealthBelowPct(71))
{
if (!botAI->IsTank(bot))
if (dynamic_cast<CastConsecrationAction*>(action))
return 0.0f;
if (dynamic_cast<DpsAoeAction*>(action) || dynamic_cast<CastHurricaneAction*>(action) ||
dynamic_cast<CastVolleyAction*>(action) || dynamic_cast<CastBlizzardAction*>(action) ||
dynamic_cast<CastStarfallAction*>(action) || dynamic_cast<FanOfKnivesAction*>(action) ||
dynamic_cast<CastWhirlwindAction*>(action) || dynamic_cast<CastMindSearAction*>(action) ||
dynamic_cast<CastMagmaTotemAction*>(action) || dynamic_cast<CastFlamestrikeAction*>(action) ||
dynamic_cast<CastExplosiveTrapAction*>(action) || dynamic_cast<CastExplosiveShotBaseAction*>(action))
return 0.0f;
}
Unit* currentTarget = AI_VALUE(Unit*, "current target");
bool hasWinterAura = false;
if (boss && (boss->HasAura(SPELL_REMORSELESS_WINTER1) || boss->HasAura(SPELL_REMORSELESS_WINTER2) ||
boss->HasAura(SPELL_REMORSELESS_WINTER3) || boss->HasAura(SPELL_REMORSELESS_WINTER4)))
hasWinterAura = true;
bool hasWinter2Aura = false;
if (boss && (boss->HasAura(SPELL_REMORSELESS_WINTER5) || boss->HasAura(SPELL_REMORSELESS_WINTER6) ||
boss->HasAura(SPELL_REMORSELESS_WINTER7) || boss->HasAura(SPELL_REMORSELESS_WINTER8)))
hasWinter2Aura = true;
bool isCasting = false;
if (boss && boss->HasUnitState(UNIT_STATE_CASTING))
isCasting = true;
bool isWinter = false;
if (boss && (boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER1) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER2) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER5) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER6) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER3) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER4) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER7) ||
boss->FindCurrentSpellBySpellId(SPELL_REMORSELESS_WINTER8)))
isWinter = true;
if (hasWinterAura || hasWinter2Aura || (isCasting && isWinter))
{
if (dynamic_cast<IccLichKingWinterAction*>(action) || dynamic_cast<SetFacingTargetAction*>(action))
return 1.0f;
if (botAI->IsAssistTank(bot) && dynamic_cast<TankAssistAction*>(action))
return 0.0f;
if (dynamic_cast<IccLichKingAddsAction*>(action))
return 0.0f;
if (currentTarget && boss && bot->GetDistance2d(boss->GetPositionX(), boss->GetPositionY()) > 50.0f && currentTarget == boss)
{
if (dynamic_cast<AttackRtiTargetAction*>(action) || dynamic_cast<ReachSpellAction*>(action) ||
dynamic_cast<ReachMeleeAction*>(action) || dynamic_cast<ReachTargetAction*>(action) ||
dynamic_cast<TankAssistAction*>(action) || dynamic_cast<DpsAssistAction*>(action) ||
dynamic_cast<MovementAction*>(action))
return 0.0f;
}
if (currentTarget && (currentTarget->GetEntry() == NPC_ICE_SPHERE1 || currentTarget->GetEntry() == NPC_ICE_SPHERE2 ||
currentTarget->GetEntry() == NPC_ICE_SPHERE3 || currentTarget->GetEntry() == NPC_ICE_SPHERE4))
{
if (dynamic_cast<MovementAction*>(action) || dynamic_cast<ReachMeleeAction*>(action) ||
dynamic_cast<TankAssistAction*>(action))
return 0.0f;
}
}
if (botAI->IsRanged(bot) && !botAI->GetAura("Harvest Soul", bot, false, false))
{
// Check for defile presence
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
bool defilePresent = false;
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->IsAlive() && unit->GetEntry() == DEFILE_NPC_ID) // Defile entry
{
defilePresent = true;
break;
}
}
// Only disable movement if defile is present
if (defilePresent && (
dynamic_cast<CombatFormationMoveAction*>(action) ||
dynamic_cast<FollowAction*>(action) ||
dynamic_cast<FleeAction*>(action) ||
dynamic_cast<MoveRandomAction*>(action) ||
dynamic_cast<MoveFromGroupAction*>(action)))
{
return 0.0f;
}
}
if (botAI->IsAssistTank(bot) && boss && !boss->HealthBelowPct(71) && currentTarget == boss)
{
if (dynamic_cast<AttackRtiTargetAction*>(action))
return 0.0f;
}
return 1.0f;
}

View File

@ -1,6 +0,0 @@
#ifndef _PLAYERBOT_RAIDICCSCRIPTS_H
#define _PLAYERBOT_RAIDICCSCRIPTS_H
#include "../../../../src/server/scripts/Northrend/IcecrownCitadel/icecrown_citadel.h"
#endif

View File

@ -19,7 +19,7 @@
#include "RaidVoAStrategy.h"
#include "RaidUlduarStrategy.h"
#include "RaidOnyxiaStrategy.h"
#include "RaidIccStrategy.h"
#include "ICCStrategy.h"
class RaidStrategyContext : public NamedObjectContext<Strategy>
{

View File

@ -20,6 +20,7 @@
#include "Player.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "Position.h"
#include "QuestDef.h"
@ -310,7 +311,10 @@ bool NewRpgBaseAction::InteractWithNpcOrGameObjectForQuest(ObjectGuid guid)
{
AcceptQuest(quest, guid);
if (botAI->GetMaster())
botAI->TellMasterNoFacing("Quest accepted " + ChatHelper::FormatQuest(quest));
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"new_rpg_quest_accepted",
"Quest accepted %quest",
{{"%quest", ChatHelper::FormatQuest(quest)}}));
BroadcastHelper::BroadcastQuestAccepted(botAI, bot, quest);
botAI->rpgStatistic.questAccepted++;
LOG_DEBUG("playerbots", "[New RPG] {} accept quest {}", bot->GetName(), quest->GetQuestId());
@ -319,7 +323,10 @@ bool NewRpgBaseAction::InteractWithNpcOrGameObjectForQuest(ObjectGuid guid)
{
TurnInQuest(quest, guid);
if (botAI->GetMaster())
botAI->TellMasterNoFacing("Quest rewarded " + ChatHelper::FormatQuest(quest));
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"new_rpg_quest_rewarded",
"Quest rewarded %quest",
{{"%quest", ChatHelper::FormatQuest(quest)}}));
BroadcastHelper::BroadcastQuestTurnedIn(botAI, bot, quest);
botAI->rpgStatistic.questRewarded++;
LOG_DEBUG("playerbots", "[New RPG] {} turned in quest {}", bot->GetName(), quest->GetQuestId());
@ -599,7 +606,10 @@ bool NewRpgBaseAction::OrganizeQuestLog()
packet << (uint8)i;
bot->GetSession()->HandleQuestLogRemoveQuest(packet);
if (botAI->GetMaster())
botAI->TellMasterNoFacing("Quest dropped " + ChatHelper::FormatQuest(quest));
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"new_rpg_quest_dropped",
"Quest dropped %quest",
{{"%quest", ChatHelper::FormatQuest(quest)}}));
botAI->rpgStatistic.questDropped++;
dropped++;
}
@ -626,7 +636,10 @@ bool NewRpgBaseAction::OrganizeQuestLog()
packet << (uint8)i;
bot->GetSession()->HandleQuestLogRemoveQuest(packet);
if (botAI->GetMaster())
botAI->TellMasterNoFacing("Quest dropped " + ChatHelper::FormatQuest(quest));
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"new_rpg_quest_dropped",
"Quest dropped %quest",
{{"%quest", ChatHelper::FormatQuest(quest)}}));
botAI->rpgStatistic.questDropped++;
dropped++;
}
@ -648,7 +661,10 @@ bool NewRpgBaseAction::OrganizeQuestLog()
packet << (uint8)i;
bot->GetSession()->HandleQuestLogRemoveQuest(packet);
if (botAI->GetMaster())
botAI->TellMasterNoFacing("Quest dropped " + ChatHelper::FormatQuest(quest));
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"new_rpg_quest_dropped",
"Quest dropped %quest",
{{"%quest", ChatHelper::FormatQuest(quest)}}));
botAI->rpgStatistic.questDropped++;
}

View File

@ -13,6 +13,7 @@
#include "GuildCreateActions.h"
#include "LastMovementValue.h"
#include "MovementActions.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "PossibleRpgTargetsValue.h"
#include "SocialMgr.h"
@ -430,12 +431,15 @@ bool RpgTradeUsefulAction::Execute(Event /*event*/)
if (bot->GetTradeData() && bot->GetTradeData()->HasItem(item->GetGUID()))
{
if (bot->GetGroup() && bot->GetGroup()->IsMember(guidP) && botAI->HasRealPlayerMaster())
botAI->TellMasterNoFacing(
"You can use this " + chat->FormatItem(item->GetTemplate()) + " better than me, " +
guidP.GetPlayer()->GetName() /*chat->FormatWorldobject(guidP.GetPlayer())*/ + ".");
botAI->TellMasterNoFacing(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"rpg_item_better_for_player",
"You can use this %item better than me, %player.",
{{"%item", chat->FormatItem(item->GetTemplate())}, {"%player", guidP.GetPlayer()->GetName()}}));
else
bot->Say("You can use this " + chat->FormatItem(item->GetTemplate()) + " better than me, " +
player->GetName() /*chat->FormatWorldobject(player)*/ + ".",
bot->Say(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"rpg_item_better_for_player",
"You can use this %item better than me, %player.",
{{"%item", chat->FormatItem(item->GetTemplate())}, {"%player", player->GetName()}}),
(bot->GetTeamId() == TEAM_ALLIANCE ? LANG_COMMON : LANG_ORCISH));
if (!urand(0, 4) || items.size() < 2)
@ -449,7 +453,10 @@ bool RpgTradeUsefulAction::Execute(Event /*event*/)
}
}
else
bot->Say("Start trade with" + chat->FormatWorldobject(player),
bot->Say(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"rpg_start_trade_with_player",
"Start trade with %player",
{{"%player", chat->FormatWorldobject(player)}}),
(bot->GetTeamId() == TEAM_ALLIANCE ? LANG_COMMON : LANG_ORCISH));
botAI->SetNextCheckDelay(sPlayerbotAIConfig.rpgDelay);

View File

@ -19,7 +19,7 @@
#include "Ai/Raid/VaultOfArchavon/RaidVoAActionContext.h"
#include "Ai/Raid/Ulduar/RaidUlduarActionContext.h"
#include "Ai/Raid/Onyxia/RaidOnyxiaActionContext.h"
#include "Ai/Raid/Icecrown/RaidIccActionContext.h"
#include "Ai/Raid/ICC/ICCActionContext.h"
#include "Ai/Dungeon/TbcDungeonActionContext.h"
#include "Ai/Dungeon/WotlkDungeonActionContext.h"

View File

@ -19,7 +19,7 @@
#include "Ai/Raid/VaultOfArchavon/RaidVoATriggerContext.h"
#include "Ai/Raid/Ulduar/RaidUlduarTriggerContext.h"
#include "Ai/Raid/Onyxia/RaidOnyxiaTriggerContext.h"
#include "Ai/Raid/Icecrown/RaidIccTriggerContext.h"
#include "Ai/Raid/ICC/ICCTriggerContext.h"
#include "Ai/Dungeon/TbcDungeonTriggerContext.h"
#include "Ai/Dungeon/WotlkDungeonTriggerContext.h"

View File

@ -91,9 +91,6 @@ uint8 AiFactory::GetPlayerSpecTab(Player* bot)
case CLASS_WARLOCK:
tab = WARLOCK_TAB_DEMONOLOGY;
break;
case CLASS_SHAMAN:
tab = SHAMAN_TAB_ELEMENTAL;
break;
}
return tab;
@ -292,24 +289,24 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
if (tab == PRIEST_TAB_SHADOW)
engine->addStrategiesNoInit("dps", "shadow debuff", "shadow aoe", nullptr);
else if (tab == PRIEST_TAB_DISCIPLINE)
engine->addStrategiesNoInit("heal", nullptr);
else
engine->addStrategiesNoInit("holy heal", nullptr);
engine->addStrategy("heal", false);
else // if (tab == PRIEST_TAB_HOLY)
engine->addStrategy("holy heal", false);
engine->addStrategiesNoInit("dps assist", "cure", nullptr);
break;
case CLASS_MAGE:
if (tab == MAGE_TAB_ARCANE)
engine->addStrategiesNoInit("arcane", nullptr);
engine->addStrategiesNoInit("arcane", "bdps", nullptr);
else if (tab == MAGE_TAB_FIRE)
{
if (player->HasSpell(44614) /*Frostfire Bolt*/ && player->HasAura(15047) /*Ice Shards*/)
engine->addStrategiesNoInit("frostfire", nullptr);
engine->addStrategiesNoInit("frostfire", "bdps", nullptr);
else
engine->addStrategiesNoInit("fire", nullptr);
engine->addStrategiesNoInit("fire", "bdps", nullptr);
}
else
engine->addStrategiesNoInit("frost", nullptr);
else // if (tab == MAGE_TAB_FROST)
engine->addStrategiesNoInit("frost", "bmana", nullptr);
engine->addStrategiesNoInit("dps", "dps assist", "cure", "cc", "aoe", nullptr);
break;
@ -318,7 +315,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
engine->addStrategiesNoInit("tank", "tank assist", "pull", "pull back", "aoe", nullptr);
else if (tab == WARRIOR_TAB_ARMS || !player->HasSpell(1680)) // Whirlwind
engine->addStrategiesNoInit("arms", "aoe", "dps assist", nullptr);
else
else // if (tab == WARRIOR_TAB_FURY)
engine->addStrategiesNoInit("fury", "aoe", "dps assist", nullptr);
break;
case CLASS_SHAMAN:
@ -326,7 +323,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
engine->addStrategiesNoInit("ele", "stoneskin", "wrath", "mana spring", "wrath of air", nullptr);
else if (tab == SHAMAN_TAB_RESTORATION)
engine->addStrategiesNoInit("resto", "stoneskin", "flametongue", "mana spring", "wrath of air", nullptr);
else
else // if (tab == SHAMAN_TAB_ENHANCEMENT)
engine->addStrategiesNoInit("enh", "strength of earth", "magma", "healing stream", "windfury", nullptr);
engine->addStrategiesNoInit("dps assist", "cure", "aoe", nullptr);
@ -336,18 +333,15 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
engine->addStrategiesNoInit("tank", "tank assist", "pull", "pull back", "bthreat", "barmor", "cure", nullptr);
else if (tab == PALADIN_TAB_HOLY)
engine->addStrategiesNoInit("heal", "dps assist", "cure", "bcast", nullptr);
else
else // if (tab == PALADIN_TAB_RETRIBUTION)
engine->addStrategiesNoInit("dps", "dps assist", "cure", "baoe", nullptr);
break;
case CLASS_DRUID:
if (tab == DRUID_TAB_BALANCE)
{
engine->addStrategiesNoInit("caster", "cure", "caster aoe", "dps assist", nullptr);
engine->addStrategy("caster debuff", false);
}
engine->addStrategiesNoInit("caster", "cure", "caster aoe", "caster debuff", "dps assist", nullptr);
else if (tab == DRUID_TAB_RESTORATION)
engine->addStrategiesNoInit("heal", "cure", "dps assist", nullptr);
else
else // if (tab == DRUID_TAB_FERAL)
{
if (player->HasSpell(768) /*cat form*/ && !player->HasAura(16931) /*thick hide*/)
engine->addStrategiesNoInit("cat", "dps assist", nullptr);
@ -357,18 +351,18 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
break;
case CLASS_HUNTER:
if (tab == HUNTER_TAB_BEAST_MASTERY)
engine->addStrategiesNoInit("bm", nullptr);
engine->addStrategy("bm", false);
else if (tab == HUNTER_TAB_MARKSMANSHIP)
engine->addStrategiesNoInit("mm", nullptr);
else
engine->addStrategiesNoInit("surv", nullptr);
engine->addStrategy("mm", false);
else // if (tab == HUNTER_TAB_SURVIVAL)
engine->addStrategy("surv", false);
engine->addStrategiesNoInit("cc", "dps assist", "aoe", "bdps", nullptr);
break;
case CLASS_ROGUE:
if (tab == ROGUE_TAB_ASSASSINATION || tab == ROGUE_TAB_SUBTLETY)
engine->addStrategiesNoInit("melee", "dps assist", "aoe", nullptr);
else
else // if (tab == ROGUE_TAB_COMBAT)
engine->addStrategiesNoInit("dps", "dps assist", "aoe", nullptr);
break;
case CLASS_WARLOCK:
@ -376,7 +370,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
engine->addStrategiesNoInit("affli", "curse of agony", nullptr);
else if (tab == WARLOCK_TAB_DEMONOLOGY)
engine->addStrategiesNoInit("demo", "curse of agony", "meta melee", nullptr);
else
else // if (tab == WARLOCK_TAB_DESTRUCTION)
engine->addStrategiesNoInit("destro", "curse of elements", nullptr);
engine->addStrategiesNoInit("cc", "dps assist", "aoe", nullptr);
@ -386,7 +380,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
engine->addStrategiesNoInit("blood", "tank assist", "pull", "pull back", nullptr);
else if (tab == DEATH_KNIGHT_TAB_FROST)
engine->addStrategiesNoInit("frost", "frost aoe", "dps assist", nullptr);
else
else // if (tab == DEATH_KNIGHT_TAB_UNHOLY)
engine->addStrategiesNoInit("unholy", "unholy aoe", "dps assist", nullptr);
break;
}
@ -434,7 +428,7 @@ void AiFactory::AddDefaultCombatStrategies(Player* player, PlayerbotAI* const fa
case CLASS_SHAMAN:
{
if (tab == SHAMAN_TAB_RESTORATION)
engine->addStrategiesNoInit("caster", "caster aoe", "bmana", nullptr);
engine->addStrategiesNoInit("caster", "caster aoe", nullptr);
break;
}
case CLASS_PALADIN:
@ -527,11 +521,6 @@ void AiFactory::AddDefaultNonCombatStrategies(Player* player, PlayerbotAI* const
nonCombatEngine->addStrategiesNoInit("bdps", "dps assist", "pet", nullptr);
break;
case CLASS_SHAMAN:
if (tab == SHAMAN_TAB_ELEMENTAL || tab == SHAMAN_TAB_RESTORATION)
nonCombatEngine->addStrategy("bmana", false);
else
nonCombatEngine->addStrategy("bdps", false);
nonCombatEngine->addStrategiesNoInit("dps assist", "cure", nullptr);
break;
case CLASS_MAGE:

View File

@ -850,36 +850,36 @@ void PlayerbotFactory::Refresh()
void PlayerbotFactory::InitConsumables()
{
int specTab = AiFactory::GetPlayerSpecTab(bot);
uint8 specTab = AiFactory::GetPlayerSpecTab(bot);
std::vector<std::pair<uint32, uint32>> items;
switch (bot->getClass())
{
case CLASS_PRIEST:
{
// Discipline or Holy: Mana Oil
if (specTab == 0 || specTab == 1)
if (specTab == PRIEST_TAB_SHADOW)
{
std::vector<uint32> mana_oils = {BRILLIANT_MANA_OIL, SUPERIOR_MANA_OIL, LESSER_MANA_OIL, MINOR_MANA_OIL};
for (uint32 itemId : mana_oils)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 4});
break;
}
}
// Shadow: Wizard Oil
if (specTab == 2)
{
std::vector<uint32> wizard_oils = {BRILLIANT_WIZARD_OIL, SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL};
std::vector<uint32> wizard_oils = {
BRILLIANT_WIZARD_OIL, SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL };
for (uint32 itemId : wizard_oils)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 4});
items.push_back({itemId, 2});
break;
}
}
else
{
std::vector<uint32> mana_oils = {
BRILLIANT_MANA_OIL, SUPERIOR_MANA_OIL, LESSER_MANA_OIL, MINOR_MANA_OIL };
for (uint32 itemId : mana_oils)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 2});
break;
}
}
@ -887,38 +887,41 @@ void PlayerbotFactory::InitConsumables()
}
case CLASS_MAGE:
{
// Always Wizard Oil
std::vector<uint32> wizard_oils = {BRILLIANT_WIZARD_OIL, SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL};
std::vector<uint32> wizard_oils = {
BRILLIANT_WIZARD_OIL, SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL };
for (uint32 itemId : wizard_oils)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 4});
items.push_back({itemId, 2});
break;
}
break;
}
case CLASS_DRUID:
{
// Balance: Wizard Oil
if (specTab == 0)
if (specTab == DRUID_TAB_BALANCE)
{
std::vector<uint32> wizard_oils = {BRILLIANT_WIZARD_OIL, SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL};
std::vector<uint32> wizard_oils = {
BRILLIANT_WIZARD_OIL, SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL };
for (uint32 itemId : wizard_oils)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 4});
items.push_back({itemId, 2});
break;
}
}
// Feral: Sharpening Stones & Weightstones
else if (specTab == 1)
else if (specTab == DRUID_TAB_FERAL)
{
std::vector<uint32> sharpening_stones = {ADAMANTITE_SHARPENING_STONE, FEL_SHARPENING_STONE, DENSE_SHARPENING_STONE, SOLID_SHARPENING_STONE, HEAVY_SHARPENING_STONE, COARSE_SHARPENING_STONE, ROUGH_SHARPENING_STONE};
std::vector<uint32> weightstones = {ADAMANTITE_WEIGHTSTONE, FEL_WEIGHTSTONE, DENSE_WEIGHTSTONE, SOLID_WEIGHTSTONE, HEAVY_WEIGHTSTONE, COARSE_WEIGHTSTONE, ROUGH_WEIGHTSTONE};
std::vector<uint32> sharpening_stones = {
ADAMANTITE_SHARPENING_STONE, FEL_SHARPENING_STONE, DENSE_SHARPENING_STONE, SOLID_SHARPENING_STONE,
HEAVY_SHARPENING_STONE, COARSE_SHARPENING_STONE, ROUGH_SHARPENING_STONE };
std::vector<uint32> weightstones = {
ADAMANTITE_WEIGHTSTONE, FEL_WEIGHTSTONE, DENSE_WEIGHTSTONE, SOLID_WEIGHTSTONE,
HEAVY_WEIGHTSTONE, COARSE_WEIGHTSTONE, ROUGH_WEIGHTSTONE };
for (uint32 itemId : sharpening_stones)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
@ -936,16 +939,16 @@ void PlayerbotFactory::InitConsumables()
break;
}
}
// Restoration: Mana Oil
else if (specTab == 2)
else
{
std::vector<uint32> mana_oils = {BRILLIANT_MANA_OIL, SUPERIOR_MANA_OIL, LESSER_MANA_OIL, MINOR_MANA_OIL};
std::vector<uint32> mana_oils = {
BRILLIANT_MANA_OIL, SUPERIOR_MANA_OIL, LESSER_MANA_OIL, MINOR_MANA_OIL };
for (uint32 itemId : mana_oils)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 4});
items.push_back({itemId, 2});
break;
}
}
@ -953,37 +956,27 @@ void PlayerbotFactory::InitConsumables()
}
case CLASS_PALADIN:
{
// Holy: Mana Oil
if (specTab == 0)
if (specTab == PALADIN_TAB_HOLY)
{
std::vector<uint32> mana_oils = {BRILLIANT_MANA_OIL, SUPERIOR_MANA_OIL, LESSER_MANA_OIL, MINOR_MANA_OIL};
std::vector<uint32> mana_oils = {
BRILLIANT_MANA_OIL, SUPERIOR_MANA_OIL, LESSER_MANA_OIL, MINOR_MANA_OIL };
for (uint32 itemId : mana_oils)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 4});
items.push_back({itemId, 2});
break;
}
}
// Protection: Wizard Oil (Protection prioritizes Superior over Brilliant)
else if (specTab == 1)
else
{
std::vector<uint32> wizard_oils = {BRILLIANT_WIZARD_OIL, SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL};
for (uint32 itemId : wizard_oils)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (proto->RequiredLevel > level || level > 75)
continue;
items.push_back({itemId, 4});
break;
}
}
// Retribution: Sharpening Stones & Weightstones
else if (specTab == 2)
{
std::vector<uint32> sharpening_stones = {ADAMANTITE_SHARPENING_STONE, FEL_SHARPENING_STONE, DENSE_SHARPENING_STONE, SOLID_SHARPENING_STONE, HEAVY_SHARPENING_STONE, COARSE_SHARPENING_STONE, ROUGH_SHARPENING_STONE};
std::vector<uint32> weightstones = {ADAMANTITE_WEIGHTSTONE, FEL_WEIGHTSTONE, DENSE_WEIGHTSTONE, SOLID_WEIGHTSTONE, HEAVY_WEIGHTSTONE, COARSE_WEIGHTSTONE, ROUGH_WEIGHTSTONE};
std::vector<uint32> sharpening_stones = {
ADAMANTITE_SHARPENING_STONE, FEL_SHARPENING_STONE, DENSE_SHARPENING_STONE, SOLID_SHARPENING_STONE,
HEAVY_SHARPENING_STONE, COARSE_SHARPENING_STONE, ROUGH_SHARPENING_STONE };
std::vector<uint32> weightstones = {
ADAMANTITE_WEIGHTSTONE, FEL_WEIGHTSTONE, DENSE_WEIGHTSTONE, SOLID_WEIGHTSTONE,
HEAVY_WEIGHTSTONE, COARSE_WEIGHTSTONE, ROUGH_WEIGHTSTONE };
for (uint32 itemId : sharpening_stones)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
@ -1005,10 +998,14 @@ void PlayerbotFactory::InitConsumables()
}
case CLASS_WARRIOR:
case CLASS_HUNTER:
case CLASS_DEATH_KNIGHT:
{
// Sharpening Stones & Weightstones
std::vector<uint32> sharpening_stones = {ADAMANTITE_SHARPENING_STONE, FEL_SHARPENING_STONE, DENSE_SHARPENING_STONE, SOLID_SHARPENING_STONE, HEAVY_SHARPENING_STONE, COARSE_SHARPENING_STONE, ROUGH_SHARPENING_STONE};
std::vector<uint32> weightstones = {ADAMANTITE_WEIGHTSTONE, FEL_WEIGHTSTONE, DENSE_WEIGHTSTONE, SOLID_WEIGHTSTONE, HEAVY_WEIGHTSTONE, COARSE_WEIGHTSTONE, ROUGH_WEIGHTSTONE};
std::vector<uint32> sharpening_stones = {
ADAMANTITE_SHARPENING_STONE, FEL_SHARPENING_STONE, DENSE_SHARPENING_STONE, SOLID_SHARPENING_STONE,
HEAVY_SHARPENING_STONE, COARSE_SHARPENING_STONE, ROUGH_SHARPENING_STONE };
std::vector<uint32> weightstones = {
ADAMANTITE_WEIGHTSTONE, FEL_WEIGHTSTONE, DENSE_WEIGHTSTONE, SOLID_WEIGHTSTONE,
HEAVY_WEIGHTSTONE, COARSE_WEIGHTSTONE, ROUGH_WEIGHTSTONE };
for (uint32 itemId : sharpening_stones)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
@ -1029,9 +1026,12 @@ void PlayerbotFactory::InitConsumables()
}
case CLASS_ROGUE:
{
// Poisons
std::vector<uint32> instant_poisons = {INSTANT_POISON_IX, INSTANT_POISON_VIII, INSTANT_POISON_VII, INSTANT_POISON_VI, INSTANT_POISON_V, INSTANT_POISON_IV, INSTANT_POISON_III, INSTANT_POISON_II, INSTANT_POISON};
std::vector<uint32> deadly_poisons = {DEADLY_POISON_IX, DEADLY_POISON_VIII, DEADLY_POISON_VII, DEADLY_POISON_VI, DEADLY_POISON_V, DEADLY_POISON_IV, DEADLY_POISON_III, DEADLY_POISON_II, DEADLY_POISON};
std::vector<uint32> instant_poisons = {
INSTANT_POISON_IX, INSTANT_POISON_VIII, INSTANT_POISON_VII, INSTANT_POISON_VI, INSTANT_POISON_V,
INSTANT_POISON_IV, INSTANT_POISON_III, INSTANT_POISON_II, INSTANT_POISON };
std::vector<uint32> deadly_poisons = {
DEADLY_POISON_IX, DEADLY_POISON_VIII, DEADLY_POISON_VII, DEADLY_POISON_VI, DEADLY_POISON_V,
DEADLY_POISON_IV, DEADLY_POISON_III, DEADLY_POISON_II, DEADLY_POISON };
for (uint32 itemId : deadly_poisons)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);

View File

@ -38,11 +38,13 @@
#include "ObjectMgr.h"
#include "PerfMonitor.h"
#include "Player.h"
#include "PlayerbotTextMgr.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotMgr.h"
#include "PlayerbotGuildMgr.h"
#include "Playerbots.h"
#include "PositionValue.h"
#include "RBAC.h"
#include "RandomPlayerbotMgr.h"
#include "SayAction.h"
#include "ScriptMgr.h"
@ -450,9 +452,11 @@ void PlayerbotAI::UpdateAIGroupMaster()
botAI->ChangeStrategy("+follow", BOT_STATE_NON_COMBAT);
if (botAI->GetMaster() == botAI->GetGroupLeader())
botAI->TellMaster("Hello, I follow you!");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"hello_follow", "Hello, I follow you!", {}));
else
botAI->TellMaster(!urand(0, 2) ? "Hello!" : "Hi!");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"hello", "Hello!", {}));
}
else
{
@ -507,7 +511,7 @@ void PlayerbotAI::UpdateAIInternal([[maybe_unused]] uint32 elapsed, bool minimal
logout = true;
if (bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) || bot->HasUnitState(UNIT_STATE_IN_FLIGHT) ||
botWorldSessionPtr->GetSecurity() >= (AccountTypes)sWorld->getIntConfig(CONFIG_INSTANT_LOGOUT))
botWorldSessionPtr->HasPermission(rbac::RBAC_PERM_INSTANT_LOGOUT))
{
logout = true;
}
@ -515,7 +519,7 @@ void PlayerbotAI::UpdateAIInternal([[maybe_unused]] uint32 elapsed, bool minimal
if (master &&
(master->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) || master->HasUnitState(UNIT_STATE_IN_FLIGHT) ||
(master->GetSession() &&
master->GetSession()->GetSecurity() >= (AccountTypes)sWorld->getIntConfig(CONFIG_INSTANT_LOGOUT))))
master->GetSession()->HasPermission(rbac::RBAC_PERM_INSTANT_LOGOUT))))
{
logout = true;
}
@ -856,7 +860,8 @@ void PlayerbotAI::Reset(bool full)
{
WorldPackets::Character::LogoutCancel data = WorldPacket(CMSG_LOGOUT_CANCEL);
bot->GetSession()->HandleLogoutCancelOpcode(data);
TellMaster("Logout cancelled!");
TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"logout_cancel", "Logout cancelled!", {}));
}
currentEngine = engines[BOT_STATE_NON_COMBAT];
@ -3003,7 +3008,7 @@ bool PlayerbotAI::IsTellAllowed(PlayerbotSecurityLevel securityLevel)
return false;
if (sPlayerbotAIConfig.whisperDistance && !bot->GetGroup() && sRandomPlayerbotMgr.IsRandomBot(bot) &&
master->GetSession()->GetSecurity() < SEC_GAMEMASTER &&
!master->CanBeGameMaster() &&
(bot->GetMapId() != master->GetMapId() ||
ServerFacade::instance().GetDistance2d(bot, master) > sPlayerbotAIConfig.whisperDistance))
return false;

View File

@ -27,6 +27,7 @@
#include "PlayerbotFactory.h"
#include "PlayerbotOperations.h"
#include "PlayerbotSecurity.h"
#include "PlayerbotTextMgr.h"
#include "PlayerbotWorldThreadProcessor.h"
#include "Playerbots.h"
#include "PlayerbotGuildMgr.h"
@ -320,7 +321,8 @@ void PlayerbotMgr::CancelLogout()
{
WorldPackets::Character::LogoutCancel data = WorldPacket(CMSG_LOGOUT_CANCEL);
bot->GetSession()->HandleLogoutCancelOpcode(data);
botAI->TellMaster("Logout cancelled!");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"logout_cancel", "Logout cancelled!", {}));
}
}
@ -411,7 +413,8 @@ void PlayerbotHolder::DisablePlayerBot(ObjectGuid guid)
{
return;
}
botAI->TellMaster("Goodbye!");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"goodbye", "Goodbye!", {}));
bot->StopMoving();
bot->GetMotionMaster()->Clear();
@ -544,7 +547,8 @@ void PlayerbotHolder::OnBotLogin(Player* const bot)
// set delay on login
botAI->SetNextCheckDelay(urand(2000, 4000));
botAI->TellMaster("Hello!", PLAYERBOT_SECURITY_TALK);
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"hello", "Hello!", {}), PLAYERBOT_SECURITY_TALK);
// Queue group operations for world thread
if (master && master->GetGroup() && !group)
@ -919,7 +923,7 @@ std::vector<std::string> PlayerbotHolder::HandlePlayerbotCommand(char const* arg
if (!strcmp(cmd, "initself"))
{
if (master->GetSession()->GetSecurity() >= SEC_GAMEMASTER)
if (master->CanBeGameMaster())
{
// OnBotLogin(master);
PlayerbotFactory factory(master, master->GetLevel(), ITEM_QUALITY_EPIC);
@ -938,7 +942,7 @@ std::vector<std::string> PlayerbotHolder::HandlePlayerbotCommand(char const* arg
{
if (!strcmp(cmd, "initself=uncommon"))
{
if (master->GetSession()->GetSecurity() >= SEC_GAMEMASTER)
if (master->CanBeGameMaster())
{
// OnBotLogin(master);
PlayerbotFactory factory(master, master->GetLevel(), ITEM_QUALITY_UNCOMMON);
@ -954,7 +958,7 @@ std::vector<std::string> PlayerbotHolder::HandlePlayerbotCommand(char const* arg
}
if (!strcmp(cmd, "initself=rare"))
{
if (master->GetSession()->GetSecurity() >= SEC_GAMEMASTER)
if (master->CanBeGameMaster())
{
// OnBotLogin(master);
PlayerbotFactory factory(master, master->GetLevel(), ITEM_QUALITY_RARE);
@ -970,7 +974,7 @@ std::vector<std::string> PlayerbotHolder::HandlePlayerbotCommand(char const* arg
}
if (!strcmp(cmd, "initself=epic"))
{
if (master->GetSession()->GetSecurity() >= SEC_GAMEMASTER)
if (master->CanBeGameMaster())
{
// OnBotLogin(master);
PlayerbotFactory factory(master, master->GetLevel(), ITEM_QUALITY_EPIC);
@ -986,7 +990,7 @@ std::vector<std::string> PlayerbotHolder::HandlePlayerbotCommand(char const* arg
}
if (!strcmp(cmd, "initself=legendary"))
{
if (master->GetSession()->GetSecurity() >= SEC_GAMEMASTER)
if (master->CanBeGameMaster())
{
// OnBotLogin(master);
PlayerbotFactory factory(master, master->GetLevel(), ITEM_QUALITY_LEGENDARY);
@ -1003,7 +1007,7 @@ std::vector<std::string> PlayerbotHolder::HandlePlayerbotCommand(char const* arg
int32 gs;
if (sscanf(cmd, "initself=%d", &gs) != -1)
{
if (master->GetSession()->GetSecurity() >= SEC_GAMEMASTER)
if (master->CanBeGameMaster())
{
// OnBotLogin(master);
PlayerbotFactory factory(master, master->GetLevel(), ITEM_QUALITY_LEGENDARY, gs);
@ -1027,7 +1031,7 @@ std::vector<std::string> PlayerbotHolder::HandlePlayerbotCommand(char const* arg
if (!strcmp(cmd, "reload"))
{
if (master->GetSession()->GetSecurity() >= SEC_GAMEMASTER)
if (master->CanBeGameMaster())
{
sPlayerbotAIConfig.Initialize();
messages.push_back("Config reloaded.");
@ -1059,7 +1063,7 @@ std::vector<std::string> PlayerbotHolder::HandlePlayerbotCommand(char const* arg
}
else if (sPlayerbotAIConfig.selfBotLevel == 0)
messages.push_back("Self-bot is disabled");
else if (sPlayerbotAIConfig.selfBotLevel == 1 && master->GetSession()->GetSecurity() < SEC_GAMEMASTER)
else if (sPlayerbotAIConfig.selfBotLevel == 1 && !master->CanBeGameMaster())
messages.push_back("You do not have permission to enable player botAI");
else
{
@ -1079,7 +1083,7 @@ std::vector<std::string> PlayerbotHolder::HandlePlayerbotCommand(char const* arg
if (!strcmp(cmd, "addclass"))
{
if (sPlayerbotAIConfig.addClassCommand == 0 && master->GetSession()->GetSecurity() < SEC_GAMEMASTER)
if (sPlayerbotAIConfig.addClassCommand == 0 && !master->CanBeGameMaster())
{
messages.push_back("You do not have permission to create bot by addclass command");
return messages;
@ -1304,7 +1308,7 @@ std::vector<std::string> PlayerbotHolder::HandlePlayerbotCommand(char const* arg
else if (master && member != master->GetGUID())
{
out << ProcessBotCommand(cmdStr, member, master->GetGUID(),
master->GetSession()->GetSecurity() >= SEC_GAMEMASTER,
master->CanBeGameMaster(),
master->GetSession()->GetAccountId(), master->GetGuildId());
}
else if (!master)
@ -1639,7 +1643,7 @@ void PlayerbotMgr::OnPlayerLogin(Player* player)
// For bot texts (DB-driven), prefer the database locale with a safe fallback.
LocaleConstant usedLocale = databaseLocale;
if (usedLocale >= MAX_LOCALES)
if (usedLocale >= TOTAL_LOCALES)
usedLocale = LOCALE_enUS; // fallback
// set locale priority for bot texts

View File

@ -34,6 +34,7 @@
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "PlayerbotFactory.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "Position.h"
#include "RaceMgr.h"
@ -2589,7 +2590,8 @@ void RandomPlayerbotMgr::OnPlayerLogin(Player* player)
{
botAI->SetMaster(player);
botAI->ResetStrategies();
botAI->TellMaster("Hello");
botAI->TellMaster(PlayerbotTextMgr::instance().GetBotTextOrDefault(
"hello", "Hello", {}));
}
break;

View File

@ -0,0 +1,92 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "BisListMgr.h"
#include "DatabaseEnv.h"
#include "Field.h"
#include "Log.h"
#include "QueryResult.h"
void BisListMgr::LoadAll()
{
_bis.clear();
QueryResult result = PlayerbotsDatabase.Query(
"SELECT class, tab, slot, faction, auto_gear_score_limit, item_id FROM playerbots_bis_gear");
if (!result)
{
LOG_INFO("server.loading", "playerbots_bis_gear table missing or empty");
return;
}
uint32 count = 0;
do
{
Field* fields = result->Fetch();
uint8 cls = fields[0].Get<uint8>();
uint8 tab = fields[1].Get<uint8>();
uint8 slot = fields[2].Get<uint8>();
uint8 faction = fields[3].Get<uint8>();
uint16 autoGearScoreLimit = fields[4].Get<uint16>();
uint32 item = fields[5].Get<uint32>();
_bis[autoGearScoreLimit][MakeKey(cls, tab)][faction][slot] = item;
++count;
} while (result->NextRow());
LOG_INFO("server.loading", "Loaded {} BiS entries across {} item levels",
count, static_cast<uint32>(_bis.size()));
}
std::map<uint8, uint32> BisListMgr::GetBisFor(uint16 autoGearScoreLimit, uint8 cls, uint8 tab, uint8 faction) const
{
auto ilvlIt = _bis.find(autoGearScoreLimit);
if (ilvlIt == _bis.end())
return {};
auto comboIt = ilvlIt->second.find(MakeKey(cls, tab));
if (comboIt == ilvlIt->second.end())
return {};
std::map<uint8, uint32> result;
// Base: faction=0 (Both).
auto bothIt = comboIt->second.find(0);
if (bothIt != comboIt->second.end())
result = bothIt->second;
// Faction-specific overrides Both.
if (faction == 1 || faction == 2)
{
auto facIt = comboIt->second.find(faction);
if (facIt != comboIt->second.end())
for (auto const& kv : facIt->second)
result[kv.first] = kv.second;
}
return result;
}
std::map<uint8, uint32> BisListMgr::GetBisForNearest(uint16 requestedIlvl, uint16 maxDrop, uint8 cls, uint8 tab,
uint8 faction, uint16* outResolved) const
{
uint16 floor = requestedIlvl > maxDrop ? requestedIlvl - maxDrop : 1;
for (uint16 try_ilvl = requestedIlvl; try_ilvl >= floor; --try_ilvl)
{
auto result = GetBisFor(try_ilvl, cls, tab, faction);
if (!result.empty())
{
if (outResolved)
*outResolved = try_ilvl;
return result;
}
if (try_ilvl == 0)
break;
}
if (outResolved)
*outResolved = 0;
return {};
}

44
src/Mgr/Item/BisListMgr.h Normal file
View File

@ -0,0 +1,44 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_BISLISTMGR_H
#define _PLAYERBOT_BISLISTMGR_H
#include "Define.h"
#include <map>
class BisListMgr
{
public:
static BisListMgr* instance()
{
static BisListMgr inst;
return &inst;
}
void LoadAll();
// faction: 1=Alliance, 2=Horde. Faction-specific rows override faction=0 (Both).
// Returns slot -> itemId for the matching auto_gear_score_limit tier. Empty map = no data.
std::map<uint8, uint32> GetBisFor(uint16 autoGearScoreLimit, uint8 cls, uint8 tab, uint8 faction) const;
// Closest-lower fallback: scan ilvls down from requested to (requested - maxDrop), return first non-empty set.
// outResolved receives the matched ilvl (0 if nothing matched within the window).
std::map<uint8, uint32> GetBisForNearest(uint16 requestedIlvl, uint16 maxDrop, uint8 cls, uint8 tab,
uint8 faction, uint16* outResolved = nullptr) const;
private:
BisListMgr() = default;
static uint16 MakeKey(uint8 cls, uint8 tab) { return (uint16(cls) << 8) | tab; }
// autoGearScoreLimit -> (cls<<8|tab) -> faction (0/1/2) -> slot -> itemId
std::map<uint16, std::map<uint16, std::map<uint8, std::map<uint8, uint32>>>> _bis;
};
#define sBisListMgr BisListMgr::instance()
#endif

View File

@ -27,7 +27,7 @@ PlayerbotSecurityLevel PlayerbotSecurity::LevelFor(Player* from, DenyReason* rea
}
// GMs always have full access
if (from->GetSession()->GetSecurity() >= SEC_GAMEMASTER)
if (from->CanBeGameMaster())
return PLAYERBOT_SECURITY_ALLOW_ALL;
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
@ -188,8 +188,7 @@ bool PlayerbotSecurity::CheckLevelFor(PlayerbotSecurityLevel level, bool silent,
Player* master = botAI->GetMaster();
if (master && botAI->IsOpposing(master))
if (WorldSession* session = master->GetSession())
if (session->GetSecurity() < SEC_GAMEMASTER)
if (master->GetSession() && !master->CanBeGameMaster())
return false;
std::ostringstream out;

Some files were not shown because too many files have changed in this diff Show More