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Author SHA1 Message Date
kadeshar
6db44b5296
Will of the forsaken (#2231)
<!--
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 -->
Added Will of the Forsaken support. 
Made structure fix for affected files.

Partially resolves: #2002 

## 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/invite undead bot
- start fight (you can use dummy target)
- use `.aura 6215` to fear bot
- bot should use "Will of the Forsaken" to remove debuff


## 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**)

Undead bot use now "Will of the Forsaken" to remove charm, fear or
sleep.

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



## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
- Does this change add bot messages to translate?
    - - [x] No
    - - [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## 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.
-->

OpenCode to review changes


## Final Checklist

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

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

<img width="325" height="77" alt="obraz"
src="https://github.com/user-attachments/assets/729cfdf8-3742-457c-9278-7fcce824e6d0"
/>

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
2026-03-27 11:53:53 -07:00
FutterSillo
45aa6f2f8e
Update valid targets for Hunter Talent: "Improved Tracking" (#2218)
<!--
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 -->

Updates the list of valid targets in NoTrackTrigger::IsActive() for the
hunter talent "Improved Tracking". Including:

        "track beasts",
        "track demons",
        "track dragonkin",
        "track elementals",
        "track giants",
        "track humanoids",
        "track undead",
        // "track hidden",
        // "find herbs",
        // "find minerals",
        // "find fish",
        // "find treasure",

This change ensures standard combat tracking is correctly recognized
while providing commented-out utility options (Hidden, Herbs, Minerals,
Fish, Treasure). This is specifically useful for "Selfbot" users who
want to maintain a specific utility tracking without the bot logic
automatically overriding it and switching back to "Track Humanoids".


## 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.
-->

- Track valid Targets for "Improved Tracking" with a Hunter in selfbot.
Its stay the same.
- Track any other Targets for "Improved Tracking" with a Hunter in
selfbot. Its switch back to "Track Humanoids".



## 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**)



## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
Does this change add bot messages to translate?
- [x] No
- [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## 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.
-->



## Final Checklist

- [x] Stability is not compromised.
- [x] Performance impact is understood, tested, and acceptable.
- [x] Added logic complexity is justified and explained.
- [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>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-03-27 10:38:54 -07:00
kadeshar
bbd9d3e37a
Wait for attack strategy migration (#2211)
## Pull Request Description
Migration of "wait for attack" strategy from cmangos playerbots.

Resolves: https://github.com/mod-playerbots/mod-playerbots/issues/990

## Feature Evaluation
Optional strategy for bots which are in party with real player. 

## How to Test the Changes
- add strategy to bot "nc +wait for attack" and "co +wait for attack"
- set time via command "wait for attack time x" where x is time which
they wait in seconds (you should get response from bot)
- attack any target (for example dummy in main city)(bot should wait
with attack)

## Impact Assessment
    - [ ] No, not at all
    - [x] Minimal impact (**explain below**)
    - [ ] Moderate impact (**explain below**)

Performance wise only bots having this optinal strategy have additional
cost in multiplier which check every attack action that should be
execute.

- 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**)



## Messages to Translate
Does this change add bot messages to translate?
- [ ] No
- [x] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
1740 | Please provide a time to set (in seconds)
1741 | Please provide valid time to set (in seconds) between 0 and 99
1742 | Wait for attack time set to %new_time seconds

## AI Assistance
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.
-->

Copilot CLI - help with migration



## Final Checklist

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

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-03-27 10:38:46 -07:00
dillyns
b172e88010
Resto druids should always be in tree form (#2192)
# Pull Request

Resto druids would not go into tree of life form when in combat until
certain triggers were hit.
They should be in tree of life form all the time.
Move tree form actions from the various triggers to default actions
instead, with highest priority

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?|
When healer druids enter combat their first priority should be entering
tree form.
- Describe the **cheapest implementation** that produces an acceptable
result?
Add tree form action to default healer druid actions instead of
triggers.
- Describe the **runtime cost** when this logic executes across many
bots?
nil
---

## How to Test the Changes

- Have a resto druid bot with tree of life form talented.
- Enter combat
- The druid should immediately enter tree of life form

## Complexity & Impact

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

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

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

If this introduces more advanced or AI-heavy logic:
- - [x] Lightweight mode remains the default
- - [ ] More complex behavior is optional and thereby configurable
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [x] No
- - [ ] Yes (**explain below**)

If yes, please specify:

- AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation)
- Which parts of the change were influenced or generated
- Whether the result was manually reviewed and adapted

AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB
logic. We expect contributors to be honest
about what they do and do not understand.

---

## Final Checklist

- - [x] Stability is not compromised
- - [x] Performance impact is understood, tested, and acceptable
- - [x] Added logic complexity is justified and explained
- - [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-03-27 10:38:39 -07:00
Crow
91eac70ca2
Implement Zul'Aman Strategies (#2186)
# Pull Request

_Implement strategies for all bosses in Zul'Aman. See next post for
overview of implemented strategies._

---

## Design Philosophy

We prioritize **stability, performance, and predictability** over
behavioral realism.
Complex player-mimicking logic is intentionally limited due to its
negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU
usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small
increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and
perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability,
and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All
decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default
configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having
a measurable performance cost.

Principles:

- **Stability before intelligence**  
  A stable system is always preferred over a smarter one.

- **Performance is a shared resource**  
  Any increase in bot cost affects all players and all bots.

- **Simple logic scales better than smart logic**  
Predictable behavior under load is more valuable than perfect decisions.

- **Complexity must justify itself**  
  If a feature cannot clearly explain its cost, it should not exist.

- **Defaults must be cheap**  
  Expensive behavior must always be optional and clearly communicated.

- **Bots should look reasonable, not perfect**  
  The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those
principles.

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
- Describe the **cheapest implementation** that produces an acceptable
result?
- Describe the **runtime cost** when this logic executes across many
bots?

_I have attempted to order checks while taking into account cost and
likelihood and have opted to find lower-cost methods where possible. I
have also not gone as in depth as I have with other strategies,
partially because it is not necessary to complete encounters but also to
try to limit the performance impact. From my observation, including with
pmon, none of the methods should be overly taxing._

---

## How to Test the Changes

- Step-by-step instructions to test the change
- Any required setup (e.g. multiple players, bots, specific
configuration)
- Expected behavior and how to verify it

_Run Zul'Aman. See next post for strategies to test._

## Complexity & Impact

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

_Only in the context of raid strategies, with new methods to consider
and new multipliers to evaluate when bots perform actions with the
instance strategy active._

Does this change increase per-bot or per-tick processing?
- - [ ] No
- - [x] Yes (**describe and justify impact**)

_The impact is only with the "zulaman" strategy active, which will be
applied only in the instance. There is currently a PR open to also
remove instance strategies when leaving the map to get rid of the
residual performance impact._

Could this logic scale poorly under load?
- - [ ] No
- - [x] Yes (**explain why**)

_Technically yes, but I think it is unlikely to have an appreciable
difference unless there are many groups running the instance at the same
time on a large server._

## Defaults & Configuration

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

_Only in the instance. It is a necessary trade-off to consider with raid
strategies that I always keep in mind (degree of automation vs. player
choice)._

If this introduces more advanced or AI-heavy logic:
- - [x] Lightweight mode remains the default
- - [ ] More complex behavior is optional and thereby configurable

_Not exactly sure how to address this question in the context of this
PR, but there aren't any techniques or methods for this strategy that I
have not tried before (or something very similar)._

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [ ] No
- - [x] Yes (**explain below**)

If yes, please specify:

- AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation)
- Which parts of the change were influenced or generated
- Whether the result was manually reviewed and adapted

_Gemini and GPT for some questions about the codebase and C++ and
assistance with drafting a few things like containers that I find more
tedious to do myself._

AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB
logic. We expect contributors to be honest
about what they do and do not understand.

---

## Final Checklist

- - [x] Stability is not compromised
- - [x] Performance impact is understood, tested, and acceptable
- - [x] Added logic complexity is justified and explained
- - [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

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>
2026-03-27 10:38:12 -07:00
NoxMax
c7ac849fbe
Fix: Logout refactor and RNDbot logout error handling (#2131)
# Pull Request

* Improper crash fix by 297f11d3e59f52a29f68188245e6b786c9fa838e. That
fix worked not because setting `logout = true` stops the server from
crashing, but because it stopped the following `if (!logout)` block from
executing at all. In that block `delete target;` was the actual cause of
the crashing and this was recreated in testing.
`botWorldSessionPtr->LogoutPlayer(true);` already deleted target
internally, then comes `delete target;` to delete already freed memory
and the whole thing crashes.

* Players had the ability to logout anyone's alt/addClass bots. Now
there's a check to make sure command is from master.

* When commanded to logout, RNDbots in player's party used to reply with
"I'm logging out!", but they don't, because they shouldn't, because they
are not alt/adClass bots. Now they say "You can't command me to logout!"

* Added early exits for the "logout cancel" block, then I remembered
bots were made to always instantly logout because of past issues with
timed logout. Need to review whether or not we should re-implement timed
logout, or if it's not worth it and its dead code removed with instant
logout remaining the only option.

---

## Design Philosophy

We prioritize **stability, performance, and predictability** over
behavioral realism.
Complex player-mimicking logic is intentionally limited due to its
negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU
usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small
increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and
perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability,
and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All
decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default
configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having
a measurable performance cost.

Principles:

- **Stability before intelligence**  
  A stable system is always preferred over a smarter one.

- **Performance is a shared resource**  
  Any increase in bot cost affects all players and all bots.

- **Simple logic scales better than smart logic**  
Predictable behavior under load is more valuable than perfect decisions.

- **Complexity must justify itself**  
  If a feature cannot clearly explain its cost, it should not exist.

- **Defaults must be cheap**  
  Expensive behavior must always be optional and clearly communicated.

- **Bots should look reasonable, not perfect**  
  The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those
principles.

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
- Describe the **cheapest implementation** that produces an acceptable
result?
- Describe the **runtime cost** when this logic executes across many
bots?

This PR removes more code than it adds, and makes sure that exits happen
as early as possible. It has no effect on processing power and makes the
code slightly more maintainable.

---

## How to Test the Changes

1. Whisper `logout` to any bot whose master is not you. The bot can be
RND/alt/addClass. The bot may have someone else as a master or may not
have a master at all. The bot may be part of a party or not. Regardless,
you are not its master. It should tell you "You are not my master!". Two
players or two instances of the client from two different accounts are
needed for this test, in order for Player A to command a bot to logout,
when the bot's master is Player B.

2. Invite an RND bot to your party. As along as it's in your party, you
are it's master, but RND bots cannot be logged out through chat
commands. If you whisper `logout` to it, it should say "You can't
command me to logout!", and not logout.

3. Whisper to an alt/addClass bot `logout`. The bot can be in your party
or could've been uninvited. All that matters is that you are its master.
It should reply "I'm logging out!"

## Complexity & Impact

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

Does this change increase per-bot or per-tick processing?
- - [x] No
- - [ ] Yes (**describe and justify impact**)

Could this logic scale poorly under load?
- - [x] No
- - [ ] Yes (**explain why**)
---

## Defaults & Configuration

Does this change modify default bot behavior?
- - [ ] No
- - [x] Yes (**explain why**)
In that it fixes wrong behavior.

If this introduces more advanced or AI-heavy logic:
- - [x] Lightweight mode remains the default
- - [x] More complex behavior is optional and thereby configurable
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
- - [ ] No
- - [x] Yes (**explain below**)
Used Claude for code review, and translations.

If yes, please specify:

- AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation)
- Which parts of the change were influenced or generated
- Whether the result was manually reviewed and adapted

AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB
logic. We expect contributors to be honest
about what they do and do not understand.

---

## Lines to Translate

These are keys and defaults of lines that were added/edited, and to be
translated at a later SQL update.

| Key | Default line |
| --- | --- |
| bot_not_your_master | You are not my master! |
| bot_rndbot_no_logout | You can't command me to logout! |
---

## Final Checklist

- - [x] Stability is not compromised
- - [x] Performance impact is understood, tested, and acceptable
- - [x] Added logic complexity is justified and explained
- - [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-03-27 10:38:02 -07:00
NoxMax
e27b429908
Update PR template to reflect translation requirements (#2243)
<!--
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 -->
Updates the PR template regarding translation workflow, noting in the
hidden instructions to the contributor that they must provide the full
translations for any new lines. Also in the instructions the contributor
is pointed to an example in the codebase of how this is done.

Forward facing, the entire section about translations is deleted as it's
not relevant anymore, and a step is added in the final checklist as a
reminder for any needed translations.

This PR itself is using the edited template.


## 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?
- - [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.
-->
2026-03-27 09:23:28 -07:00
50 changed files with 3794 additions and 159 deletions

View File

@ -61,29 +61,14 @@ any impact on performance, you may skip these question. If necessary, a maintain
## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the translations here. You only need to make sure
the message is in a translatable format, and list in the table the message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
- Does this change add bot messages to translate?
- - [ ] No
- - [ ] Yes (**list messages in the table**)
| Message key | Default message |
| --------------- | ------------------ |
| | |
| | |
## 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
- - [ ] Yes (**explain below**)
Was AI assistance used while working on this change?
- - [ ] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code generation).
@ -92,12 +77,25 @@ If yes, please specify:
<!--
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
- - [ ] Stability is not compromised.
- - [ ] Performance impact is understood, tested, and acceptable.
- - [ ] Added logic complexity is justified and explained.
- - [ ] Any new bot dialogue lines are translated.
- - [ ] Documentation updated if needed (Conf comments, WiKi commands).
## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request. -->

View File

@ -0,0 +1,104 @@
-- #########################################################
-- Playerbots - Add texts for SetWaitForAttackTimeAction
-- Localized for all WotLK locales (koKR, frFR, deDE, zhCN,
-- zhTW, esES, esMX, ruRU)
-- #########################################################
DELETE FROM ai_playerbot_texts WHERE name IN ('wait_for_attack_provide_time', 'wait_for_attack_invalid_time', 'wait_for_attack_time_set');
DELETE FROM ai_playerbot_texts_chance WHERE name IN ('wait_for_attack_provide_time', 'wait_for_attack_invalid_time', 'wait_for_attack_time_set');
-- ---------------------------------------------------------
-- wait_for_attack_provide_time
-- Please provide a time to set (in seconds)
-- ---------------------------------------------------------
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 (
1740,
'wait_for_attack_provide_time',
'Please provide a time to set (in seconds)',
0, 0,
-- koKR
'설정할 시간을 입력해 주세요 (초 단위)',
-- frFR
'Veuillez indiquer un temps à définir (en secondes)',
-- deDE
'Bitte gib eine Zeit an (in Sekunden)',
-- zhCN
'请提供要设置的时间(以秒为单位)',
-- zhTW
'請提供要設定的時間(以秒為單位)',
-- esES
'Por favor, indica un tiempo a establecer (en segundos)',
-- esMX
'Por favor, indica un tiempo a establecer (en segundos)',
-- ruRU
'Пожалуйста, укажите время (в секундах)');
INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('wait_for_attack_provide_time', 100);
-- ---------------------------------------------------------
-- wait_for_attack_invalid_time
-- Please provide valid time to set (in seconds) between 0 and 99
-- ---------------------------------------------------------
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 (
1741,
'wait_for_attack_invalid_time',
'Please provide valid time to set (in seconds) between 0 and 99',
0, 0,
-- koKR
'0에서 99 사이의 유효한 시간을 입력해 주세요 (초 단위)',
-- frFR
'Veuillez indiquer un temps valide (en secondes) entre 0 et 99',
-- deDE
'Bitte gib eine gültige Zeit an (in Sekunden) zwischen 0 und 99',
-- zhCN
'请提供有效的时间(以秒为单位),范围为 0 到 99',
-- zhTW
'請提供有效的時間(以秒為單位),範圍為 0 到 99',
-- esES
'Por favor, indica un tiempo válido (en segundos) entre 0 y 99',
-- esMX
'Por favor, indica un tiempo válido (en segundos) entre 0 y 99',
-- ruRU
'Пожалуйста, укажите допустимое время (в секундах) от 0 до 99');
INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('wait_for_attack_invalid_time', 100);
-- ---------------------------------------------------------
-- wait_for_attack_time_set
-- Wait for attack time set to %new_time seconds
-- ---------------------------------------------------------
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 (
1742,
'wait_for_attack_time_set',
'Wait for attack time set to %new_time seconds',
0, 0,
-- koKR
'공격 대기 시간이 %new_time초로 설정되었습니다',
-- frFR
'Temps d''attente avant l''attaque défini à %new_time secondes',
-- deDE
'Wartezeit vor dem Angriff auf %new_time Sekunden gesetzt',
-- zhCN
'等待攻击时间已设置为 %new_time 秒',
-- zhTW
'等待攻擊時間已設定為 %new_time 秒',
-- esES
'Tiempo de espera para atacar establecido en %new_time segundos',
-- esMX
'Tiempo de espera para atacar establecido en %new_time segundos',
-- ruRU
'Время ожидания атаки установлено на %new_time секунд');
INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('wait_for_attack_time_set', 100);

View File

@ -0,0 +1,59 @@
-- Translations for additional logout related messages
DELETE FROM ai_playerbot_texts WHERE name IN ('bot_not_your_master', 'bot_rndbot_no_logout');
DELETE FROM ai_playerbot_texts_chance WHERE name IN ('bot_not_your_master', 'bot_rndbot_no_logout');
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 (
1740,
'bot_not_your_master',
"You are not my master!",
0, 0,
-- koKR
"당신은 내 주인이 아닙니다!",
-- frFR
"Tu n'es pas mon maître !",
-- deDE
"Du bist nicht mein Meister!",
-- zhCN
"你不是我的主人!",
-- zhTW
"你不是我的主人!",
-- esES
"¡No eres mi amo!",
-- esMX
"¡No eres mi amo!",
-- ruRU
"Ты не мой хозяин!");
INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('bot_not_your_master', 100);
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 (
1741,
'bot_rndbot_no_logout',
"You can't command me to logout!",
0, 0,
-- koKR
"당신은 나에게 로그아웃을 명령할 수 없습니다!",
-- frFR
"Tu ne peux pas m'ordonner de me déconnecter !",
-- deDE
"Du kannst mir nicht befehlen, mich auszuloggen!",
-- zhCN
"你不能命令我下线!",
-- zhTW
"你不能命令我登出!",
-- esES
"¡No puedes ordenarme que cierre sesión!",
-- esMX
"¡No puedes ordenarme que cierre sesión!",
-- ruRU
"Ты не можешь приказать мне выйти из игры!");
INSERT INTO ai_playerbot_texts_chance (name, probability) VALUES ('bot_rndbot_no_logout', 100);

View File

@ -65,6 +65,7 @@
#include "NewRpgAction.h"
#include "FishingAction.h"
#include "CancelChannelAction.h"
#include "WaitForAttackAction.h"
class PlayerbotAI;
@ -164,6 +165,7 @@ public:
creators["blood fury"] = &ActionContext::blood_fury;
creators["berserking"] = &ActionContext::berserking;
creators["every man for himself"] = &ActionContext::every_man_for_himself;
creators["will of the forsaken"] = &ActionContext::will_of_the_forsaken;
creators["use trinket"] = &ActionContext::use_trinket;
creators["auto talents"] = &ActionContext::auto_talents;
creators["auto share quest"] = &ActionContext::auto_share_quest;
@ -263,6 +265,7 @@ public:
creators["new rpg wander npc"] = &ActionContext::new_rpg_wander_npc;
creators["new rpg do quest"] = &ActionContext::new_rpg_do_quest;
creators["new rpg travel flight"] = &ActionContext::new_rpg_travel_flight;
creators["wait for attack keep safe distance"] = &ActionContext::wait_for_attack_keep_safe_distance;
}
private:
@ -359,6 +362,7 @@ private:
static Action* blood_fury(PlayerbotAI* botAI) { return new CastBloodFuryAction(botAI); }
static Action* berserking(PlayerbotAI* botAI) { return new CastBerserkingAction(botAI); }
static Action* every_man_for_himself(PlayerbotAI* botAI) { return new CastEveryManForHimselfAction(botAI); }
static Action* will_of_the_forsaken(PlayerbotAI* botAI) { return new CastWillOfTheForsakenAction(botAI); }
static Action* use_trinket(PlayerbotAI* botAI) { return new UseTrinketAction(botAI); }
static Action* auto_talents(PlayerbotAI* botAI) { return new AutoSetTalentsAction(botAI); }
static Action* auto_share_quest(PlayerbotAI* ai) { return new AutoShareQuestAction(ai); }
@ -458,6 +462,7 @@ private:
static Action* new_rpg_wander_npc(PlayerbotAI* ai) { return new NewRpgWanderNpcAction(ai); }
static Action* new_rpg_do_quest(PlayerbotAI* ai) { return new NewRpgDoQuestAction(ai); }
static Action* new_rpg_travel_flight(PlayerbotAI* ai) { return new NewRpgTravelFlightAction(ai); }
static Action* wait_for_attack_keep_safe_distance(PlayerbotAI* ai) { return new WaitForAttackKeepSafeDistanceAction(ai); }
};
#endif

View File

@ -14,6 +14,7 @@
#include "ServerFacade.h"
#include "SharedDefines.h"
#include "Unit.h"
#include "WaitForAttackStrategy.h"
bool AttackAction::Execute(Event /*event*/)
{
@ -164,6 +165,7 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
botAI->ChangeEngine(BOT_STATE_COMBAT);
if (!WaitForAttackStrategy::ShouldWait(botAI))
bot->Attack(target, shouldMelee);
/* prevent pet dead immediately in group */
// if (bot->GetMap()->IsDungeon() && bot->GetGroup() && !target->IsInCombat())

View File

@ -1,63 +0,0 @@
/*
* 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.
*/
#pragma once
#include <string>
#include <functional>
#include "Common.h"
#include "Group.h"
#include "Chat.h"
#include "Language.h"
class Player;
class PlayerbotAI;
namespace ai::buff
{
// Build an aura qualifier "single + greater" to avoid double-buffing
std::string MakeAuraQualifierForBuff(std::string const& name);
// Returns the group spell name for a given single-target buff.
// If no group equivalent exists, returns "".
std::string GroupVariantFor(std::string const& name);
// Checks if the bot has the required reagents to cast a spell (by its spellId).
// Returns false if the spellId is invalid.
bool HasRequiredReagents(Player* bot, uint32 spellId);
// Applies the "switch to group buff" policy if: the bot is in a group of size x+,
// the group variant is known/useful, and reagents are available. Otherwise, returns baseName.
// If announceOnMissing == true and reagents are missing, calls the 'announce' callback
// (if provided) to notify the party/raid.
std::string UpgradeToGroupIfAppropriate(
Player* bot,
PlayerbotAI* botAI,
std::string const& baseName,
bool announceOnMissing = false,
std::function<void(std::string const&)> announce = {}
);
}
namespace ai::chat {
inline std::function<void(std::string const&)> MakeGroupAnnouncer(Player* me)
{
return [me](std::string const& msg)
{
if (Group* g = me->GetGroup())
{
WorldPacket data;
ChatMsg type = g->isRaidGroup() ? CHAT_MSG_RAID : CHAT_MSG_PARTY;
ChatHandler::BuildChatPacket(data, type, LANG_UNIVERSAL, me, /*receiver=*/nullptr, msg.c_str());
g->BroadcastPacket(&data, true, -1, me->GetGUID());
}
else
{
me->Say(msg, LANG_UNIVERSAL);
}
};
}
}

View File

@ -17,10 +17,11 @@
#include "WorldPacket.h"
#include "Group.h"
#include "Chat.h"
#include "GenericBuffUtils.h"
#include "Ai/Base/Util/GenericBuffUtils.h"
#include "PlayerbotAI.h"
using ai::buff::MakeAuraQualifierForBuff;
using ai::spell::HasSpellOrCategoryCooldown;
CastSpellAction::CastSpellAction(PlayerbotAI* botAI, std::string const spell)
: Action(botAI, spell), range(botAI->GetRange("spell")), spell(spell)
@ -320,7 +321,7 @@ bool CastEveryManForHimselfAction::isPossible()
if (!bot->HasSpell(spellId))
return false;
if (bot->HasSpellCooldown(spellId))
if (HasSpellOrCategoryCooldown(bot, spellId))
return false;
return true;
@ -328,11 +329,36 @@ bool CastEveryManForHimselfAction::isPossible()
bool CastEveryManForHimselfAction::isUseful()
{
return bot->HasAuraType(SPELL_AURA_MOD_STUN) ||
return (bot->HasAuraType(SPELL_AURA_MOD_STUN) ||
bot->HasAuraType(SPELL_AURA_MOD_FEAR) ||
bot->HasAuraType(SPELL_AURA_MOD_ROOT) ||
bot->HasAuraType(SPELL_AURA_MOD_CONFUSE) ||
bot->HasAuraType(SPELL_AURA_MOD_CHARM);
bot->HasAuraType(SPELL_AURA_MOD_CHARM))
&& CastSpellAction::isUseful();
}
bool CastWillOfTheForsakenAction::isPossible()
{
uint32 spellId = AI_VALUE2(uint32, "spell id", spell);
if (!spellId)
return false;
if (!bot->HasSpell(spellId))
return false;
if (HasSpellOrCategoryCooldown(bot, spellId))
return false;
return true;
}
bool CastWillOfTheForsakenAction::isUseful()
{
return (bot->HasAuraType(SPELL_AURA_MOD_FEAR) ||
bot->HasAuraType(SPELL_AURA_MOD_CHARM) ||
bot->HasAuraType(SPELL_AURA_AOE_CHARM) ||
bot->HasAuraWithMechanic(1 << MECHANIC_SLEEP))
&& CastSpellAction::isUseful();
}
bool UseTrinketAction::Execute(Event /*event*/)

View File

@ -294,6 +294,16 @@ public:
bool isUseful() override;
};
class CastWillOfTheForsakenAction : public CastSpellAction
{
public:
CastWillOfTheForsakenAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "will of the forsaken") {}
std::string const GetTargetName() override { return "self target"; }
bool isPossible() override;
bool isUseful() override;
};
class UseTrinketAction : public Action
{
public:

View File

@ -0,0 +1,166 @@
/*
* 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 "WaitForAttackAction.h"
#include <algorithm>
#include <cctype>
#include "ObjectAccessor.h"
#include "PlayerbotAI.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "TravelMgr.h"
#include "WaitForAttackStrategy.h"
namespace
{
WorldPosition GetBestPoint(AiObjectContext* context, Player* bot, Unit* target,
float minDistance, float maxDistance)
{
WorldPosition botPosition(bot);
WorldPosition targetPosition(target);
int8 startDir = urand(0, 1) * 2 - 1;
float const radiansIncrement = (5.0f / 180.0f) * static_cast<float>(M_PI);
float startAngle = targetPosition.getAngleTo(botPosition) +
frand(0.0f, radiansIncrement) * startDir;
float distance = frand(minDistance, maxDistance);
GuidVector enemies = AI_VALUE(GuidVector, "possible targets no los");
for (float tryAngle = 0.0f; tryAngle < static_cast<float>(M_PI); tryAngle += radiansIncrement)
{
for (int8 tryDir = -1; tryAngle && tryDir < 1; tryDir += 2)
{
float pointAngle = startAngle + tryAngle * startDir * tryDir;
float x = targetPosition.GetPositionX() + distance * cos(pointAngle);
float y = targetPosition.GetPositionY() + distance * sin(pointAngle);
float z = targetPosition.GetPositionZ() + 1.0f;
WorldPosition point(targetPosition.GetMapId(), x, y, z);
point.setZ(point.getHeight());
// Check line of sight to target
if (!target->IsWithinLOS(point.GetPositionX(), point.GetPositionY(),
point.GetPositionZ() + bot->GetCollisionHeight()))
continue;
// Check if enemies are close to this point
bool enemyClose = false;
for (ObjectGuid const& enemyGUID : enemies)
{
Unit* enemy = ObjectAccessor::GetUnit(*bot, enemyGUID);
if (enemy && enemy->IsWithinLOSInMap(bot) && enemy->IsHostileTo(bot))
{
float enemyAttackRange = enemy->GetCombatReach() + ATTACK_DISTANCE;
WorldPosition enemyPos(enemy);
if (enemyPos.sqDistance(point) <= (enemyAttackRange * enemyAttackRange))
{
enemyClose = true;
break;
}
}
}
if (enemyClose)
continue;
// Check if bot can path to this point
if (!botPosition.canPathTo(point, bot))
continue;
return point;
}
}
return botPosition;
}
} // namespace
bool WaitForAttackKeepSafeDistanceAction::Execute(Event /*event*/)
{
Unit* target = AI_VALUE(Unit*, "current target");
// If our target is moving towards a stationary unit, use that unit as anchor
if (target && !target->IsStopped())
{
ObjectGuid targetGuid = target->GetTarget();
if (targetGuid)
{
Unit* targetsTarget = ObjectAccessor::GetUnit(*target, targetGuid);
if (targetsTarget && targetsTarget->IsStopped())
target = targetsTarget;
}
}
if (target && target->IsAlive())
{
float safeDistance = std::max(
target->GetCombatReach() + ATTACK_DISTANCE,
WaitForAttackStrategy::GetSafeDistance());
float safeDistanceThreshold = WaitForAttackStrategy::GetSafeDistanceThreshold();
WorldPosition bestPoint = GetBestPoint(context, bot, target,
safeDistance - safeDistanceThreshold, safeDistance);
if (bestPoint)
return MoveTo(bestPoint.GetMapId(), bestPoint.GetPositionX(),
bestPoint.GetPositionY(), bestPoint.GetPositionZ());
}
return false;
}
bool SetWaitForAttackTimeAction::Execute(Event event)
{
std::string newTimeStr = event.getParam();
if (newTimeStr.empty())
{
std::string const text = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"wait_for_attack_provide_time",
"Please provide a time to set (in seconds)",
std::map<std::string, std::string>());
botAI->TellMaster(text);
return false;
}
if (!std::all_of(newTimeStr.begin(), newTimeStr.end(), ::isdigit))
{
std::string const text = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"wait_for_attack_invalid_time",
"Please provide valid time to set (in seconds) between 0 and 99",
std::map<std::string, std::string>());
botAI->TellMaster(text);
return false;
}
int newTime = std::stoi(newTimeStr);
if (newTime < 0 || newTime > 99)
{
std::string const text = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"wait_for_attack_invalid_time",
"Please provide valid time to set (in seconds) between 0 and 99",
std::map<std::string, std::string>());
botAI->TellMaster(text);
return false;
}
context->GetValue<uint8>("wait for attack time")->Set(static_cast<uint8>(newTime));
std::map<std::string, std::string> placeholders;
placeholders["%new_time"] = std::to_string(newTime);
std::string const text = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"wait_for_attack_time_set",
"Wait for attack time set to %new_time seconds",
placeholders);
botAI->TellMaster(text);
return true;
}

View File

@ -0,0 +1,31 @@
/*
* 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_WAITFORATTACKACTION_H
#define _PLAYERBOT_WAITFORATTACKACTION_H
#include "MovementActions.h"
class PlayerbotAI;
class WaitForAttackKeepSafeDistanceAction : public MovementAction
{
public:
WaitForAttackKeepSafeDistanceAction(PlayerbotAI* botAI)
: MovementAction(botAI, "wait for attack keep safe distance") {}
bool Execute(Event event) override;
};
class SetWaitForAttackTimeAction : public Action
{
public:
SetWaitForAttackTimeAction(PlayerbotAI* botAI)
: Action(botAI, "wait for attack time") {}
bool Execute(Event event) override;
};
#endif

View File

@ -84,6 +84,7 @@
#include "TellGlyphsAction.h"
#include "EquipGlyphsAction.h"
#include "PetsAction.h"
#include "WaitForAttackAction.h"
class ChatActionContext : public NamedObjectContext<Action>
{
@ -199,6 +200,7 @@ public:
creators["pet"] = &ChatActionContext::pet;
creators["pet attack"] = &ChatActionContext::pet_attack;
creators["roll"] = &ChatActionContext::roll_action;
creators["wait for attack time"] = &ChatActionContext::wait_for_attack_time;
}
private:
@ -311,6 +313,7 @@ private:
static Action* pet(PlayerbotAI* botAI) { return new PetsAction(botAI); }
static Action* pet_attack(PlayerbotAI* botAI) { return new PetsAction(botAI, "attack"); }
static Action* roll_action(PlayerbotAI* botAI) { return new RollAction(botAI); }
static Action* wait_for_attack_time(PlayerbotAI* botAI) { return new SetWaitForAttackTimeAction(botAI); }
};
#endif

View File

@ -145,6 +145,7 @@ public:
creators["pet"] = &ChatTriggerContext::pet;
creators["pet attack"] = &ChatTriggerContext::pet_attack;
creators["roll"] = &ChatTriggerContext::roll_action;
creators["wait for attack time"] = &ChatTriggerContext::wait_for_attack_time;
}
private:
@ -269,6 +270,7 @@ private:
static Trigger* pet(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "pet"); }
static Trigger* pet_attack(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "pet attack"); }
static Trigger* roll_action(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "roll"); }
static Trigger* wait_for_attack_time(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "wait for attack time"); }
};
#endif

View File

@ -199,4 +199,5 @@ ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : Pas
supported.push_back("glyph equip"); // Added for custom Glyphs
supported.push_back("pet");
supported.push_back("pet attack");
supported.push_back("wait for attack time");
}

View File

@ -37,6 +37,9 @@ void RacialsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(new TriggerNode(
"loss of control", { NextAction("every man for himself", ACTION_EMERGENCY + 1) }));
triggers.push_back(new TriggerNode(
"fear charm sleep", { NextAction("will of the forsaken", ACTION_EMERGENCY + 1) }));
}
RacialsStrategy::RacialsStrategy(PlayerbotAI* botAI) : Strategy(botAI)

View File

@ -0,0 +1,93 @@
/*
* 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 "WaitForAttackStrategy.h"
#include "Action.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
#include "Strategy.h"
void WaitForAttackStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
triggers.push_back(new TriggerNode(
"wait for attack safe distance",
{
NextAction("wait for attack keep safe distance", ACTION_RAID)
}
));
}
void WaitForAttackStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
multipliers.push_back(new WaitForAttackMultiplier(botAI));
}
bool WaitForAttackStrategy::ShouldWait(PlayerbotAI* botAI)
{
if (botAI->HasStrategy("wait for attack", BOT_STATE_COMBAT))
{
Player* bot = botAI->GetBot();
if (bot->GetGroup() && botAI->HasRealPlayerMaster())
{
// Don't wait if the current target is an enemy player
Unit* target = botAI->GetAiObjectContext()->GetValue<Unit*>("current target")->Get();
if (target && target->IsPlayer())
return false;
AiObjectContext* context = botAI->GetAiObjectContext();
time_t combatStartTime = context->GetValue<time_t>("combat start time")->Get();
if (bot->IsInCombat())
{
if (combatStartTime == 0)
{
combatStartTime = time(nullptr);
context->GetValue<time_t>("combat start time")->Set(combatStartTime);
}
time_t elapsedTime = time(nullptr) - combatStartTime;
return elapsedTime < GetWaitTime(botAI);
}
else
{
if (combatStartTime != 0)
context->GetValue<time_t>("combat start time")->Set(0);
}
}
}
return false;
}
uint8 WaitForAttackStrategy::GetWaitTime(PlayerbotAI* botAI)
{
return botAI->GetAiObjectContext()->GetValue<uint8>("wait for attack time")->Get();
}
float WaitForAttackStrategy::GetSafeDistance()
{
return sPlayerbotAIConfig.spellDistance;
}
float WaitForAttackMultiplier::GetValue(Action* action)
{
std::string const& actionName = action->getName();
if (actionName != "wait for attack keep safe distance" &&
actionName != "dps assist" &&
actionName != "set facing" &&
actionName != "pull my target" &&
actionName != "pull rti target" &&
actionName != "pull start" &&
actionName != "pull action" &&
actionName != "pull end")
{
return WaitForAttackStrategy::ShouldWait(botAI) ? 0.0f : 1.0f;
}
return 1.0f;
}

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@ -0,0 +1,39 @@
/*
* 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_WAITFORATTACKSTRATEGY_H
#define _PLAYERBOT_WAITFORATTACKSTRATEGY_H
#include "Multiplier.h"
#include "Strategy.h"
class PlayerbotAI;
class WaitForAttackStrategy : public Strategy
{
public:
WaitForAttackStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
std::string const getName() override { return "wait for attack"; }
static bool ShouldWait(PlayerbotAI* botAI);
static uint8 GetWaitTime(PlayerbotAI* botAI);
static float GetSafeDistance();
static float GetSafeDistanceThreshold() { return 2.5f; }
private:
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
void InitMultipliers(std::vector<Multiplier*>& multipliers) override;
};
class WaitForAttackMultiplier : public Multiplier
{
public:
WaitForAttackMultiplier(PlayerbotAI* botAI) : Multiplier(botAI, "wait for attack") {}
float GetValue(Action* action) override;
};
#endif

View File

@ -50,6 +50,7 @@
#include "TravelStrategy.h"
#include "UseFoodStrategy.h"
#include "UsePotionsStrategy.h"
#include "WaitForAttackStrategy.h"
#include "WorldPacketHandlerStrategy.h"
class StrategyContext : public NamedObjectContext<Strategy>
@ -124,6 +125,7 @@ public:
creators["worldbuff"] = &StrategyContext::world_buff;
creators["use bobber"] = &StrategyContext::bobber_strategy;
creators["master fishing"] = &StrategyContext::master_fishing;
creators["wait for attack"] = &StrategyContext::wait_for_attack;
}
private:
@ -195,6 +197,7 @@ private:
static Strategy* world_buff(PlayerbotAI* botAI) { return new WorldBuffStrategy(botAI); }
static Strategy* bobber_strategy(PlayerbotAI* botAI) { return new UseBobberStrategy(botAI); }
static Strategy* master_fishing(PlayerbotAI* botAI) { return new MasterFishingStrategy(botAI); }
static Strategy* wait_for_attack(PlayerbotAI* botAI) { return new WaitForAttackStrategy(botAI); }
};
class MovementStrategyContext : public NamedObjectContext<Strategy>

View File

@ -473,6 +473,14 @@ bool LossOfControlTrigger::IsActive()
bot->HasAuraType(SPELL_AURA_MOD_CHARM);
}
bool FearCharmSleepTrigger::IsActive()
{
return bot->HasAuraType(SPELL_AURA_MOD_FEAR) ||
bot->HasAuraType(SPELL_AURA_MOD_CHARM) ||
bot->HasAuraType(SPELL_AURA_AOE_CHARM) ||
bot->HasAuraWithMechanic(1 << MECHANIC_SLEEP);
}
bool HasAuraStackTrigger::IsActive()
{
Aura* aura = botAI->GetAura(getName(), GetTarget(), false, true, stack);

View File

@ -754,6 +754,14 @@ public:
bool IsActive() override;
};
class FearCharmSleepTrigger : public Trigger
{
public:
FearCharmSleepTrigger(PlayerbotAI* botAI) : Trigger(botAI, "fear charm sleep", 1) {}
bool IsActive() override;
};
class IsSwimmingTrigger : public Trigger
{
public:

View File

@ -0,0 +1,49 @@
/*
* 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_WAITFORATTACKTRIGGERS_H
#define _PLAYERBOT_WAITFORATTACKTRIGGERS_H
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "Trigger.h"
#include "WaitForAttackStrategy.h"
class PlayerbotAI;
class WaitForAttackSafeDistanceTrigger : public Trigger
{
public:
WaitForAttackSafeDistanceTrigger(PlayerbotAI* botAI)
: Trigger(botAI, "wait for attack safe distance") {}
bool IsActive() override
{
if (!WaitForAttackStrategy::ShouldWait(botAI))
return false;
// Do not move if stay strategy is set
if (botAI->HasStrategy("stay", botAI->GetState()))
return false;
// Do not move if currently being targeted
if (!bot->getAttackers().empty())
return false;
Unit* target = AI_VALUE(Unit*, "current target");
if (!target)
return false;
float safeDistance = WaitForAttackStrategy::GetSafeDistance();
float safeDistanceThreshold = WaitForAttackStrategy::GetSafeDistanceThreshold();
float distanceToTarget = ServerFacade::instance().GetDistance2d(bot, target);
return (distanceToTarget > (safeDistance + safeDistanceThreshold)) ||
(distanceToTarget < (safeDistance - safeDistanceThreshold));
}
};
#endif

View File

@ -20,6 +20,7 @@
#include "RtiTriggers.h"
#include "StuckTriggers.h"
#include "TravelTriggers.h"
#include "WaitForAttackTriggers.h"
class PlayerbotAI;
@ -60,6 +61,7 @@ public:
creators["generic boost"] = &TriggerContext::generic_boost;
creators["loss of control"] = &TriggerContext::loss_of_control;
creators["fear charm sleep"] = &TriggerContext::fear_charm_sleep;
creators["protect party member"] = &TriggerContext::protect_party_member;
@ -231,6 +233,7 @@ public:
creators["can fish"] = &TriggerContext::can_fish;
creators["can use fishing bobber"] = &TriggerContext::can_use_fishing_bobber;
creators["new pet"] = &TriggerContext::new_pet;
creators["wait for attack safe distance"] = &TriggerContext::wait_for_attack_safe_distance;
}
private:
@ -365,6 +368,7 @@ private:
}
static Trigger* generic_boost(PlayerbotAI* botAI) { return new GenericBoostTrigger(botAI); }
static Trigger* loss_of_control(PlayerbotAI* botAI) { return new LossOfControlTrigger(botAI); }
static Trigger* fear_charm_sleep(PlayerbotAI* botAI) { return new FearCharmSleepTrigger(botAI); }
static Trigger* PartyMemberCriticalHealth(PlayerbotAI* botAI)
{
return new PartyMemberCriticalHealthTrigger(botAI);
@ -434,6 +438,7 @@ private:
static Trigger* can_fish(PlayerbotAI* ai) { return new CanFishTrigger(ai); }
static Trigger* can_use_fishing_bobber(PlayerbotAI* ai) { return new CanUseFishingBobberTrigger(ai); }
static Trigger* new_pet(PlayerbotAI* ai) { return new NewPetTrigger(ai); }
static Trigger* wait_for_attack_safe_distance(PlayerbotAI* ai) { return new WaitForAttackSafeDistanceTrigger(ai); }
};
#endif

View File

@ -143,3 +143,28 @@ namespace ai::buff
return castName;
}
}
namespace ai::spell
{
bool HasSpellOrCategoryCooldown(Player* bot, uint32 spellId)
{
if (bot->HasSpellCooldown(spellId))
return true;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
return false;
uint32 category = spellInfo->GetCategory();
if (!category)
return false;
for (auto const& [cooldownSpellId, cooldown] : bot->GetSpellCooldownMap())
{
if (cooldown.category == category && bot->GetSpellCooldownDelay(cooldownSpellId) > 0)
return true;
}
return false;
}
}

View File

@ -0,0 +1,68 @@
/*
* 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.
*/
#pragma once
#include <string>
#include <functional>
#include "Common.h"
#include "Group.h"
#include "Chat.h"
#include "Language.h"
class Player;
class PlayerbotAI;
namespace ai::buff
{
// Build an aura qualifier "single + greater" to avoid double-buffing
std::string MakeAuraQualifierForBuff(std::string const& name);
// Returns the group spell name for a given single-target buff.
// If no group equivalent exists, returns "".
std::string GroupVariantFor(std::string const& name);
// Checks if the bot has the required reagents to cast a spell (by its spellId).
// Returns false if the spellId is invalid.
bool HasRequiredReagents(Player* bot, uint32 spellId);
// Applies the "switch to group buff" policy if: the bot is in a group of size x+,
// the group variant is known/useful, and reagents are available. Otherwise, returns baseName.
// If announceOnMissing == true and reagents are missing, calls the 'announce' callback
// (if provided) to notify the party/raid.
std::string UpgradeToGroupIfAppropriate(
Player* bot,
PlayerbotAI* botAI,
std::string const& baseName,
bool announceOnMissing = false,
std::function<void(std::string const&)> announce = {}
);
}
namespace ai::spell
{
bool HasSpellOrCategoryCooldown(Player* bot, uint32 spellId);
}
namespace ai::chat {
inline std::function<void(std::string const&)> MakeGroupAnnouncer(Player* me)
{
return [me](std::string const& msg)
{
if (Group* g = me->GetGroup())
{
WorldPacket data;
ChatMsg type = g->isRaidGroup() ? CHAT_MSG_RAID : CHAT_MSG_PARTY;
ChatHandler::BuildChatPacket(data, type, LANG_UNIVERSAL, me, /*receiver=*/nullptr, msg.c_str());
g->BroadcastPacket(&data, true, -1, me->GetGUID());
}
else
{
me->Say(msg, LANG_UNIVERSAL);
}
};
}
}

View File

@ -0,0 +1,25 @@
/*
* 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_WAITFORATTACKTIMEVALUE_H
#define _PLAYERBOT_WAITFORATTACKTIMEVALUE_H
#include "Value.h"
class PlayerbotAI;
class WaitForAttackTimeValue : public ManualSetValue<uint8>
{
public:
WaitForAttackTimeValue(PlayerbotAI* botAI) : ManualSetValue<uint8>(botAI, 10, "wait for attack time") {}
};
class CombatStartTimeValue : public ManualSetValue<time_t>
{
public:
CombatStartTimeValue(PlayerbotAI* botAI) : ManualSetValue<time_t>(botAI, 0, "combat start time") {}
};
#endif

View File

@ -91,6 +91,7 @@
#include "ThreatValues.h"
#include "TradeValues.h"
#include "Value.h"
#include "WaitForAttackTimeValue.h"
class PlayerbotAI;
@ -322,6 +323,8 @@ public:
creators["can fish"] = &ValueContext::can_fish;
creators["can use fishing bobber"] = &ValueContext::can_use_fishing_bobber;
creators["fishing spot"] = &ValueContext::fishing_spot;
creators["wait for attack time"] = &ValueContext::wait_for_attack_time;
creators["combat start time"] = &ValueContext::combat_start_time;
}
private:
@ -578,6 +581,8 @@ private:
{
return new ManualSetValue<bool>(ai, false, "custom_glyphs");
}
static UntypedValue* wait_for_attack_time(PlayerbotAI* ai) { return new WaitForAttackTimeValue(ai); }
static UntypedValue* combat_start_time(PlayerbotAI* ai) { return new CombatStartTimeValue(ai); }
};
#endif

View File

@ -112,6 +112,7 @@ public:
creators["mangle (cat)"] = &DruidTriggerFactoryInternal::mangle_cat;
creators["ferocious bite time"] = &DruidTriggerFactoryInternal::ferocious_bite_time;
creators["hurricane channel check"] = &DruidTriggerFactoryInternal::hurricane_channel_check;
creators["no healer dps strategy"] = &DruidTriggerFactoryInternal::no_healer_dps_strategy;
}
private:
@ -149,6 +150,7 @@ private:
static Trigger* mangle_cat(PlayerbotAI* ai) { return new MangleCatTrigger(ai); }
static Trigger* ferocious_bite_time(PlayerbotAI* ai) { return new FerociousBiteTimeTrigger(ai); }
static Trigger* hurricane_channel_check(PlayerbotAI* ai) { return new HurricaneChannelCheckTrigger(ai); }
static Trigger* no_healer_dps_strategy(PlayerbotAI* ai) { return new NoHealerDpsStrategyTrigger(ai); }
};
class DruidAiObjectContextInternal : public NamedObjectContext<Action>

View File

@ -149,10 +149,10 @@ void DruidHealerDpsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(
new TriggerNode("healer should attack",
{
NextAction("cancel tree form", ACTION_DEFAULT + 0.3f),
NextAction("moonfire", ACTION_DEFAULT + 0.2f),
NextAction("wrath", ACTION_DEFAULT + 0.1f),
NextAction("starfire", ACTION_DEFAULT),
NextAction("cancel tree form", ACTION_DEFAULT + 0.4f),
NextAction("moonfire", ACTION_DEFAULT + 0.3f),
NextAction("wrath", ACTION_DEFAULT + 0.2f),
NextAction("starfire", ACTION_DEFAULT + 0.1f),
}));
}

View File

@ -33,6 +33,10 @@ void HealDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
GenericDruidStrategy::InitTriggers(triggers);
// no healer dps strategy
triggers.push_back(new TriggerNode("no healer dps strategy",
{ NextAction("tree form", ACTION_DEFAULT) }));
triggers.push_back(new TriggerNode(
"party member to heal out of spell range",
{ NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 9) }));

View File

@ -280,4 +280,15 @@ protected:
static const std::set<uint32> HURRICANE_SPELL_IDS;
};
class NoHealerDpsStrategyTrigger : public Trigger
{
public:
NoHealerDpsStrategyTrigger(PlayerbotAI* botAI) : Trigger(botAI, "no healer dps strategy") {}
bool IsActive() override
{
return !botAI->HasStrategy("healer dps", BOT_STATE_COMBAT);
}
};
#endif

View File

@ -107,6 +107,8 @@ bool SwitchToMeleeTrigger::IsActive()
ServerFacade::instance().IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "current target"), 8.0f));
}
// Valid targets for "Improved Tracking".
// Optional/Utility targets (uncomment for selfbot).
bool NoTrackTrigger::IsActive()
{
std::vector<std::string> track_list = {
@ -115,8 +117,13 @@ bool NoTrackTrigger::IsActive()
"track dragonkin",
"track elementals",
"track giants",
"track hidden",
"track humanoids"
"track humanoids",
"track undead",
// "track hidden",
// "find herbs",
// "find minerals",
// "find fish",
// "find treasure",
};
for (auto &track: track_list)

View File

@ -11,7 +11,7 @@
#include "Playerbots.h"
#include "SharedDefines.h"
#include "../../../../../src/server/scripts/Spells/spell_generic.cpp"
#include "GenericBuffUtils.h"
#include "Ai/Base/Util/GenericBuffUtils.h"
#include "Group.h"
#include "ObjectAccessor.h"

View File

@ -11,6 +11,7 @@
#include "RaidNaxxStrategy.h"
#include "RaidSSCStrategy.h"
#include "RaidTempestKeepStrategy.h"
#include "RaidZulAmanStrategy.h"
#include "RaidOsStrategy.h"
#include "RaidEoEStrategy.h"
#include "RaidVoAStrategy.h"
@ -32,6 +33,7 @@ public:
creators["naxx"] = &RaidStrategyContext::naxx;
creators["ssc"] = &RaidStrategyContext::ssc;
creators["tempestkeep"] = &RaidStrategyContext::tempestkeep;
creators["zulaman"] = &RaidStrategyContext::zulaman;
creators["wotlk-os"] = &RaidStrategyContext::wotlk_os;
creators["wotlk-eoe"] = &RaidStrategyContext::wotlk_eoe;
creators["voa"] = &RaidStrategyContext::voa;
@ -50,6 +52,7 @@ private:
static Strategy* naxx(PlayerbotAI* botAI) { return new RaidNaxxStrategy(botAI); }
static Strategy* ssc(PlayerbotAI* botAI) { return new RaidSSCStrategy(botAI); }
static Strategy* tempestkeep(PlayerbotAI* botAI) { return new RaidTempestKeepStrategy(botAI); }
static Strategy* zulaman(PlayerbotAI* botAI) { return new RaidZulAmanStrategy(botAI); }
static Strategy* wotlk_os(PlayerbotAI* botAI) { return new RaidOsStrategy(botAI); }
static Strategy* wotlk_eoe(PlayerbotAI* botAI) { return new RaidEoEStrategy(botAI); }
static Strategy* voa(PlayerbotAI* botAI) { return new RaidVoAStrategy(botAI); }

View File

@ -116,8 +116,8 @@ public:
creators["kael'thas sunstrider assign legendary weapon dps priority"] =
&RaidTempestKeepActionContext::kaelthas_sunstrider_assign_legendary_weapon_dps_priority;
creators["kael'thas sunstrider main tank move devastation away"] =
&RaidTempestKeepActionContext::kaelthas_sunstrider_main_tank_move_devastation_away;
creators["kael'thas sunstrider move devastation away"] =
&RaidTempestKeepActionContext::kaelthas_sunstrider_move_devastation_away;
creators["kael'thas sunstrider loot legendary weapons"] =
&RaidTempestKeepActionContext::kaelthas_sunstrider_loot_legendary_weapons;
@ -255,7 +255,7 @@ private:
static Action* kaelthas_sunstrider_assign_legendary_weapon_dps_priority(
PlayerbotAI* botAI) { return new KaelthasSunstriderAssignLegendaryWeaponDpsPriorityAction(botAI); }
static Action* kaelthas_sunstrider_main_tank_move_devastation_away(
static Action* kaelthas_sunstrider_move_devastation_away(
PlayerbotAI* botAI) { return new KaelthasSunstriderMoveDevastationAwayAction(botAI); }
static Action* kaelthas_sunstrider_loot_legendary_weapons(

View File

@ -105,7 +105,7 @@ void RaidTempestKeepStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
NextAction("kael'thas sunstrider assign legendary weapon dps priority", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("kael'thas sunstrider legendary axe casts whirlwind", {
NextAction("kael'thas sunstrider main tank move devastation away", ACTION_EMERGENCY + 1) }));
NextAction("kael'thas sunstrider move devastation away", ACTION_EMERGENCY + 1) }));
triggers.push_back(new TriggerNode("kael'thas sunstrider legendary weapons are dead and lootable", {
NextAction("kael'thas sunstrider loot legendary weapons", ACTION_RAID) }));

View File

@ -0,0 +1,745 @@
/*
* 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 "RaidZulAmanActions.h"
#include "RaidZulAmanHelpers.h"
#include "Playerbots.h"
#include "RaidBossHelpers.h"
using namespace ZulAmanHelpers;
// Trash
bool AmanishiMedicineManMarkWardAction::Execute(Event /*event*/)
{
if (Unit* protectiveWard = GetFirstAliveUnitByEntry(
botAI, static_cast<uint32>(ZulAmanNPCs::NPC_AMANI_PROTECTIVE_WARD)))
{
MarkTargetWithSkull(bot, protectiveWard);
}
else if (Unit* healingWard = GetFirstAliveUnitByEntry(
botAI, static_cast<uint32>(ZulAmanNPCs::NPC_AMANI_HEALING_WARD)))
{
MarkTargetWithSkull(bot, healingWard);
}
return false;
}
// Akil'zon <Eagle Avatar>
bool AkilzonMisdirectBossToMainTankAction::Execute(Event /*event*/)
{
Unit* akilzon = AI_VALUE2(Unit*, "find target", "akil'zon");
if (!akilzon)
return false;
Player* mainTank = GetGroupMainTank(botAI, bot);
if (!mainTank)
return false;
if (botAI->CanCastSpell("misdirection", mainTank))
return botAI->CastSpell("misdirection", mainTank);
if (bot->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_MISDIRECTION)) &&
botAI->CanCastSpell("steady shot", akilzon))
return botAI->CastSpell("steady shot", akilzon);
return false;
}
bool AkilzonTanksPositionBossAction::Execute(Event /*event*/)
{
Unit* akilzon = AI_VALUE2(Unit*, "find target", "akil'zon");
if (!akilzon)
return false;
if (bot->GetVictim() != akilzon)
return Attack(akilzon);
if (akilzon->GetVictim() == bot)
{
const Position& position = AKILZON_TANK_POSITION;
float distToPosition =
bot->GetExactDist2d(position.GetPositionX(), position.GetPositionY());
if (distToPosition > 2.0f)
{
float dX = position.GetPositionX() - bot->GetPositionX();
float dY = position.GetPositionY() - bot->GetPositionY();
float moveDist = std::min(10.0f, distToPosition);
float moveX = bot->GetPositionX() + (dX / distToPosition) * moveDist;
float moveY = bot->GetPositionY() + (dY / distToPosition) * moveDist;
return MoveTo(ZULAMAN_MAP_ID, moveX, moveY, bot->GetPositionZ(), false, false,
false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
}
return false;
}
bool AkilzonSpreadRangedAction::Execute(Event /*event*/)
{
constexpr float minDistance = 13.0f;
constexpr uint32 minInterval = 1000;
if (Unit* nearestPlayer = GetNearestPlayerInRadius(bot, minDistance))
return FleePosition(nearestPlayer->GetPosition(), minDistance, minInterval);
return false;
}
bool AkilzonMoveToEyeOfTheStormAction::Execute(Event /*event*/)
{
Player* target = GetElectricalStormTarget(bot);
if (!target && !botAI->IsMainTank(bot))
target = GetGroupMainTank(botAI, bot);
if (target && bot->GetExactDist2d(target) > 2.0f)
{
botAI->Reset();
return MoveTo(ZULAMAN_MAP_ID, target->GetPositionX(), target->GetPositionY(),
bot->GetPositionZ(), false, false, false, false,
MovementPriority::MOVEMENT_FORCED, true, false);
}
return false;
}
bool AkilzonManageElectricalStormTimerAction::Execute(Event /*event*/)
{
const time_t now = std::time(nullptr);
const uint32 instanceId = bot->GetMap()->GetInstanceId();
Unit* akilzon = AI_VALUE2(Unit*, "find target", "akil'zon");
if (akilzon)
{
auto [it, inserted] = akilzonStormTimer.try_emplace(instanceId, now);
return inserted;
}
else if (!bot->IsInCombat() && !akilzon && akilzonStormTimer.erase(instanceId) > 0)
{
return true;
}
return false;
}
// Nalorakk <Bear Avatar>
bool NalorakkMisdirectBossToMainTankAction::Execute(Event /*event*/)
{
Unit* nalorakk = AI_VALUE2(Unit*, "find target", "nalorakk");
if (!nalorakk)
return false;
Player* mainTank = GetGroupMainTank(botAI, bot);
if (!mainTank)
return false;
if (botAI->CanCastSpell("misdirection", mainTank))
return botAI->CastSpell("misdirection", mainTank);
if (bot->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_MISDIRECTION)) &&
botAI->CanCastSpell("steady shot", nalorakk))
return botAI->CastSpell("steady shot", nalorakk);
return false;
}
bool NalorakkTanksPositionBossAction::Execute(Event /*event*/)
{
if (!botAI->IsMainTank(bot) && !botAI->IsAssistTankOfIndex(bot, 0, true))
return false;
Unit* nalorakk = AI_VALUE2(Unit*, "find target", "nalorakk");
if (!nalorakk)
return false;
if (botAI->IsMainTank(bot))
return MainTankPositionTrollForm(nalorakk);
else
return FirstAssistTankPositionBearForm(nalorakk);
}
bool NalorakkTanksPositionBossAction::MainTankPositionTrollForm(Unit* nalorakk)
{
if (!nalorakk->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_BEARFORM)))
{
if (bot->GetVictim() != nalorakk)
return Attack(nalorakk);
if (nalorakk->GetVictim() != bot)
return botAI->DoSpecificAction("taunt spell", Event(), true);
}
const Position& position = NALORAKK_TANK_POSITION;
float distToPosition =
bot->GetExactDist2d(position.GetPositionX(), position.GetPositionY());
if (distToPosition > 2.0f)
{
float dX = position.GetPositionX() - bot->GetPositionX();
float dY = position.GetPositionY() - bot->GetPositionY();
float moveDist = std::min(10.0f, distToPosition);
float moveX = bot->GetPositionX() + (dX / distToPosition) * moveDist;
float moveY = bot->GetPositionY() + (dY / distToPosition) * moveDist;
return MoveTo(ZULAMAN_MAP_ID, moveX, moveY, bot->GetPositionZ(), false, false,
false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
return false;
}
bool NalorakkTanksPositionBossAction::FirstAssistTankPositionBearForm(Unit* nalorakk)
{
if (nalorakk->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_BEARFORM)))
{
if (bot->GetVictim() != nalorakk)
return Attack(nalorakk);
if (nalorakk->GetVictim() != bot)
return botAI->DoSpecificAction("taunt spell", Event(), true);
}
const Position& position = NALORAKK_TANK_POSITION;
float distToPosition =
bot->GetExactDist2d(position.GetPositionX(), position.GetPositionY());
if (distToPosition > 2.0f)
{
float dX = position.GetPositionX() - bot->GetPositionX();
float dY = position.GetPositionY() - bot->GetPositionY();
float moveDist = std::min(10.0f, distToPosition);
float moveX = bot->GetPositionX() + (dX / distToPosition) * moveDist;
float moveY = bot->GetPositionY() + (dY / distToPosition) * moveDist;
return MoveTo(ZULAMAN_MAP_ID, moveX, moveY, bot->GetPositionZ(), false, false,
false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
return false;
}
bool NalorakkSpreadRangedAction::Execute(Event /*event*/)
{
constexpr float minDistance = 11.0f;
constexpr uint32 minInterval = 1000;
if (Unit* nearestPlayer = GetNearestPlayerInRadius(bot, minDistance))
return FleePosition(nearestPlayer->GetPosition(), minDistance, minInterval);
return false;
}
// Jan'alai <Dragonhawk Avatar>
bool JanalaiMisdirectBossToMainTankAction::Execute(Event /*event*/)
{
Unit* janalai = AI_VALUE2(Unit*, "find target", "jan'alai");
if (!janalai)
return false;
Player* mainTank = GetGroupMainTank(botAI, bot);
if (!mainTank)
return false;
if (botAI->CanCastSpell("misdirection", mainTank))
return botAI->CastSpell("misdirection", mainTank);
if (bot->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_MISDIRECTION)) &&
botAI->CanCastSpell("steady shot", janalai))
return botAI->CastSpell("steady shot", janalai);
return false;
}
bool JanalaiTanksPositionBossAction::Execute(Event /*event*/)
{
Unit* janalai = AI_VALUE2(Unit*, "find target", "jan'alai");
if (!janalai)
return false;
if (bot->GetVictim() != janalai)
return Attack(janalai);
if (janalai->GetVictim() == bot)
{
const Position& position = JANALAI_TANK_POSITION;
float distToPosition =
bot->GetExactDist2d(position.GetPositionX(), position.GetPositionY());
if (distToPosition > 2.0f)
{
float dX = position.GetPositionX() - bot->GetPositionX();
float dY = position.GetPositionY() - bot->GetPositionY();
float moveDist = std::min(10.0f, distToPosition);
float moveX = bot->GetPositionX() + (dX / distToPosition) * moveDist;
float moveY = bot->GetPositionY() + (dY / distToPosition) * moveDist;
return MoveTo(ZULAMAN_MAP_ID, moveX, moveY, bot->GetPositionZ(), false, false,
false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
}
return false;
}
bool JanalaiSpreadRangedInCircleAction::Execute(Event /*event*/)
{
Group* group = bot->GetGroup();
if (!group)
return false;
std::vector<Player*> rangedMembers;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !botAI->IsRanged(member))
continue;
rangedMembers.push_back(member);
}
if (rangedMembers.empty())
return false;
auto findIt = std::find(rangedMembers.begin(), rangedMembers.end(), bot);
size_t botIndex =
(findIt != rangedMembers.end()) ? std::distance(rangedMembers.begin(), findIt) : 0;
size_t count = rangedMembers.size();
if (count == 0)
return false;
constexpr float radius = 15.0f;
float angle = (count == 1) ? 0.0f :
(2.0f * M_PI * static_cast<float>(botIndex) / static_cast<float>(count));
float targetX = JANALAI_TANK_POSITION.GetPositionX() + radius * std::cos(angle);
float targetY = JANALAI_TANK_POSITION.GetPositionY() + radius * std::sin(angle);
if (bot->GetExactDist2d(targetX, targetY) > 2.0f)
{
return MoveTo(ZULAMAN_MAP_ID, targetX, targetY, bot->GetPositionZ(), false, false,
false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
return false;
}
bool JanalaiAvoidFireBombsAction::Execute(Event /*event*/)
{
auto const& bombs = GetAllHazardTriggers(
bot, static_cast<uint32>(ZulAmanNPCs::NPC_FIRE_BOMB), 50.0f);
if (bombs.empty())
return false;
constexpr float hazardRadius = 5.0f;
bool inDanger = false;
for (Unit* bomb : bombs)
{
if (bot->GetDistance2d(bomb) < hazardRadius)
{
inDanger = true;
break;
}
}
if (!inDanger)
return false;
const Position& janalaiCenter = JANALAI_TANK_POSITION;
constexpr float safeZoneRadius = 17.0f;
Position safestPos =
FindSafestNearbyPosition(bot, bombs, janalaiCenter, safeZoneRadius, hazardRadius, false);
bot->AttackStop();
bot->InterruptNonMeleeSpells(true);
return MoveTo(ZULAMAN_MAP_ID, safestPos.GetPositionX(), safestPos.GetPositionY(),
bot->GetPositionZ(), false, false, false, false,
MovementPriority::MOVEMENT_FORCED, true, false);
}
bool JanalaiMarkAmanishiHatchersAction::Execute(Event /*event*/)
{
auto [hatcherLow, hatcherHigh] = GetAmanishiHatcherPair(botAI);
if (hatcherLow && hatcherHigh && hatcherHigh != hatcherLow)
{
MarkTargetWithSkull(bot, hatcherLow);
MarkTargetWithMoon(bot, hatcherHigh);
SetRtiTarget(botAI, "skull", hatcherLow);
}
return false;
}
// Halazzi <Lynx Avatar>
bool HalazziMisdirectBossToMainTankAction::Execute(Event /*event*/)
{
Unit* halazzi = AI_VALUE2(Unit*, "find target", "halazzi");
if (!halazzi)
return false;
Player* mainTank = GetGroupMainTank(botAI, bot);
if (!mainTank)
return false;
if (botAI->CanCastSpell("misdirection", mainTank))
return botAI->CastSpell("misdirection", mainTank);
if (bot->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_MISDIRECTION)) &&
botAI->CanCastSpell("steady shot", halazzi))
return botAI->CastSpell("steady shot", halazzi);
return false;
}
bool HalazziMainTankPositionBossAction::Execute(Event /*event*/)
{
Unit* halazzi = AI_VALUE2(Unit*, "find target", "halazzi");
if (!halazzi)
return false;
MarkTargetWithStar(bot, halazzi);
SetRtiTarget(botAI, "star", halazzi);
if (bot->GetVictim() != halazzi)
return Attack(halazzi);
if (halazzi->GetVictim() == bot)
{
const Position& position = HALAZZI_TANK_POSITION;
float distToPosition =
bot->GetExactDist2d(position.GetPositionX(), position.GetPositionY());
if (distToPosition > 2.0f)
{
float dX = position.GetPositionX() - bot->GetPositionX();
float dY = position.GetPositionY() - bot->GetPositionY();
float moveDist = std::min(10.0f, distToPosition);
float moveX = bot->GetPositionX() + (dX / distToPosition) * moveDist;
float moveY = bot->GetPositionY() + (dY / distToPosition) * moveDist;
return MoveTo(ZULAMAN_MAP_ID, moveX, moveY, bot->GetPositionZ(), false, false,
false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
}
return false;
}
bool HalazziFirstAssistTankAttackSpiritLynxAction::Execute(Event /*event*/)
{
bool targetFound = false;
if (Unit* lynx = AI_VALUE2(Unit*, "find target", "spirit of the lynx"))
{
MarkTargetWithCircle(bot, lynx);
SetRtiTarget(botAI, "circle", lynx);
if (bot->GetVictim() != lynx)
return Attack(lynx);
if (lynx->GetVictim() != bot)
return botAI->DoSpecificAction("taunt spell", Event(), true);
targetFound = true;
}
else if (Unit* halazzi = AI_VALUE2(Unit*, "find target", "halazzi"))
{
SetRtiTarget(botAI, "star", halazzi);
if (bot->GetVictim() != halazzi)
return Attack(halazzi);
targetFound = true;
}
if (!targetFound)
return false;
const Position& position = HALAZZI_TANK_POSITION;
float distToPosition =
bot->GetExactDist2d(position.GetPositionX(), position.GetPositionY());
if (distToPosition > 2.0f)
{
float dX = position.GetPositionX() - bot->GetPositionX();
float dY = position.GetPositionY() - bot->GetPositionY();
float moveDist = std::min(10.0f, distToPosition);
float moveX = bot->GetPositionX() + (dX / distToPosition) * moveDist;
float moveY = bot->GetPositionY() + (dY / distToPosition) * moveDist;
return MoveTo(ZULAMAN_MAP_ID, moveX, moveY, bot->GetPositionZ(), false, false,
false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
return false;
}
bool HalazziAssignDpsPriorityAction::Execute(Event /*event*/)
{
// Target priority 1: Corrupted Lightning Totems
if (Unit* totem = GetFirstAliveUnitByEntry(
botAI, static_cast<uint32>(ZulAmanNPCs::NPC_CORRUPTED_LIGHTNING_TOTEM)))
{
MarkTargetWithSkull(bot, totem);
SetRtiTarget(botAI, "skull", totem);
if (bot->GetTarget() != totem->GetGUID())
return Attack(totem);
return false;
}
// Target priority 2: Halazzi
if (Unit* halazzi = AI_VALUE2(Unit*, "find target", "halazzi"))
{
SetRtiTarget(botAI, "star", halazzi);
if (bot->GetTarget() != halazzi->GetGUID())
return Attack(halazzi);
}
// Don't attack the Lynx
return false;
}
// Hex Lord Malacrass
bool HexLordMalacrassMisdirectBossToMainTankAction::Execute(Event /*event*/)
{
Unit* malacrass = AI_VALUE2(Unit*, "find target", "hex lord malacrass");
if (!malacrass)
return false;
Player* mainTank = GetGroupMainTank(botAI, bot);
if (!mainTank)
return false;
if (botAI->CanCastSpell("misdirection", mainTank))
return botAI->CastSpell("misdirection", mainTank);
if (bot->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_MISDIRECTION)) &&
botAI->CanCastSpell("steady shot", malacrass))
return botAI->CastSpell("steady shot", malacrass);
return false;
}
bool HexLordMalacrassAssignDpsPriorityAction::Execute(Event /*event*/)
{
static constexpr uint32 priorityEntries[] =
{
static_cast<uint32>(ZulAmanNPCs::NPC_LORD_RAADAN),
static_cast<uint32>(ZulAmanNPCs::NPC_ALYSON_ANTILLE),
static_cast<uint32>(ZulAmanNPCs::NPC_KORAGG),
static_cast<uint32>(ZulAmanNPCs::NPC_DARKHEART),
static_cast<uint32>(ZulAmanNPCs::NPC_FENSTALKER),
static_cast<uint32>(ZulAmanNPCs::NPC_GAZAKROTH),
static_cast<uint32>(ZulAmanNPCs::NPC_THURG),
static_cast<uint32>(ZulAmanNPCs::NPC_SLITHER),
static_cast<uint32>(ZulAmanNPCs::NPC_HEX_LORD_MALACRASS)
};
auto const& targets =
botAI->GetAiObjectContext()->GetValue<GuidVector>("possible targets no los")->Get();
Unit* priorityTarget = nullptr;
for (uint32 entry : priorityEntries)
{
for (auto const& guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (unit && unit->IsAlive() && unit->GetEntry() == entry)
{
priorityTarget = unit;
break;
}
}
if (priorityTarget)
break;
}
if (priorityTarget)
{
MarkTargetWithSkull(bot, priorityTarget);
SetRtiTarget(botAI, "skull", priorityTarget);
}
return false;
}
bool HexLordMalacrassRunAwayFromWhirlwindAction::Execute(Event /*event*/)
{
if (Unit* malacrass = AI_VALUE2(Unit*, "find target", "hex lord malacrass"))
{
float currentDistance = bot->GetDistance2d(malacrass);
constexpr float safeDistance = 9.0f;
if (currentDistance < safeDistance)
{
bot->AttackStop();
bot->InterruptNonMeleeSpells(true);
return MoveAway(malacrass, safeDistance - currentDistance);
}
}
return false;
}
bool HexLordMalacrassCastersStopAttackingAction::Execute(Event /*event*/)
{
Unit* malacrass = AI_VALUE2(Unit*, "find target", "hex lord malacrass");
if (!malacrass ||
!malacrass->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_HEX_LORD_SPELL_REFLECTION)))
return false;
if (bot->GetVictim() == malacrass)
{
bot->AttackStop();
bot->InterruptNonMeleeSpells(true);
return true;
}
return false;
}
bool HexLordMalacrassMoveAwayFromFreezingTrapAction::Execute(Event /*event*/)
{
GameObject* trapGo = bot->FindNearestGameObject(
static_cast<uint32>(ZulAmanObjects::GO_FREEZING_TRAP), 20.0f, true);
if (!trapGo)
return false;
float currentDistance = bot->GetDistance2d(trapGo);
constexpr float safeDistance = 6.0f;
constexpr uint32 minInterval = 0;
if (currentDistance < safeDistance)
return FleePosition(trapGo->GetPosition(), safeDistance, minInterval);
return false;
}
// Zul'jin
bool ZuljinMisdirectBossToMainTankAction::Execute(Event /*event*/)
{
Unit* zuljin = AI_VALUE2(Unit*, "find target", "zul'jin");
if (!zuljin)
return false;
Player* mainTank = GetGroupMainTank(botAI, bot);
if (!mainTank)
return false;
if (botAI->CanCastSpell("misdirection", mainTank))
return botAI->CastSpell("misdirection", mainTank);
if (bot->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_MISDIRECTION)) &&
botAI->CanCastSpell("steady shot", zuljin))
return botAI->CastSpell("steady shot", zuljin);
return false;
}
bool ZuljinTanksPositionBossAction::Execute(Event /*event*/)
{
Unit* zuljin = AI_VALUE2(Unit*, "find target", "zul'jin");
if (!zuljin)
return false;
if (bot->GetVictim() != zuljin)
return Attack(zuljin);
if (zuljin->GetVictim() == bot)
{
const Position& position = ZULJIN_TANK_POSITION;
float distToPosition =
bot->GetExactDist2d(position.GetPositionX(), position.GetPositionY());
if (distToPosition > 2.0f)
{
float dX = position.GetPositionX() - bot->GetPositionX();
float dY = position.GetPositionY() - bot->GetPositionY();
float moveDist = std::min(10.0f, distToPosition);
float moveX = bot->GetPositionX() + (dX / distToPosition) * moveDist;
float moveY = bot->GetPositionY() + (dY / distToPosition) * moveDist;
return MoveTo(ZULAMAN_MAP_ID, moveX, moveY, bot->GetPositionZ(), false, false,
false, false, MovementPriority::MOVEMENT_COMBAT, true, true);
}
}
return false;
}
bool ZuljinRunAwayFromWhirlwindAction::Execute(Event /*event*/)
{
if (Unit* zuljin = AI_VALUE2(Unit*, "find target", "zul'jin"))
{
float currentDistance = bot->GetExactDist2d(zuljin);
constexpr float safeDistance = 10.0f;
if (currentDistance < safeDistance)
{
bot->AttackStop();
bot->InterruptNonMeleeSpells(true);
return MoveAway(zuljin, safeDistance - currentDistance);
}
}
return false;
}
bool ZuljinAvoidCyclonesAction::Execute(Event /*event*/)
{
auto const& cyclones = GetAllHazardTriggers(
bot, static_cast<uint32>(ZulAmanNPCs::NPC_FEATHER_VORTEX), 50.0f);
if (cyclones.empty())
return false;
constexpr float hazardRadius = 6.0f;
bool inDanger = false;
for (Unit* cyclone : cyclones)
{
if (bot->GetDistance2d(cyclone) < hazardRadius)
{
inDanger = true;
break;
}
}
if (!inDanger)
return false;
const Position& zuljinCenter = ZULJIN_TANK_POSITION;
constexpr float safeZoneRadius = 30.0f;
Position safestPos =
FindSafestNearbyPosition(bot, cyclones, zuljinCenter, safeZoneRadius, hazardRadius, true);
bot->AttackStop();
bot->InterruptNonMeleeSpells(true);
return MoveTo(ZULAMAN_MAP_ID, safestPos.GetPositionX(), safestPos.GetPositionY(),
bot->GetPositionZ(), false, false, false, false,
MovementPriority::MOVEMENT_FORCED, true, false);
}
bool ZuljinSpreadRangedAction::Execute(Event /*event*/)
{
constexpr float minDistance = 6.0f;
constexpr uint32 minInterval = 1000;
if (Unit* nearestPlayer = GetNearestPlayerInRadius(bot, minDistance))
return FleePosition(nearestPlayer->GetPosition(), minDistance, minInterval);
return false;
}

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@ -0,0 +1,253 @@
/*
* 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_RAIDZULAMANACTIONS_H
#define _PLAYERBOT_RAIDZULAMANACTIONS_H
#include "Action.h"
#include "AttackAction.h"
#include "MovementActions.h"
// Trash
class AmanishiMedicineManMarkWardAction : public Action
{
public:
AmanishiMedicineManMarkWardAction(
PlayerbotAI* botAI, std::string const name = "amani'shi medicine man mark ward") : Action(botAI, name) {}
bool Execute(Event event) override;
};
// Akil'zon <Eagle Avatar>
class AkilzonMisdirectBossToMainTankAction : public AttackAction
{
public:
AkilzonMisdirectBossToMainTankAction(
PlayerbotAI* botAI, std::string const name = "akil'zon misdirect boss to main tank") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class AkilzonTanksPositionBossAction : public AttackAction
{
public:
AkilzonTanksPositionBossAction(
PlayerbotAI* botAI, std::string const name = "akil'zon tanks position boss") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class AkilzonSpreadRangedAction : public MovementAction
{
public:
AkilzonSpreadRangedAction(
PlayerbotAI* botAI, std::string const name = "akil'zon spread ranged") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class AkilzonMoveToEyeOfTheStormAction : public MovementAction
{
public:
AkilzonMoveToEyeOfTheStormAction(
PlayerbotAI* botAI, std::string const name = "akil'zon move to eye of the storm") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class AkilzonManageElectricalStormTimerAction : public Action
{
public:
AkilzonManageElectricalStormTimerAction(
PlayerbotAI* botAI, std::string const name = "akil'zon manage electrical storm timer") : Action(botAI, name) {}
bool Execute(Event event) override;
};
// Nalorakk <Bear Avatar>
class NalorakkMisdirectBossToMainTankAction : public AttackAction
{
public:
NalorakkMisdirectBossToMainTankAction(
PlayerbotAI* botAI, std::string const name = "nalorakk misdirect boss to main tank") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class NalorakkTanksPositionBossAction : public AttackAction
{
public:
NalorakkTanksPositionBossAction(
PlayerbotAI* botAI, std::string const name = "nalorakk tanks position boss") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
private:
bool MainTankPositionTrollForm(Unit* nalorakk);
bool FirstAssistTankPositionBearForm(Unit* nalorakk);
};
class NalorakkSpreadRangedAction : public MovementAction
{
public:
NalorakkSpreadRangedAction(
PlayerbotAI* botAI, std::string const name = "nalorakk spread ranged") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
// Jan'alai <Dragonhawk Avatar>
class JanalaiMisdirectBossToMainTankAction : public AttackAction
{
public:
JanalaiMisdirectBossToMainTankAction(
PlayerbotAI* botAI, std::string const name = "jan'alai misdirect boss to main tank") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class JanalaiTanksPositionBossAction : public AttackAction
{
public:
JanalaiTanksPositionBossAction(
PlayerbotAI* botAI, std::string const name = "jan'alai tanks position boss") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class JanalaiSpreadRangedInCircleAction : public MovementAction
{
public:
JanalaiSpreadRangedInCircleAction(
PlayerbotAI* botAI, std::string const name = "jan'alai spread ranged in circle") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class JanalaiAvoidFireBombsAction : public MovementAction
{
public:
JanalaiAvoidFireBombsAction(PlayerbotAI* botAI, std::string const name = "jan'alai avoid fire bombs") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class JanalaiMarkAmanishiHatchersAction : public Action
{
public:
JanalaiMarkAmanishiHatchersAction(
PlayerbotAI* botAI, std::string const name = "jan'alai mark amani'shi hatchers") : Action(botAI, name) {}
bool Execute(Event event) override;
};
// Halazzi <Lynx Avatar>
class HalazziMisdirectBossToMainTankAction : public AttackAction
{
public:
HalazziMisdirectBossToMainTankAction(
PlayerbotAI* botAI, std::string const name = "halazzi misdirect boss to main tank") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class HalazziMainTankPositionBossAction : public AttackAction
{
public:
HalazziMainTankPositionBossAction(
PlayerbotAI* botAI, std::string const name = "halazzi main tank position boss") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class HalazziFirstAssistTankAttackSpiritLynxAction : public AttackAction
{
public:
HalazziFirstAssistTankAttackSpiritLynxAction(
PlayerbotAI* botAI, std::string const name = "halazzi first assist tank attack spirit lynx") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class HalazziAssignDpsPriorityAction : public AttackAction
{
public:
HalazziAssignDpsPriorityAction(
PlayerbotAI* botAI, std::string const name = "halazzi assign dps priority") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
// Hex Lord Malacrass
class HexLordMalacrassMisdirectBossToMainTankAction : public AttackAction
{
public:
HexLordMalacrassMisdirectBossToMainTankAction(
PlayerbotAI* botAI, std::string const name = "hex lord malacrass misdirect boss to main tank") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class HexLordMalacrassAssignDpsPriorityAction : public AttackAction
{
public:
HexLordMalacrassAssignDpsPriorityAction(
PlayerbotAI* botAI, std::string const name = "hex lord malacrass assign dps priority") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class HexLordMalacrassRunAwayFromWhirlwindAction : public MovementAction
{
public:
HexLordMalacrassRunAwayFromWhirlwindAction(
PlayerbotAI* botAI, std::string const name = "hex lord malacrass run away from whirlwind") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class HexLordMalacrassCastersStopAttackingAction : public Action
{
public:
HexLordMalacrassCastersStopAttackingAction(
PlayerbotAI* botAI, std::string const name = "hex lord malacrass casters stop attacking") : Action(botAI, name) {}
bool Execute(Event event) override;
};
class HexLordMalacrassMoveAwayFromFreezingTrapAction : public MovementAction
{
public:
HexLordMalacrassMoveAwayFromFreezingTrapAction(
PlayerbotAI* botAI, std::string const name = "hex lord malacrass move away from freezing trap") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
// Zul'jin
class ZuljinMisdirectBossToMainTankAction : public AttackAction
{
public:
ZuljinMisdirectBossToMainTankAction(
PlayerbotAI* botAI, std::string const name = "zul'jin misdirect boss to main tank") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class ZuljinTanksPositionBossAction : public AttackAction
{
public:
ZuljinTanksPositionBossAction(
PlayerbotAI* botAI, std::string const name = "zul'jin tanks position boss") : AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class ZuljinRunAwayFromWhirlwindAction : public MovementAction
{
public:
ZuljinRunAwayFromWhirlwindAction(
PlayerbotAI* botAI, std::string const name = "zul'jin run away from whirlwind") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class ZuljinAvoidCyclonesAction : public MovementAction
{
public:
ZuljinAvoidCyclonesAction(PlayerbotAI* botAI, std::string const name = "zul'jin avoid cyclones") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class ZuljinSpreadRangedAction : public MovementAction
{
public:
ZuljinSpreadRangedAction(
PlayerbotAI* botAI, std::string const name = "zul'jin spread ranged") : MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
#endif

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/*
* 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 "RaidZulAmanMultipliers.h"
#include "RaidZulAmanActions.h"
#include "RaidZulAmanHelpers.h"
#include "ChooseTargetActions.h"
#include "DKActions.h"
#include "DruidBearActions.h"
#include "FollowActions.h"
#include "GenericSpellActions.h"
#include "HunterActions.h"
#include "MageActions.h"
#include "PaladinActions.h"
#include "Playerbots.h"
#include "PriestActions.h"
#include "RaidBossHelpers.h"
#include "ReachTargetActions.h"
#include "RogueActions.h"
#include "ShamanActions.h"
#include "WarlockActions.h"
#include "WarriorActions.h"
using namespace ZulAmanHelpers;
// Akil'zon <Eagle Avatar>
float AkilzonDisableCombatFormationMoveMultiplier::GetValue(Action* action)
{
if (!AI_VALUE2(Unit*, "find target", "akil'zon"))
return 1.0f;
if (dynamic_cast<CombatFormationMoveAction*>(action) &&
!dynamic_cast<SetBehindTargetAction*>(action))
return 0.0f;
return 1.0f;
}
float AkilzonStayInEyeOfTheStormMultiplier::GetValue(Action* action)
{
if (!AI_VALUE2(Unit*, "find target", "akil'zon") /* ||
!GetElectricalStormTarget(bot)*/)
return 1.0f;
auto it = akilzonStormTimer.find(bot->GetMap()->GetInstanceId());
if (it == akilzonStormTimer.end() ||
!IsInStormWindow(it->second, std::time(nullptr)))
return 1.0f;
if (dynamic_cast<CastReachTargetSpellAction*>(action) ||
dynamic_cast<CastKillingSpreeAction*>(action) ||
dynamic_cast<CastBlinkBackAction*>(action) ||
dynamic_cast<CastDisengageAction*>(action) ||
dynamic_cast<SetBehindTargetAction*>(action) ||
dynamic_cast<FleeAction*>(action) ||
dynamic_cast<FollowAction*>(action) ||
dynamic_cast<ReachTargetAction*>(action))
return 0.0f;
return 1.0f;
}
// Nalorakk <Bear Avatar>
float NalorakkDisableTankActionsMultiplier::GetValue(Action* action)
{
if (!botAI->IsTank(bot))
return 1.0f;
Unit* nalorakk = AI_VALUE2(Unit*, "find target", "nalorakk");
if (!nalorakk)
return 1.0f;
if (dynamic_cast<TankFaceAction*>(action))
return 0.0f;
if (bot->GetVictim() == nullptr)
return 1.0f;
bool shouldTankBoss = false;
if (botAI->IsMainTank(bot) &&
!nalorakk->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_BEARFORM)))
shouldTankBoss = true;
if (botAI->IsAssistTankOfIndex(bot, 0, true) &&
nalorakk->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_BEARFORM)))
shouldTankBoss = true;
if (!shouldTankBoss &&
(dynamic_cast<TankAssistAction*>(action) ||
dynamic_cast<CastTauntAction*>(action) ||
dynamic_cast<CastGrowlAction*>(action) ||
dynamic_cast<CastHandOfReckoningAction*>(action) ||
dynamic_cast<CastDarkCommandAction*>(action)))
return 0.0f;
return 1.0f;
}
float NalorakkControlMisdirectionMultiplier::GetValue(Action* action)
{
if (bot->getClass() != CLASS_HUNTER ||
!AI_VALUE2(Unit*, "find target", "nalorakk"))
return 1.0f;
if (dynamic_cast<CastMisdirectionOnMainTankAction*>(action))
return 0.0f;
return 1.0f;
}
// Jan'alai <Dragonhawk Avatar>
float JanalaiDisableTankActionsMultiplier::GetValue(Action* action)
{
if (!botAI->IsTank(bot) ||
!AI_VALUE2(Unit*, "find target", "jan'alai"))
return 1.0f;
if (dynamic_cast<TankFaceAction*>(action))
return 0.0f;
if (bot->GetVictim() == nullptr)
return 1.0f;
if (botAI->IsMainTank(bot) &&
dynamic_cast<TankAssistAction*>(action))
return 0.0f;
if (botAI->IsAssistTank(bot) &&
!GetFirstAliveUnitByEntry(
botAI, static_cast<uint32>(ZulAmanNPCs::NPC_AMANI_DRAGONHAWK_HATCHLING)) &&
dynamic_cast<TankAssistAction*>(action))
return 0.0f;
return 1.0f;
}
float JanalaiDisableCombatFormationMoveMultiplier::GetValue(Action* action)
{
if (!AI_VALUE2(Unit*, "find target", "jan'alai"))
return 1.0f;
if (dynamic_cast<CombatFormationMoveAction*>(action) &&
!dynamic_cast<SetBehindTargetAction*>(action))
return 0.0f;
return 1.0f;
}
float JanalaiStayAwayFromFireBombsMultiplier::GetValue(Action* action)
{
if (!AI_VALUE2(Unit*, "find target", "jan'alai"))
return 1.0f;
if (!HasFireBombNearby(botAI, bot))
return 1.0f;
if (dynamic_cast<CastReachTargetSpellAction*>(action) ||
dynamic_cast<CastKillingSpreeAction*>(action) ||
dynamic_cast<CastBlinkBackAction*>(action) ||
dynamic_cast<CastDisengageAction*>(action) ||
dynamic_cast<FleeAction*>(action) ||
dynamic_cast<FollowAction*>(action) ||
dynamic_cast<ReachTargetAction*>(action))
return 0.0f;
return 1.0f;
}
float JanalaiDoNotCrowdControlHatchersMultiplier::GetValue(Action* action)
{
if (!AI_VALUE2(Unit*, "find target", "amani'shi hatcher"))
return 1.0f;
if (dynamic_cast<CastCrowdControlSpellAction*>(action) ||
dynamic_cast<CastPolymorphAction*>(action))
return 0.0f;
return 1.0f;
}
float JanalaiDelayBloodlustAndHeroismMultiplier::GetValue(Action* action)
{
if (bot->getClass() != CLASS_SHAMAN)
return 1.0f;
if (!AI_VALUE2(Unit*, "find target", "jan'alai"))
return 1.0f;
if (AI_VALUE2(Unit*, "find target", "amani dragonhawk hatchling"))
return 1.0f;
if (dynamic_cast<CastBloodlustAction*>(action) ||
dynamic_cast<CastHeroismAction*>(action))
return 0.0f;
return 1.0f;
}
// Halazzi <Lynx Avatar>
float HalazziDisableTankActionsMultiplier::GetValue(Action* action)
{
if (!botAI->IsTank(bot) ||
!AI_VALUE2(Unit*, "find target", "halazzi"))
return 1.0f;
if (dynamic_cast<TankFaceAction*>(action))
return 0.0f;
if (bot->GetVictim() != nullptr &&
dynamic_cast<TankAssistAction*>(action))
return 0.0f;
return 1.0f;
}
float HalazziControlMisdirectionMultiplier::GetValue(Action* action)
{
if (bot->getClass() != CLASS_HUNTER ||
!AI_VALUE2(Unit*, "find target", "halazzi"))
return 1.0f;
if (dynamic_cast<CastMisdirectionOnMainTankAction*>(action))
return 0.0f;
return 1.0f;
}
// Hex Lord Malacrass
float HexLordMalacrassAvoidWhirlwindMultiplier::GetValue(Action* action)
{
if (botAI->IsMainTank(bot))
return 1.0f;
Unit* malacrass = AI_VALUE2(Unit*, "find target", "hex lord malacrass");
if (!malacrass ||
!malacrass->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_HEX_LORD_WHIRLWIND)))
return 1.0f;
if (dynamic_cast<CastReachTargetSpellAction*>(action) ||
dynamic_cast<CastKillingSpreeAction*>(action) ||
dynamic_cast<ReachTargetAction*>(action))
return 0.0f;
return 1.0f;
}
float HexLordMalacrassStopAttackingDuringSpellReflectionMultiplier::GetValue(Action* action)
{
if (!botAI->IsCaster(bot))
return 1.0f;
Unit* malacrass = AI_VALUE2(Unit*, "find target", "hex lord malacrass");
if (!malacrass ||
!malacrass->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_HEX_LORD_SPELL_REFLECTION)))
return 1.0f;
auto castSpellAction = dynamic_cast<CastSpellAction*>(action);
if (!castSpellAction)
return 1.0f;
if (castSpellAction->getThreatType() == Action::ActionThreatType::Aoe ||
(bot->GetVictim() == malacrass &&
castSpellAction->getThreatType() == Action::ActionThreatType::Single))
return 0.0f;
return 1.0f;
}
float HexLordMalacrassDoNotDispelUnstableAfflictionMultiplier::GetValue(Action* action)
{
if (bot->getClass() != CLASS_PRIEST &&
bot->getClass() != CLASS_PALADIN &&
bot->getClass() != CLASS_WARLOCK)
return 1.0f;
if (!AI_VALUE2(Unit*, "find target", "hex lord malacrass"))
return 1.0f;
Group* group = bot->GetGroup();
if (!group)
return 1.0f;
bool hasUnstableAffliction = false;
for (GroupReference* ref = bot->GetGroup()->GetFirstMember(); ref != nullptr; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive())
continue;
if (member->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_UNSTABLE_AFFLICTION)))
{
hasUnstableAffliction = true;
break;
}
}
if (!hasUnstableAffliction)
return 1.0f;
if (dynamic_cast<CastDevourMagicCleanseAction*>(action) ||
dynamic_cast<CastDispelMagicAction*>(action) ||
dynamic_cast<CastDispelMagicOnPartyAction*>(action) ||
dynamic_cast<CastMassDispelAction*>(action) ||
dynamic_cast<CastPurgeAction*>(action))
return 0.0f;
return 1.0f;
}
// Zul'jin
float ZuljinDisableTankFaceMultiplier::GetValue(Action* action)
{
if (!botAI->IsTank(bot))
return 1.0f;
Unit* zuljin = AI_VALUE2(Unit*, "find target", "zul'jin");
if (!zuljin ||
zuljin->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_SHAPE_OF_THE_DRAGONHAWK)))
return 1.0f;
if (dynamic_cast<TankFaceAction*>(action))
return 0.0f;
return 1.0f;
}
float ZuljinAvoidWhirlwindMultiplier::GetValue(Action* action)
{
if (botAI->IsMainTank(bot))
return 1.0f;
Unit* zuljin = AI_VALUE2(Unit*, "find target", "zul'jin");
if (!zuljin ||
!zuljin->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_ZULJIN_WHIRLWIND)))
return 1.0f;
if (dynamic_cast<CastReachTargetSpellAction*>(action) ||
dynamic_cast<CastKillingSpreeAction*>(action) ||
dynamic_cast<ReachTargetAction*>(action))
return 0.0f;
return 1.0f;
}
float ZuljinDisableAvoidAoeMultiplier::GetValue(Action* action)
{
Unit* zuljin = AI_VALUE2(Unit*, "find target", "zul'jin");
if (!zuljin ||
!zuljin->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_SHAPE_OF_THE_EAGLE)))
return 1.0f;
if (dynamic_cast<AvoidAoeAction*>(action))
return 0.0f;
return 1.0f;
}
float ZuljinDelayBloodlustAndHeroismMultiplier::GetValue(Action* action)
{
if (bot->getClass() != CLASS_SHAMAN)
return 1.0f;
Unit* zuljin = AI_VALUE2(Unit*, "find target", "zul'jin");
if (!zuljin ||
zuljin->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_SHAPE_OF_THE_EAGLE)))
return 1.0f;
if (dynamic_cast<CastBloodlustAction*>(action) ||
dynamic_cast<CastHeroismAction*>(action))
return 0.0f;
return 1.0f;
}

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/*
* 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_RAIDZULAMANMULTIPLIERS_H
#define _PLAYERBOT_RAIDZULAMANMULTIPLIERS_H
#include "Multiplier.h"
// Akil'zon <Eagle Avatar>
class AkilzonDisableCombatFormationMoveMultiplier : public Multiplier
{
public:
AkilzonDisableCombatFormationMoveMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "akil'zon disable combat formation move") {}
virtual float GetValue(Action* action);
};
class AkilzonStayInEyeOfTheStormMultiplier : public Multiplier
{
public:
AkilzonStayInEyeOfTheStormMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "akil'zon stay in eye of the storm") {}
virtual float GetValue(Action* action);
};
// Nalorakk <Bear Avatar>
class NalorakkDisableTankActionsMultiplier : public Multiplier
{
public:
NalorakkDisableTankActionsMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "nalorakk disable tank actions") {}
virtual float GetValue(Action* action);
};
class NalorakkControlMisdirectionMultiplier : public Multiplier
{
public:
NalorakkControlMisdirectionMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "nalorakk control misdirection") {}
virtual float GetValue(Action* action);
};
// Jan'alai <Dragonhawk Avatar>
class JanalaiDisableTankActionsMultiplier : public Multiplier
{
public:
JanalaiDisableTankActionsMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "jan'alai disable tank actions") {}
virtual float GetValue(Action* action);
};
class JanalaiDisableCombatFormationMoveMultiplier : public Multiplier
{
public:
JanalaiDisableCombatFormationMoveMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "jan'alai disable combat formation move") {}
virtual float GetValue(Action* action);
};
class JanalaiStayAwayFromFireBombsMultiplier : public Multiplier
{
public:
JanalaiStayAwayFromFireBombsMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "jan'alai stay away from fire bombs") {}
virtual float GetValue(Action* action);
};
class JanalaiDoNotCrowdControlHatchersMultiplier : public Multiplier
{
public:
JanalaiDoNotCrowdControlHatchersMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "jan'alai do not crowd control hatchers") {}
virtual float GetValue(Action* action);
};
class JanalaiDelayBloodlustAndHeroismMultiplier : public Multiplier
{
public:
JanalaiDelayBloodlustAndHeroismMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "jan'alai delay bloodlust and heroism") {}
virtual float GetValue(Action* action);
};
// Halazzi <Lynx Avatar>
class HalazziDisableTankActionsMultiplier : public Multiplier
{
public:
HalazziDisableTankActionsMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "halazzi disable tank actions") {}
virtual float GetValue(Action* action);
};
class HalazziControlMisdirectionMultiplier : public Multiplier
{
public:
HalazziControlMisdirectionMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "halazzi control misdirection") {}
virtual float GetValue(Action* action);
};
// Hex Lord Malacrass
class HexLordMalacrassAvoidWhirlwindMultiplier : public Multiplier
{
public:
HexLordMalacrassAvoidWhirlwindMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "hex lord malacrass avoid whirlwind") {}
virtual float GetValue(Action* action);
};
class HexLordMalacrassDoNotDispelUnstableAfflictionMultiplier : public Multiplier
{
public:
HexLordMalacrassDoNotDispelUnstableAfflictionMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "hex lord malacrass do not dispel unstable affliction") {}
virtual float GetValue(Action* action);
};
class HexLordMalacrassStopAttackingDuringSpellReflectionMultiplier : public Multiplier
{
public:
HexLordMalacrassStopAttackingDuringSpellReflectionMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "hex lord malacrass stop attacking during spell reflection") {}
virtual float GetValue(Action* action);
};
// Zul'jin
class ZuljinDisableTankFaceMultiplier : public Multiplier
{
public:
ZuljinDisableTankFaceMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "zul'jin disable tank face") {}
virtual float GetValue(Action* action);
};
class ZuljinAvoidWhirlwindMultiplier : public Multiplier
{
public:
ZuljinAvoidWhirlwindMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "zul'jin avoid whirlwind") {}
virtual float GetValue(Action* action);
};
class ZuljinDisableAvoidAoeMultiplier : public Multiplier
{
public:
ZuljinDisableAvoidAoeMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "zul'jin disable avoid aoe") {}
virtual float GetValue(Action* action);
};
class ZuljinDelayBloodlustAndHeroismMultiplier : public Multiplier
{
public:
ZuljinDelayBloodlustAndHeroismMultiplier(PlayerbotAI* botAI) : Multiplier(
botAI, "zul'jin delay bloodlust and heroism") {}
virtual float GetValue(Action* action);
};
#endif

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/*
* 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_RAIDZULAMANACTIONCONTEXT_H
#define _PLAYERBOT_RAIDZULAMANACTIONCONTEXT_H
#include "RaidZulAmanActions.h"
#include "NamedObjectContext.h"
class RaidZulAmanActionContext : public NamedObjectContext<Action>
{
public:
RaidZulAmanActionContext()
{
// Trash
creators["amani'shi medicine man mark ward"] =
&RaidZulAmanActionContext::amanishi_medicine_man_mark_ward;
// Akil'zon <Eagle Avatar>
creators["akil'zon misdirect boss to main tank"] =
&RaidZulAmanActionContext::akilzon_misdirect_boss_to_main_tank;
creators["akil'zon tanks position boss"] =
&RaidZulAmanActionContext::akilzon_tanks_position_boss;
creators["akil'zon spread ranged"] =
&RaidZulAmanActionContext::akilzon_spread_ranged;
creators["akil'zon move to eye of the storm"] =
&RaidZulAmanActionContext::akilzon_move_to_eye_of_the_storm;
creators["akil'zon manage electrical storm timer"] =
&RaidZulAmanActionContext::akilzon_manage_electrical_storm_timer;
// Nalorakk <Bear Avatar>
creators["nalorakk misdirect boss to main tank"] =
&RaidZulAmanActionContext::nalorakk_misdirect_boss_to_main_tank;
creators["nalorakk tanks position boss"] =
&RaidZulAmanActionContext::nalorakk_tanks_position_boss;
creators["nalorakk spread ranged"] =
&RaidZulAmanActionContext::nalorakk_spread_ranged;
// Jan'alai <Dragonhawk Avatar>
creators["jan'alai misdirect boss to main tank"] =
&RaidZulAmanActionContext::janalai_misdirect_boss_to_main_tank;
creators["jan'alai tanks position boss"] =
&RaidZulAmanActionContext::janalai_tanks_position_boss;
creators["jan'alai spread ranged in circle"] =
&RaidZulAmanActionContext::janalai_spread_ranged_in_circle;
creators["jan'alai avoid fire bombs"] =
&RaidZulAmanActionContext::janalai_avoid_fire_bombs;
creators["jan'alai mark amani'shi hatchers"] =
&RaidZulAmanActionContext::janalai_mark_amanishi_hatchers;
// Halazzi <Lynx Avatar>
creators["halazzi misdirect boss to main tank"] =
&RaidZulAmanActionContext::halazzi_misdirect_boss_to_main_tank;
creators["halazzi main tank position boss"] =
&RaidZulAmanActionContext::halazzi_main_tank_position_boss;
creators["halazzi first assist tank attack spirit lynx"] =
&RaidZulAmanActionContext::halazzi_first_assist_tank_attack_spirit_lynx;
creators["halazzi assign dps priority"] =
&RaidZulAmanActionContext::halazzi_assign_dps_priority;
// Hex Lord Malacrass
creators["hex lord malacrass misdirect boss to main tank"] =
&RaidZulAmanActionContext::hex_lord_malacrass_misdirect_boss_to_main_tank;
creators["hex lord malacrass assign dps priority"] =
&RaidZulAmanActionContext::hex_lord_malacrass_assign_dps_priority;
creators["hex lord malacrass run away from whirlwind"] =
&RaidZulAmanActionContext::hex_lord_malacrass_run_away_from_whirlwind;
creators["hex lord malacrass casters stop attacking"] =
&RaidZulAmanActionContext::hex_lord_malacrass_casters_stop_attacking;
creators["hex lord malacrass move away from freezing trap"] =
&RaidZulAmanActionContext::hex_lord_malacrass_move_away_from_freezing_trap;
// Zul'jin
creators["zul'jin misdirect boss to main tank"] =
&RaidZulAmanActionContext::zuljin_misdirect_boss_to_main_tank;
creators["zul'jin tanks position boss"] =
&RaidZulAmanActionContext::zuljin_tanks_position_boss;
creators["zul'jin run away from whirlwind"] =
&RaidZulAmanActionContext::zuljin_run_away_from_whirlwind;
creators["zul'jin avoid cyclones"] =
&RaidZulAmanActionContext::zuljin_avoid_cyclones;
creators["zul'jin spread ranged"] =
&RaidZulAmanActionContext::zuljin_spread_ranged;
}
private:
// Trash
static Action* amanishi_medicine_man_mark_ward(
PlayerbotAI* botAI) { return new AmanishiMedicineManMarkWardAction(botAI); }
// Akil'zon <Eagle Avatar>
static Action* akilzon_misdirect_boss_to_main_tank(
PlayerbotAI* botAI) { return new AkilzonMisdirectBossToMainTankAction(botAI); }
static Action* akilzon_tanks_position_boss(
PlayerbotAI* botAI) { return new AkilzonTanksPositionBossAction(botAI); }
static Action* akilzon_spread_ranged(
PlayerbotAI* botAI) { return new AkilzonSpreadRangedAction(botAI); }
static Action* akilzon_move_to_eye_of_the_storm(
PlayerbotAI* botAI) { return new AkilzonMoveToEyeOfTheStormAction(botAI); }
static Action* akilzon_manage_electrical_storm_timer(
PlayerbotAI* botAI) { return new AkilzonManageElectricalStormTimerAction(botAI); }
// Nalorakk <Bear Avatar>
static Action* nalorakk_misdirect_boss_to_main_tank(
PlayerbotAI* botAI) { return new NalorakkMisdirectBossToMainTankAction(botAI); }
static Action* nalorakk_tanks_position_boss(
PlayerbotAI* botAI) { return new NalorakkTanksPositionBossAction(botAI); }
static Action* nalorakk_spread_ranged(
PlayerbotAI* botAI) { return new NalorakkSpreadRangedAction(botAI); }
// Jan'alai <Dragonhawk Avatar>
static Action* janalai_misdirect_boss_to_main_tank(
PlayerbotAI* botAI) { return new JanalaiMisdirectBossToMainTankAction(botAI); }
static Action* janalai_tanks_position_boss(
PlayerbotAI* botAI) { return new JanalaiTanksPositionBossAction(botAI); }
static Action* janalai_spread_ranged_in_circle(
PlayerbotAI* botAI) { return new JanalaiSpreadRangedInCircleAction(botAI); }
static Action* janalai_avoid_fire_bombs(
PlayerbotAI* botAI) { return new JanalaiAvoidFireBombsAction(botAI); }
static Action* janalai_mark_amanishi_hatchers(
PlayerbotAI* botAI) { return new JanalaiMarkAmanishiHatchersAction(botAI); }
// Halazzi <Lynx Avatar>
static Action* halazzi_misdirect_boss_to_main_tank(
PlayerbotAI* botAI) { return new HalazziMisdirectBossToMainTankAction(botAI); }
static Action* halazzi_main_tank_position_boss(
PlayerbotAI* botAI) { return new HalazziMainTankPositionBossAction(botAI); }
static Action* halazzi_first_assist_tank_attack_spirit_lynx(
PlayerbotAI* botAI) { return new HalazziFirstAssistTankAttackSpiritLynxAction(botAI); }
static Action* halazzi_assign_dps_priority(
PlayerbotAI* botAI) { return new HalazziAssignDpsPriorityAction(botAI); }
// Hex Lord Malacrass
static Action* hex_lord_malacrass_misdirect_boss_to_main_tank(
PlayerbotAI* botAI) { return new HexLordMalacrassMisdirectBossToMainTankAction(botAI); }
static Action* hex_lord_malacrass_assign_dps_priority(
PlayerbotAI* botAI) { return new HexLordMalacrassAssignDpsPriorityAction(botAI); }
static Action* hex_lord_malacrass_run_away_from_whirlwind(
PlayerbotAI* botAI) { return new HexLordMalacrassRunAwayFromWhirlwindAction(botAI); }
static Action* hex_lord_malacrass_casters_stop_attacking(
PlayerbotAI* botAI) { return new HexLordMalacrassCastersStopAttackingAction(botAI); }
static Action* hex_lord_malacrass_move_away_from_freezing_trap(
PlayerbotAI* botAI) { return new HexLordMalacrassMoveAwayFromFreezingTrapAction(botAI); }
// Zul'jin
static Action* zuljin_misdirect_boss_to_main_tank(
PlayerbotAI* botAI) { return new ZuljinMisdirectBossToMainTankAction(botAI); }
static Action* zuljin_tanks_position_boss(
PlayerbotAI* botAI) { return new ZuljinTanksPositionBossAction(botAI); }
static Action* zuljin_run_away_from_whirlwind(
PlayerbotAI* botAI) { return new ZuljinRunAwayFromWhirlwindAction(botAI); }
static Action* zuljin_avoid_cyclones(
PlayerbotAI* botAI) { return new ZuljinAvoidCyclonesAction(botAI); }
static Action* zuljin_spread_ranged(
PlayerbotAI* botAI) { return new ZuljinSpreadRangedAction(botAI); }
};
#endif

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/*
* 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_RAIDZULAMANTRIGGERCONTEXT_H
#define _PLAYERBOT_RAIDZULAMANTRIGGERCONTEXT_H
#include "RaidZulAmanTriggers.h"
#include "AiObjectContext.h"
class RaidZulAmanTriggerContext : public NamedObjectContext<Trigger>
{
public:
RaidZulAmanTriggerContext()
{
// Trash
creators["amani'shi medicine man summoned ward"] =
&RaidZulAmanTriggerContext::amanishi_medicine_man_summoned_ward;
// Akil'zon <Eagle Avatar>
creators["akil'zon pulling boss"] =
&RaidZulAmanTriggerContext::akilzon_pulling_boss;
creators["akil'zon boss engaged by tanks"] =
&RaidZulAmanTriggerContext::akilzon_boss_engaged_by_tanks;
creators["akil'zon boss casts static disruption"] =
&RaidZulAmanTriggerContext::akilzon_boss_casts_static_disruption;
creators["akil'zon electrical storm incoming"] =
&RaidZulAmanTriggerContext::akilzon_electrical_storm_incoming;
creators["akil'zon bots need to prepare for electrical storm"] =
&RaidZulAmanTriggerContext::akilzon_bots_need_to_prepare_for_electrical_storm;
// Nalorakk <Bear Avatar>
creators["nalorakk pulling boss"] =
&RaidZulAmanTriggerContext::nalorakk_pulling_boss;
creators["nalorakk boss casts surge"] =
&RaidZulAmanTriggerContext::nalorakk_boss_casts_surge;
creators["nalorakk boss switches forms"] =
&RaidZulAmanTriggerContext::nalorakk_boss_switches_forms;
// Jan'alai <Dragonhawk Avatar>
creators["jan'alai pulling boss"] =
&RaidZulAmanTriggerContext::janalai_pulling_boss;
creators["jan'alai boss engaged by tanks"] =
&RaidZulAmanTriggerContext::janalai_boss_engaged_by_tanks;
creators["jan'alai boss casts flame breath"] =
&RaidZulAmanTriggerContext::janalai_boss_casts_flame_breath;
creators["jan'alai boss summoning fire bombs"] =
&RaidZulAmanTriggerContext::janalai_boss_summoning_fire_bombs;
creators["jan'alai amani'shi hatchers spawned"] =
&RaidZulAmanTriggerContext::janalai_amanishi_hatchers_spawned;
// Halazzi <Lynx Avatar>
creators["halazzi pulling boss"] =
&RaidZulAmanTriggerContext::halazzi_pulling_boss;
creators["halazzi boss engaged by main tank"] =
&RaidZulAmanTriggerContext::halazzi_boss_engaged_by_main_tank;
creators["halazzi boss summons spirit lynx"] =
&RaidZulAmanTriggerContext::halazzi_boss_summons_spirit_lynx;
creators["halazzi determining dps target"] =
&RaidZulAmanTriggerContext::halazzi_determining_dps_target;
// Hex Lord Malacrass
creators["hex lord malacrass pulling boss"] =
&RaidZulAmanTriggerContext::hex_lord_malacrass_pulling_boss;
creators["hex lord malacrass determining kill order"] =
&RaidZulAmanTriggerContext::hex_lord_malacrass_determining_kill_order;
creators["hex lord malacrass boss is channeling whirlwind"] =
&RaidZulAmanTriggerContext::hex_lord_malacrass_boss_is_channeling_whirlwind;
creators["hex lord malacrass boss has spell reflection"] =
&RaidZulAmanTriggerContext::hex_lord_malacrass_boss_has_spell_reflection;
creators["hex lord malacrass boss placed freezing trap"] =
&RaidZulAmanTriggerContext::hex_lord_malacrass_boss_placed_freezing_trap;
// Zul'jin
creators["zul'jin main tank needs aggro upon pull or phase change"] =
&RaidZulAmanTriggerContext::zuljin_main_tank_needs_aggro_upon_pull_or_phase_change;
creators["zul'jin boss engaged by tanks"] =
&RaidZulAmanTriggerContext::zuljin_boss_engaged_by_tanks;
creators["zul'jin boss is channeling whirlwind in troll form"] =
&RaidZulAmanTriggerContext::zuljin_boss_is_channeling_whirlwind_in_troll_form;
creators["zul'jin boss is summoning cyclones in eagle form"] =
&RaidZulAmanTriggerContext::zuljin_boss_is_summoning_cyclones_in_eagle_form;
creators["zul'jin boss casts aoe abilities in dragonhawk form"] =
&RaidZulAmanTriggerContext::zuljin_boss_casts_aoe_abilities_in_dragonhawk_form;
}
private:
// Trash
static Trigger* amanishi_medicine_man_summoned_ward(
PlayerbotAI* botAI) { return new AmanishiMedicineManSummonedWardTrigger(botAI); }
// Akil'zon <Eagle Avatar>
static Trigger* akilzon_pulling_boss(
PlayerbotAI* botAI) { return new AkilzonPullingBossTrigger(botAI); }
static Trigger* akilzon_boss_engaged_by_tanks(
PlayerbotAI* botAI) { return new AkilzonBossEngagedByTanksTrigger(botAI); }
static Trigger* akilzon_boss_casts_static_disruption(
PlayerbotAI* botAI) { return new AkilzonBossCastsStaticDisruptionTrigger(botAI); }
static Trigger* akilzon_electrical_storm_incoming(
PlayerbotAI* botAI) { return new AkilzonElectricalStormIncomingTrigger(botAI); }
static Trigger* akilzon_bots_need_to_prepare_for_electrical_storm(
PlayerbotAI* botAI) { return new AkilzonBotsNeedToPrepareForElectricalStormTrigger(botAI); }
// Nalorakk <Bear Avatar>
static Trigger* nalorakk_pulling_boss(
PlayerbotAI* botAI) { return new NalorakkPullingBossTrigger(botAI); }
static Trigger* nalorakk_boss_casts_surge(
PlayerbotAI* botAI) { return new NalorakkBossCastsSurgeTrigger(botAI); }
static Trigger* nalorakk_boss_switches_forms(
PlayerbotAI* botAI) { return new NalorakkBossSwitchesFormsTrigger(botAI); }
// Jan'alai <Dragonhawk Avatar>
static Trigger* janalai_pulling_boss(
PlayerbotAI* botAI) { return new JanalaiPullingBossTrigger(botAI); }
static Trigger* janalai_boss_engaged_by_tanks(
PlayerbotAI* botAI) { return new JanalaiBossEngagedByTanksTrigger(botAI); }
static Trigger* janalai_boss_casts_flame_breath(
PlayerbotAI* botAI) { return new JanalaiBossCastsFlameBreathTrigger(botAI); }
static Trigger* janalai_boss_summoning_fire_bombs(
PlayerbotAI* botAI) { return new JanalaiBossSummoningFireBombsTrigger(botAI); }
static Trigger* janalai_amanishi_hatchers_spawned(
PlayerbotAI* botAI) { return new JanalaiAmanishiHatchersSpawnedTrigger(botAI); }
// Halazzi <Lynx Avatar>
static Trigger* halazzi_pulling_boss(
PlayerbotAI* botAI) { return new HalazziPullingBossTrigger(botAI); }
static Trigger* halazzi_boss_engaged_by_main_tank(
PlayerbotAI* botAI) { return new HalazziBossEngagedByMainTankTrigger(botAI); }
static Trigger* halazzi_boss_summons_spirit_lynx(
PlayerbotAI* botAI) { return new HalazziBossSummonsSpiritLynxTrigger(botAI); }
static Trigger* halazzi_determining_dps_target(
PlayerbotAI* botAI) { return new HalazziDeterminingDpsTargetTrigger(botAI); }
// Hex Lord Malacrass
static Trigger* hex_lord_malacrass_pulling_boss(
PlayerbotAI* botAI) { return new HexLordMalacrassPullingBossTrigger(botAI); }
static Trigger* hex_lord_malacrass_determining_kill_order(
PlayerbotAI* botAI) { return new HexLordMalacrassDeterminingKillOrderTrigger(botAI); }
static Trigger* hex_lord_malacrass_boss_is_channeling_whirlwind(
PlayerbotAI* botAI) { return new HexLordMalacrassBossIsChannelingWhirlwindTrigger(botAI); }
static Trigger* hex_lord_malacrass_boss_has_spell_reflection(
PlayerbotAI* botAI) { return new HexLordMalacrassBossHasSpellReflectionTrigger(botAI); }
static Trigger* hex_lord_malacrass_boss_placed_freezing_trap(
PlayerbotAI* botAI) { return new HexLordMalacrassBossPlacedFreezingTrapTrigger(botAI); }
// Zul'jin
static Trigger* zuljin_boss_engaged_by_tanks(
PlayerbotAI* botAI) { return new ZuljinBossEngagedByTanksTrigger(botAI); }
static Trigger* zuljin_main_tank_needs_aggro_upon_pull_or_phase_change(
PlayerbotAI* botAI) { return new ZuljinMainTankNeedsAggroUponPullOrPhaseChangeTrigger(botAI); }
static Trigger* zuljin_boss_is_channeling_whirlwind_in_troll_form(
PlayerbotAI* botAI) { return new ZuljinBossIsChannelingWhirlwindInTrollFormTrigger(botAI); }
static Trigger* zuljin_boss_is_summoning_cyclones_in_eagle_form(
PlayerbotAI* botAI) { return new ZuljinBossIsSummoningCyclonesInEagleFormTrigger(botAI); }
static Trigger* zuljin_boss_casts_aoe_abilities_in_dragonhawk_form(
PlayerbotAI* botAI) { return new ZuljinBossCastsAoeAbilitiesInDragonhawkFormTrigger(botAI); }
};
#endif

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/*
* 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 "RaidZulAmanStrategy.h"
#include "RaidZulAmanMultipliers.h"
void RaidZulAmanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
{
// Trash
triggers.push_back(new TriggerNode("amani'shi medicine man summoned ward", {
NextAction("amani'shi medicine man mark ward", ACTION_RAID + 1) }));
// Akil'zon <Eagle Avatar>
triggers.push_back(new TriggerNode("akil'zon pulling boss", {
NextAction("akil'zon misdirect boss to main tank", ACTION_RAID + 2) }));
triggers.push_back(new TriggerNode("akil'zon boss engaged by main tank", {
NextAction("akil'zon main tank position boss", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("akil'zon boss casts static disruption", {
NextAction("akil'zon spread ranged", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("akil'zon electrical storm incoming", {
NextAction("akil'zon move to eye of the storm", ACTION_EMERGENCY + 6) }));
triggers.push_back(new TriggerNode("akil'zon bots need to prepare for electrical storm", {
NextAction("akil'zon manage electrical storm timer", ACTION_EMERGENCY + 10) }));
// Nalorakk <Bear Avatar>
triggers.push_back(new TriggerNode("nalorakk pulling boss", {
NextAction("nalorakk misdirect boss to main tank", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("nalorakk boss switches forms", {
NextAction("nalorakk tanks position boss", ACTION_EMERGENCY + 1) }));
triggers.push_back(new TriggerNode("nalorakk boss casts surge", {
NextAction("nalorakk spread ranged", ACTION_RAID + 1) }));
// Jan'alai <Dragonhawk Avatar>
triggers.push_back(new TriggerNode("jan'alai pulling boss", {
NextAction("jan'alai misdirect boss to main tank", ACTION_RAID + 2) }));
triggers.push_back(new TriggerNode("jan'alai boss engaged by main tank", {
NextAction("jan'alai main tank position boss", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("jan'alai boss casts flame breath", {
NextAction("jan'alai spread ranged in circle", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("jan'alai boss summoning fire bombs", {
NextAction("jan'alai avoid fire bombs", ACTION_EMERGENCY + 6) }));
triggers.push_back(new TriggerNode("jan'alai amani'shi hatchers spawned", {
NextAction("jan'alai mark amani'shi hatchers", ACTION_RAID + 2) }));
// Halazzi <Lynx Avatar>
triggers.push_back(new TriggerNode("halazzi pulling boss", {
NextAction("halazzi misdirect boss to main tank", ACTION_RAID + 2) }));
triggers.push_back(new TriggerNode("halazzi boss engaged by main tank", {
NextAction("halazzi main tank position boss", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("halazzi boss summons spirit lynx", {
NextAction("halazzi first assist tank attack spirit lynx", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("halazzi determining dps target", {
NextAction("halazzi assign dps priority", ACTION_RAID + 1) }));
// Hex Lord Malacrass
triggers.push_back(new TriggerNode("hex lord malacrass pulling boss", {
NextAction("hex lord malacrass misdirect boss to main tank", ACTION_RAID + 2) }));
triggers.push_back(new TriggerNode("hex lord malacrass determining kill order", {
NextAction("hex lord malacrass assign dps priority", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("hex lord malacrass boss is channeling whirlwind", {
NextAction("hex lord malacrass run away from whirlwind", ACTION_EMERGENCY + 6) }));
triggers.push_back(new TriggerNode("hex lord malacrass boss has spell reflection", {
NextAction("hex lord malacrass casters stop attacking", ACTION_EMERGENCY + 6) }));
triggers.push_back(new TriggerNode("hex lord malacrass boss placed freezing trap", {
NextAction("hex lord malacrass move away from freezing trap", ACTION_EMERGENCY + 1) }));
// Zul'jin
triggers.push_back(new TriggerNode("zul'jin main tank needs aggro upon pull or phase change", {
NextAction("zul'jin misdirect boss to main tank", ACTION_RAID + 2) }));
triggers.push_back(new TriggerNode("zul'jin boss engaged by main tank", {
NextAction("zul'jin main tank position boss", ACTION_RAID + 1) }));
triggers.push_back(new TriggerNode("zul'jin boss is channeling whirlwind in troll form", {
NextAction("zul'jin run away from whirlwind", ACTION_EMERGENCY + 6) }));
triggers.push_back(new TriggerNode("zul'jin boss is summoning cyclones in eagle form", {
NextAction("zul'jin avoid cyclones", ACTION_EMERGENCY + 1) }));
triggers.push_back(new TriggerNode("zul'jin boss casts aoe abilities in dragonhawk form", {
NextAction("zul'jin spread ranged", ACTION_RAID + 1) }));
}
void RaidZulAmanStrategy::InitMultipliers(std::vector<Multiplier*>& multipliers)
{
// Akil'zon <Eagle Avatar>
multipliers.push_back(new AkilzonDisableCombatFormationMoveMultiplier(botAI));
multipliers.push_back(new AkilzonStayInEyeOfTheStormMultiplier(botAI));
// Nalorakk <Bear Avatar>
multipliers.push_back(new NalorakkDisableTankActionsMultiplier(botAI));
multipliers.push_back(new NalorakkControlMisdirectionMultiplier(botAI));
// Jan'alai <Dragonhawk Avatar>
multipliers.push_back(new JanalaiDisableTankActionsMultiplier(botAI));
multipliers.push_back(new JanalaiDisableCombatFormationMoveMultiplier(botAI));
multipliers.push_back(new JanalaiStayAwayFromFireBombsMultiplier(botAI));
multipliers.push_back(new JanalaiDoNotCrowdControlHatchersMultiplier(botAI));
multipliers.push_back(new JanalaiDelayBloodlustAndHeroismMultiplier(botAI));
// Halazzi <Lynx Avatar>
multipliers.push_back(new HalazziDisableTankActionsMultiplier(botAI));
multipliers.push_back(new HalazziControlMisdirectionMultiplier(botAI));
// Hex Lord Malacrass
multipliers.push_back(new HexLordMalacrassAvoidWhirlwindMultiplier(botAI));
multipliers.push_back(new HexLordMalacrassStopAttackingDuringSpellReflectionMultiplier(botAI));
multipliers.push_back(new HexLordMalacrassDoNotDispelUnstableAfflictionMultiplier(botAI));
// Zul'jin
multipliers.push_back(new ZuljinDisableTankFaceMultiplier(botAI));
multipliers.push_back(new ZuljinAvoidWhirlwindMultiplier(botAI));
multipliers.push_back(new ZuljinDisableAvoidAoeMultiplier(botAI));
multipliers.push_back(new ZuljinDelayBloodlustAndHeroismMultiplier(botAI));
}

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/*
* 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_RAIDZULAMANSTRATEGY_H_
#define _PLAYERBOT_RAIDZULAMANSTRATEGY_H_
#include "Strategy.h"
#include "Multiplier.h"
class RaidZulAmanStrategy : public Strategy
{
public:
RaidZulAmanStrategy(PlayerbotAI* botAI) : Strategy(botAI) {}
std::string const getName() override { return "zulaman"; }
void InitTriggers(std::vector<TriggerNode*>& triggers) override;
void InitMultipliers(std::vector<Multiplier*>& multipliers) override;
};
#endif

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/*
* 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 "RaidZulAmanTriggers.h"
#include "RaidZulAmanHelpers.h"
#include "RaidZulAmanActions.h"
#include "Playerbots.h"
#include "RaidBossHelpers.h"
using namespace ZulAmanHelpers;
// Trash
bool AmanishiMedicineManSummonedWardTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "amani'shi medicine man");
}
// Akil'zon <Eagle Avatar>
bool AkilzonPullingBossTrigger::IsActive()
{
if (bot->getClass() != CLASS_HUNTER)
return false;
Unit* akilzon = AI_VALUE2(Unit*, "find target", "akil'zon");
return akilzon && akilzon->GetHealthPct() > 95.0f;
}
bool AkilzonBossEngagedByTanksTrigger::IsActive()
{
if (!botAI->IsTank(bot) ||
!AI_VALUE2(Unit*, "find target", "akil'zon"))
return false;
return !GetElectricalStormTarget(bot);
}
bool AkilzonBossCastsStaticDisruptionTrigger::IsActive()
{
if (!botAI->IsRanged(bot) ||
!AI_VALUE2(Unit*, "find target", "akil'zon"))
return false;
auto it = akilzonStormTimer.find(bot->GetMap()->GetInstanceId());
if (it == akilzonStormTimer.end())
return true;
return !IsInStormWindow(it->second, std::time(nullptr));
}
bool AkilzonElectricalStormIncomingTrigger::IsActive()
{
if (!AI_VALUE2(Unit*, "find target", "akil'zon"))
return false;
auto it = akilzonStormTimer.find(bot->GetMap()->GetInstanceId());
if (it == akilzonStormTimer.end())
return false;
return IsInStormWindow(it->second, std::time(nullptr));
}
bool AkilzonBotsNeedToPrepareForElectricalStormTrigger::IsActive()
{
return IsMechanicTrackerBot(botAI, bot, ZULAMAN_MAP_ID);
}
// Nalorakk <Bear Avatar>
bool NalorakkPullingBossTrigger::IsActive()
{
if (bot->getClass() != CLASS_HUNTER)
return false;
Unit* nalorakk = AI_VALUE2(Unit*, "find target", "nalorakk");
return nalorakk && nalorakk->GetHealthPct() > 95.0f;
}
bool NalorakkBossSwitchesFormsTrigger::IsActive()
{
return (botAI->IsMainTank(bot) || botAI->IsAssistTankOfIndex(bot, 0, true)) &&
AI_VALUE2(Unit*, "find target", "nalorakk");
}
bool NalorakkBossCastsSurgeTrigger::IsActive()
{
return botAI->IsRanged(bot) &&
AI_VALUE2(Unit*, "find target", "nalorakk");
}
// Jan'alai <Dragonhawk Avatar>
bool JanalaiPullingBossTrigger::IsActive()
{
if (bot->getClass() != CLASS_HUNTER)
return false;
Unit* janalai = AI_VALUE2(Unit*, "find target", "jan'alai");
return janalai && janalai->GetHealthPct() > 95.0f;
}
bool JanalaiBossEngagedByTanksTrigger::IsActive()
{
if (!botAI->IsTank(bot) ||
!AI_VALUE2(Unit*, "find target", "jan'alai"))
return false;
return !HasFireBombNearby(botAI, bot);
}
bool JanalaiBossCastsFlameBreathTrigger::IsActive()
{
if (!botAI->IsRanged(bot) ||
!AI_VALUE2(Unit*, "find target", "jan'alai") ||
AI_VALUE2(Unit*, "find target", "amani dragonhawk hatchling"))
return false;
return !HasFireBombNearby(botAI, bot);
}
bool JanalaiBossSummoningFireBombsTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "jan'alai") &&
HasFireBombNearby(botAI, bot);
}
bool JanalaiAmanishiHatchersSpawnedTrigger::IsActive()
{
if (!botAI->IsRangedDps(bot) ||
!AI_VALUE2(Unit*, "find target", "jan'alai"))
return false;
return bot->FindNearestCreature(
static_cast<uint32>(ZulAmanNPCs::NPC_AMANISHI_HATCHER), 40.0f);
}
// Halazzi <Lynx Avatar>
bool HalazziPullingBossTrigger::IsActive()
{
if (bot->getClass() != CLASS_HUNTER)
return false;
Unit* halazzi = AI_VALUE2(Unit*, "find target", "halazzi");
return halazzi && halazzi->GetHealthPct() > 95.0f;
}
bool HalazziBossEngagedByMainTankTrigger::IsActive()
{
return botAI->IsMainTank(bot) &&
AI_VALUE2(Unit*, "find target", "halazzi");
}
bool HalazziBossSummonsSpiritLynxTrigger::IsActive()
{
return botAI->IsAssistTankOfIndex(bot, 0, true) &&
AI_VALUE2(Unit*, "find target", "halazzi");
}
bool HalazziDeterminingDpsTargetTrigger::IsActive()
{
return botAI->IsDps(bot) &&
AI_VALUE2(Unit*, "find target", "halazzi");
}
// Hex Lord Malacrass
bool HexLordMalacrassPullingBossTrigger::IsActive()
{
if (bot->getClass() != CLASS_HUNTER)
return false;
Unit* malacrass = AI_VALUE2(Unit*, "find target", "hex lord malacrass");
return malacrass && malacrass->GetHealthPct() > 95.0f;
}
bool HexLordMalacrassDeterminingKillOrderTrigger::IsActive()
{
return botAI->IsDps(bot) &&
AI_VALUE2(Unit*, "find target", "hex lord malacrass");
}
bool HexLordMalacrassBossIsChannelingWhirlwindTrigger::IsActive()
{
Unit* malacrass = AI_VALUE2(Unit*, "find target", "hex lord malacrass");
if (!malacrass ||
!malacrass->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_HEX_LORD_WHIRLWIND)))
return false;
return !(botAI->IsTank(bot) && malacrass->GetVictim() == bot);
}
bool HexLordMalacrassBossHasSpellReflectionTrigger::IsActive()
{
if (!botAI->IsCaster(bot))
return false;
Unit* malacrass = AI_VALUE2(Unit*, "find target", "hex lord malacrass");
return malacrass &&
malacrass->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_HEX_LORD_SPELL_REFLECTION));
}
bool HexLordMalacrassBossPlacedFreezingTrapTrigger::IsActive()
{
return AI_VALUE2(Unit*, "find target", "hex lord malacrass") &&
bot->FindNearestGameObject(
static_cast<uint32>(ZulAmanObjects::GO_FREEZING_TRAP), 20.0f, true);
}
// Zul'jin
bool ZuljinMainTankNeedsAggroUponPullOrPhaseChangeTrigger::IsActive()
{
if (bot->getClass() != CLASS_HUNTER)
return false;
Unit* zuljin = AI_VALUE2(Unit*, "find target", "zul'jin");
if (!zuljin)
return false;
float hp = zuljin->GetHealthPct();
return (hp <= 100.0f && hp > 95.0f) ||
(hp <= 80.0f && hp > 75.0f &&
zuljin->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_SHAPE_OF_THE_BEAR))) ||
(hp <= 40.0f && hp > 35.0f &&
zuljin->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_SHAPE_OF_THE_LYNX))) ||
(hp <= 20.0f && hp > 15.0f &&
zuljin->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_SHAPE_OF_THE_DRAGONHAWK)));
}
bool ZuljinBossEngagedByTanksTrigger::IsActive()
{
if (!botAI->IsTank(bot))
return false;
Unit* zuljin = AI_VALUE2(Unit*, "find target", "zul'jin");
return zuljin &&
!zuljin->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_SHAPE_OF_THE_EAGLE)) &&
!zuljin->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_SHAPE_OF_THE_DRAGONHAWK));
}
bool ZuljinBossIsChannelingWhirlwindInTrollFormTrigger::IsActive()
{
Unit* zuljin = AI_VALUE2(Unit*, "find target", "zul'jin");
if (!zuljin ||
!zuljin->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_ZULJIN_WHIRLWIND)))
return false;
return !(botAI->IsTank(bot) && zuljin->GetVictim() == bot);
}
bool ZuljinBossIsSummoningCyclonesInEagleFormTrigger::IsActive()
{
Unit* zuljin = AI_VALUE2(Unit*, "find target", "zul'jin");
return zuljin &&
zuljin->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_SHAPE_OF_THE_EAGLE));
}
bool ZuljinBossCastsAoeAbilitiesInDragonhawkFormTrigger::IsActive()
{
if (!botAI->IsRanged(bot))
return false;
Unit* zuljin = AI_VALUE2(Unit*, "find target", "zul'jin");
return zuljin &&
zuljin->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_SHAPE_OF_THE_DRAGONHAWK));
}

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@ -0,0 +1,249 @@
/*
* 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_RAIDZULAMANTRIGGERS_H
#define _PLAYERBOT_RAIDZULAMANTRIGGERS_H
#include "Trigger.h"
// Trash
class AmanishiMedicineManSummonedWardTrigger : public Trigger
{
public:
AmanishiMedicineManSummonedWardTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "amani'shi medicine man summoned ward") {}
bool IsActive() override;
};
// Akil'zon <Eagle Avatar>
class AkilzonPullingBossTrigger : public Trigger
{
public:
AkilzonPullingBossTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "akil'zon pulling boss") {}
bool IsActive() override;
};
class AkilzonBossEngagedByTanksTrigger : public Trigger
{
public:
AkilzonBossEngagedByTanksTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "akil'zon boss engaged by tanks") {}
bool IsActive() override;
};
class AkilzonBossCastsStaticDisruptionTrigger : public Trigger
{
public:
AkilzonBossCastsStaticDisruptionTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "akil'zon boss casts static disruption") {}
bool IsActive() override;
};
class AkilzonElectricalStormIncomingTrigger : public Trigger
{
public:
AkilzonElectricalStormIncomingTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "akil'zon electrical storm incoming") {}
bool IsActive() override;
};
class AkilzonBotsNeedToPrepareForElectricalStormTrigger : public Trigger
{
public:
AkilzonBotsNeedToPrepareForElectricalStormTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "akil'zon bots need to prepare for electrical storm") {}
bool IsActive() override;
};
// Nalorakk <Bear Avatar>
class NalorakkPullingBossTrigger : public Trigger
{
public:
NalorakkPullingBossTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "nalorakk pulling boss") {}
bool IsActive() override;
};
class NalorakkBossSwitchesFormsTrigger : public Trigger
{
public:
NalorakkBossSwitchesFormsTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "nalorakk boss switches forms") {}
bool IsActive() override;
};
class NalorakkBossCastsSurgeTrigger : public Trigger
{
public:
NalorakkBossCastsSurgeTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "nalorakk boss casts surge") {}
bool IsActive() override;
};
// Jan'alai <Dragonhawk Avatar>
class JanalaiPullingBossTrigger : public Trigger
{
public:
JanalaiPullingBossTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "jan'alai pulling boss") {}
bool IsActive() override;
};
class JanalaiBossEngagedByTanksTrigger : public Trigger
{
public:
JanalaiBossEngagedByTanksTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "jan'alai boss engaged by tanks") {}
bool IsActive() override;
};
class JanalaiBossCastsFlameBreathTrigger : public Trigger
{
public:
JanalaiBossCastsFlameBreathTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "jan'alai boss casts flame breath") {}
bool IsActive() override;
};
class JanalaiBossSummoningFireBombsTrigger : public Trigger
{
public:
JanalaiBossSummoningFireBombsTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "jan'alai boss summoning fire bombs") {}
bool IsActive() override;
};
class JanalaiAmanishiHatchersSpawnedTrigger : public Trigger
{
public:
JanalaiAmanishiHatchersSpawnedTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "jan'alai amani'shi hatchers spawned") {}
bool IsActive() override;
};
// Halazzi <Lynx Avatar>
class HalazziPullingBossTrigger : public Trigger
{
public:
HalazziPullingBossTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "halazzi pulling boss") {}
bool IsActive() override;
};
class HalazziBossEngagedByMainTankTrigger : public Trigger
{
public:
HalazziBossEngagedByMainTankTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "halazzi boss engaged by main tank") {}
bool IsActive() override;
};
class HalazziBossSummonsSpiritLynxTrigger : public Trigger
{
public:
HalazziBossSummonsSpiritLynxTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "halazzi boss summons spirit lynx") {}
bool IsActive() override;
};
class HalazziDeterminingDpsTargetTrigger : public Trigger
{
public:
HalazziDeterminingDpsTargetTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "halazzi determining dps target") {}
bool IsActive() override;
};
// Hex Lord Malacrass
class HexLordMalacrassPullingBossTrigger : public Trigger
{
public:
HexLordMalacrassPullingBossTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "hex lord malacrass pulling boss") {}
bool IsActive() override;
};
class HexLordMalacrassDeterminingKillOrderTrigger : public Trigger
{
public:
HexLordMalacrassDeterminingKillOrderTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "hex lord malacrass determining kill order") {}
bool IsActive() override;
};
class HexLordMalacrassBossIsChannelingWhirlwindTrigger : public Trigger
{
public:
HexLordMalacrassBossIsChannelingWhirlwindTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "hex lord malacrass boss is channeling whirlwind") {}
bool IsActive() override;
};
class HexLordMalacrassBossHasSpellReflectionTrigger : public Trigger
{
public:
HexLordMalacrassBossHasSpellReflectionTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "hex lord malacrass boss has spell reflection") {}
bool IsActive() override;
};
class HexLordMalacrassBossPlacedFreezingTrapTrigger : public Trigger
{
public:
HexLordMalacrassBossPlacedFreezingTrapTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "hex lord malacrass boss placed freezing trap") {}
bool IsActive() override;
};
// Zul'jin
class ZuljinMainTankNeedsAggroUponPullOrPhaseChangeTrigger : public Trigger
{
public:
ZuljinMainTankNeedsAggroUponPullOrPhaseChangeTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "zul'jin main tank needs aggro upon pull or phase change") {}
bool IsActive() override;
};
class ZuljinBossEngagedByTanksTrigger : public Trigger
{
public:
ZuljinBossEngagedByTanksTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "zul'jin boss engaged by tanks") {}
bool IsActive() override;
};
class ZuljinBossIsChannelingWhirlwindInTrollFormTrigger : public Trigger
{
public:
ZuljinBossIsChannelingWhirlwindInTrollFormTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "zul'jin boss is channeling whirlwind in troll form") {}
bool IsActive() override;
};
class ZuljinBossIsSummoningCyclonesInEagleFormTrigger : public Trigger
{
public:
ZuljinBossIsSummoningCyclonesInEagleFormTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "zul'jin boss is summoning cyclones in eagle form") {}
bool IsActive() override;
};
class ZuljinBossCastsAoeAbilitiesInDragonhawkFormTrigger : public Trigger
{
public:
ZuljinBossCastsAoeAbilitiesInDragonhawkFormTrigger(
PlayerbotAI* botAI) : Trigger(botAI, "zul'jin boss casts aoe abilities in dragonhawk form") {}
bool IsActive() override;
};
#endif

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@ -0,0 +1,190 @@
/*
* 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 "RaidZulAmanHelpers.h"
#include "Group.h"
#include "Playerbots.h"
namespace ZulAmanHelpers
{
// General
Position FindSafestNearbyPosition(Player* bot,
const std::vector<Unit*>& hazards, const Position& safeZoneCenter,
float safeZoneRadius, float hazardRadius, bool requireSafePath)
{
constexpr float searchStep = M_PI / 8.0f;
constexpr float distanceStep = 1.0f;
Position bestPos;
float minMoveDistance = std::numeric_limits<float>::max();
bool foundSafe = false;
for (float distance = 0.0f;
distance <= safeZoneRadius; distance += distanceStep)
{
for (float angle = 0.0f; angle < 2 * M_PI; angle += searchStep)
{
float x = bot->GetPositionX() + distance * std::cos(angle);
float y = bot->GetPositionY() + distance * std::sin(angle);
if (safeZoneCenter.GetExactDist2d(x, y) > safeZoneRadius)
continue;
if (!IsPositionSafeFromHazards(x, y, hazards, hazardRadius))
continue;
Position testPos(x, y, bot->GetPositionZ());
bool pathSafe = true;
if (requireSafePath)
{
pathSafe =
IsPathSafeFromHazards(bot->GetPosition(), testPos, hazards, hazardRadius);
if (!pathSafe)
continue;
}
float moveDistance = bot->GetExactDist2d(x, y);
if (!foundSafe || moveDistance < minMoveDistance)
{
bestPos = testPos;
minMoveDistance = moveDistance;
foundSafe = pathSafe;
}
}
if (foundSafe)
break;
}
return bestPos;
}
bool IsPathSafeFromHazards(const Position& start, const Position& end,
const std::vector<Unit*>& hazards, float hazardRadius)
{
constexpr uint8 numChecks = 10;
float dx = end.GetPositionX() - start.GetPositionX();
float dy = end.GetPositionY() - start.GetPositionY();
for (uint8 i = 1; i <= numChecks; ++i)
{
float ratio = static_cast<float>(i) / numChecks;
float checkX = start.GetPositionX() + dx * ratio;
float checkY = start.GetPositionY() + dy * ratio;
if (!IsPositionSafeFromHazards(checkX, checkY, hazards, hazardRadius))
return false;
}
return true;
}
bool IsPositionSafeFromHazards(
float x, float y, const std::vector<Unit*>& hazards, float hazardRadius)
{
for (Unit* hazard : hazards)
{
if (hazard->GetDistance2d(x, y) < hazardRadius)
return false;
}
return true;
}
std::vector<Unit*> GetAllHazardTriggers(Player* bot, uint32 entry, float searchRadius)
{
std::vector<Unit*> triggers;
std::list<Creature*> creatureList;
bot->GetCreatureListWithEntryInGrid(creatureList, entry, searchRadius);
for (Creature* creature : creatureList)
{
if (creature && creature->IsAlive())
triggers.push_back(creature);
}
return triggers;
}
// Akil'zon <Eagle Avatar>
const Position AKILZON_TANK_POSITION = { 378.369f, 1407.718f, 74.797f };
std::unordered_map<uint32, time_t> akilzonStormTimer;
bool IsInStormWindow(time_t start, time_t now)
{
time_t elapsed = now - start;
uint32 seconds = elapsed % 60;
return elapsed >= 55 && (seconds >= 55 || seconds < 10);
}
Player* GetElectricalStormTarget(Player* bot)
{
Group* group = bot->GetGroup();
if (!group)
return nullptr;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member &&
member->HasAura(static_cast<uint32>(ZulAmanSpells::SPELL_ELECTRICAL_STORM)))
return member;
}
return nullptr;
}
// Nalorakk <Bear Avatar>
const Position NALORAKK_TANK_POSITION = { -80.208f, 1324.530f, 40.942f };
// Jan'alai <Dragonhawk Avatar>
const Position JANALAI_TANK_POSITION = { -33.873f, 1149.571f, 19.146f };
bool HasFireBombNearby(PlayerbotAI* botAI, Player* bot)
{
constexpr float searchRadius = 30.0f;
std::list<Creature*> creatureList;
bot->GetCreatureListWithEntryInGrid(
creatureList, static_cast<uint32>(ZulAmanNPCs::NPC_FIRE_BOMB), searchRadius);
for (Creature* creature : creatureList)
{
if (creature && creature->IsAlive())
return true;
}
return false;
}
std::pair<Unit*, Unit*> GetAmanishiHatcherPair(PlayerbotAI* botAI)
{
Unit* lowest = nullptr;
Unit* highest = nullptr;
for (auto const& guid :
botAI->GetAiObjectContext()->GetValue<GuidVector>("possible targets no los")->Get())
{
Unit* unit = botAI->GetUnit(guid);
if (unit &&
unit->GetEntry() == static_cast<uint32>(ZulAmanNPCs::NPC_AMANISHI_HATCHER))
{
if (!lowest || unit->GetGUID().GetCounter() < lowest->GetGUID().GetCounter())
lowest = unit;
if (!highest || unit->GetGUID().GetCounter() > highest->GetGUID().GetCounter())
highest = unit;
}
}
return {lowest, highest};
}
// Halazzi <Lynx Avatar>
const Position HALAZZI_TANK_POSITION = { 370.733f, 1131.202f, 6.516f };
// Zul'jin
const Position ZULJIN_TANK_POSITION = { 120.210f, 705.564f, 45.111f };
}

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@ -0,0 +1,110 @@
/*
* 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_RAIDZULAMANHELPERS_H_
#define _PLAYERBOT_RAIDZULAMANHELPERS_H_
#include <unordered_map>
#include "AiObject.h"
#include "Position.h"
#include "Unit.h"
namespace ZulAmanHelpers
{
enum class ZulAmanSpells : uint32
{
// Akil'zon <Eagle Avatar>
SPELL_ELECTRICAL_STORM = 43648,
// Nalorakk <Bear Avatar>
SPELL_BEARFORM = 42377,
// Hex Lord Malacrass
SPELL_HEX_LORD_WHIRLWIND = 43442,
SPELL_HEX_LORD_SPELL_REFLECTION = 43443,
SPELL_UNSTABLE_AFFLICTION = 43522,
// Zul'jin
SPELL_ZULJIN_WHIRLWIND = 17207,
SPELL_SHAPE_OF_THE_BEAR = 42594,
SPELL_SHAPE_OF_THE_EAGLE = 42606,
SPELL_SHAPE_OF_THE_LYNX = 42607,
SPELL_SHAPE_OF_THE_DRAGONHAWK = 42608,
// SPELL_CLAW_RAGE = 43149, // Would require getting Zul'jin's bossai
// Hunter
SPELL_MISDIRECTION = 35079,
};
enum class ZulAmanNPCs : uint32
{
// Trash
NPC_AMANI_HEALING_WARD = 23757,
NPC_AMANI_PROTECTIVE_WARD = 23822,
// Jan'alai <Dragonhawk Avatar>
NPC_AMANI_DRAGONHAWK_HATCHLING = 23598,
NPC_AMANISHI_HATCHER = 23818,
NPC_FIRE_BOMB = 23920,
// Halazzi <Lynx Avatar>
NPC_CORRUPTED_LIGHTNING_TOTEM = 24224,
// Hex Lord Malacrass
NPC_HEX_LORD_MALACRASS = 24239,
NPC_ALYSON_ANTILLE = 24240,
NPC_THURG = 24241,
NPC_SLITHER = 24242,
NPC_LORD_RAADAN = 24243,
NPC_GAZAKROTH = 24244,
NPC_FENSTALKER = 24245,
NPC_DARKHEART = 24246,
NPC_KORAGG = 24247,
// Zul'jin
NPC_FEATHER_VORTEX = 24136,
};
enum class ZulAmanObjects : uint32
{
GO_FREEZING_TRAP = 186669,
};
// General
constexpr uint32 ZULAMAN_MAP_ID = 568;
Position FindSafestNearbyPosition(
Player* bot, const std::vector<Unit*>& hazards, const Position& center,
float safeZoneRadius, float hazardRadius, bool requireSafePath);
bool IsPathSafeFromHazards(
const Position& start, const Position& end,
const std::vector<Unit*>& hazards, float hazardRadius);
bool IsPositionSafeFromHazards(
float x, float y, const std::vector<Unit*>& hazards, float hazardRadius);
std::vector<Unit*> GetAllHazardTriggers(
Player* bot, uint32 entry, float searchRadius);
// Akil'zon <Eagle Avatar>
extern const Position AKILZON_TANK_POSITION;
extern std::unordered_map<uint32, time_t> akilzonStormTimer;
bool IsInStormWindow(time_t start, time_t now);
Player* GetElectricalStormTarget(Player* bot);
// Nalorakk <Bear Avatar>
extern const Position NALORAKK_TANK_POSITION;
// Jan'alai <Dragonhawk Avatar>
extern const Position JANALAI_TANK_POSITION;
bool HasFireBombNearby(PlayerbotAI* botAI, Player* bot);
std::pair<Unit*, Unit*> GetAmanishiHatcherPair(PlayerbotAI* botAI);
// Halazzi <Lynx Avatar>
extern const Position HALAZZI_TANK_POSITION;
// Zul'jin
extern const Position ZULJIN_TANK_POSITION;
}
#endif

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@ -11,6 +11,7 @@
#include "Ai/Raid/Magtheridon/RaidMagtheridonActionContext.h"
#include "Ai/Raid/SerpentshrineCavern/RaidSSCActionContext.h"
#include "Ai/Raid/TempestKeep/RaidTempestKeepActionContext.h"
#include "Ai/Raid/ZulAman/RaidZulAmanActionContext.h"
#include "Ai/Raid/ObsidianSanctum/RaidOsActionContext.h"
#include "Ai/Raid/EyeOfEternity/RaidEoEActionContext.h"
#include "Ai/Raid/VaultOfArchavon/RaidVoAActionContext.h"
@ -32,6 +33,7 @@ void AiObjectContext::BuildSharedActionContexts(SharedNamedObjectContextList<Act
actionContexts.Add(new RaidMagtheridonActionContext());
actionContexts.Add(new RaidSSCActionContext());
actionContexts.Add(new RaidTempestKeepActionContext());
actionContexts.Add(new RaidZulAmanActionContext());
actionContexts.Add(new RaidNaxxActionContext());
actionContexts.Add(new RaidOsActionContext());
actionContexts.Add(new RaidEoEActionContext());

View File

@ -11,6 +11,7 @@
#include "Ai/Raid/Naxxramas/RaidNaxxTriggerContext.h"
#include "Ai/Raid/SerpentshrineCavern/RaidSSCTriggerContext.h"
#include "Ai/Raid/TempestKeep/RaidTempestKeepTriggerContext.h"
#include "Ai/Raid/ZulAman/RaidZulAmanTriggerContext.h"
#include "Ai/Raid/ObsidianSanctum/RaidOsTriggerContext.h"
#include "Ai/Raid/EyeOfEternity/RaidEoETriggerContext.h"
#include "Ai/Raid/VaultOfArchavon/RaidVoATriggerContext.h"
@ -33,6 +34,7 @@ void AiObjectContext::BuildSharedTriggerContexts(SharedNamedObjectContextList<Tr
triggerContexts.Add(new RaidNaxxTriggerContext());
triggerContexts.Add(new RaidSSCTriggerContext());
triggerContexts.Add(new RaidTempestKeepTriggerContext());
triggerContexts.Add(new RaidZulAmanTriggerContext());
triggerContexts.Add(new RaidOsTriggerContext());
triggerContexts.Add(new RaidEoETriggerContext());
triggerContexts.Add(new RaidVoATriggerContext());

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@ -1015,29 +1015,59 @@ void PlayerbotAI::HandleCommand(uint32 type, std::string const text, Player* fro
}
else if (filtered == "logout")
{
if (!bot->GetSession()->isLogingOut())
if (bot->GetSession()->isLogingOut())
return;
// Verify the command came from this bot's master. Also handles nullptr
if (fromPlayer != master)
{
if (type == CHAT_MSG_WHISPER)
TellMaster("I'm logging out!");
{
std::string message = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"bot_not_your_master", "You are not my master!", {});
bot->Whisper(message, LANG_UNIVERSAL, fromPlayer);
}
return;
}
PlayerbotMgr* masterBotMgr = GET_PLAYERBOT_MGR(master);
if (!masterBotMgr)
return;
// Only respond if this bot is in master's collection (alt/addclass)
if (masterBotMgr->GetPlayerBot(bot->GetGUID()))
{
if (type == CHAT_MSG_WHISPER)
{
std::string message = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"logout_start", "I'm logging out!", {});
TellMaster(message);
}
PlayerbotMgr* masterBotMgr = nullptr;
if (master)
masterBotMgr = GET_PLAYERBOT_MGR(master);
if (masterBotMgr)
masterBotMgr->LogoutPlayerBot(bot->GetGUID());
}
else if (type == CHAT_MSG_WHISPER)
{
std::string message = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"bot_rndbot_no_logout", "You can't command me to logout!", {});
TellMaster(message);
}
}
else if (filtered == "logout cancel")
{
if (bot->GetSession()->isLogingOut())
{
if (!bot->GetSession()->isLogingOut())
return;
if (type == CHAT_MSG_WHISPER)
TellMaster("Logout cancelled!");
{
std::string message = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"logout_cancel", "Logout cancelled!", {});
TellMaster(message);
}
WorldPackets::Character::LogoutCancel data = WorldPacket(CMSG_LOGOUT_CANCEL);
bot->GetSession()->HandleLogoutCancelOpcode(data);
}
}
else
{
chatCommands.push_back(ChatCommandHolder(filtered, fromPlayer, type));
@ -1532,7 +1562,7 @@ void PlayerbotAI::ApplyInstanceStrategies(uint32 mapId, bool tellMaster)
"naxx", "onyxia", "ssc", "tempestkeep", "ulduar", "voa", "wotlk-an", "wotlk-cos",
"wotlk-dtk", "wotlk-eoe", "wotlk-fos", "wotlk-gd", "wotlk-hol", "wotlk-hor",
"wotlk-hos", "wotlk-nex", "wotlk-occ", "wotlk-ok", "wotlk-os", "wotlk-pos",
"wotlk-toc", "wotlk-uk", "wotlk-up", "wotlk-vh"
"wotlk-toc", "wotlk-uk", "wotlk-up", "wotlk-vh", "zulaman"
};
for (const std::string& strat : allInstanceStrategies)
@ -1574,6 +1604,9 @@ void PlayerbotAI::ApplyInstanceStrategies(uint32 mapId, bool tellMaster)
case 565:
strategyName = "gruulslair"; // Gruul's Lair
break;
case 568:
strategyName = "zulaman"; // Zul'Aman
break;
case 574:
strategyName = "wotlk-uk"; // Utgarde Keep
break;

View File

@ -362,6 +362,9 @@ void PlayerbotHolder::LogoutPlayerBot(ObjectGuid guid)
if (master)
masterWorldSessionPtr = master->GetSession();
// TODO: Review whether or not to implement timed logout.
// Unused block. Useful only for timed logout.
/*
// check for instant logout
bool logout = botWorldSessionPtr->ShouldLogOut(time(nullptr));
@ -373,58 +376,19 @@ void PlayerbotHolder::LogoutPlayerBot(ObjectGuid guid)
if (bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) || bot->HasUnitState(UNIT_STATE_IN_FLIGHT) ||
botWorldSessionPtr->GetSecurity() >= (AccountTypes)sWorld->getIntConfig(CONFIG_INSTANT_LOGOUT))
{
logout = true;
}
if (master &&
(master->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) || master->HasUnitState(UNIT_STATE_IN_FLIGHT) ||
(masterWorldSessionPtr &&
masterWorldSessionPtr->GetSecurity() >= (AccountTypes)sWorld->getIntConfig(CONFIG_INSTANT_LOGOUT))))
{
logout = true;
}
TravelTarget* target = nullptr;
if (botAI->GetAiObjectContext()) // Maybe some day re-write to delate all pointer values.
*/
// Instant logout (the only option right now)
{
target = botAI->GetAiObjectContext()->GetValue<TravelTarget*>("travel target")->Get();
}
// Peiru: Allow bots to always instant logout to see if this resolves logout crashes
logout = true;
// if no instant logout, request normal logout
if (!logout)
{
if (bot->GetSession()->isLogingOut())
return;
else if (bot)
{
botAI->TellMaster("I'm logging out!");
WorldPackets::Character::LogoutRequest data = WorldPacket(CMSG_LOGOUT_REQUEST);
botWorldSessionPtr->HandleLogoutRequestOpcode(data);
if (!bot)
{
RemoveFromPlayerbotsMap(guid);
delete botWorldSessionPtr;
if (target)
delete target;
}
return;
}
else
{
RemoveFromPlayerbotsMap(guid); // deletes bot player ptr inside this WorldSession PlayerBotMap
delete botWorldSessionPtr; // finally delete the bot's WorldSession
if (target)
delete target;
}
return;
} // if instant logout possible, do it
else if (bot && (logout || !botWorldSessionPtr->isLogingOut()))
{
botAI->TellMaster("Goodbye!");
std::string message = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"goodbye", "Goodbye!", {});
botAI->TellMaster(message);
RemoveFromPlayerbotsMap(guid); // deletes bot player ptr inside this WorldSession PlayerBotMap
botWorldSessionPtr->LogoutPlayer(true); // this will delete the bot Player object and PlayerbotAI object
delete botWorldSessionPtr; // finally delete the bot's WorldSession