#include "Playerbots.h" #include "AKTriggers.h" #include "AiObject.h" #include "AiObjectContext.h" bool NadoxGuardianTrigger::IsActive() { if (botAI->IsHeal(bot)) { return false; } Unit* boss = AI_VALUE2(Unit*, "find target", "elder nadox"); Unit* guardian = AI_VALUE2(Unit*, "find target", "ahn'kahar guardian"); return boss && guardian; } bool JedogaVolunteerTrigger::IsActive() { Unit* boss = AI_VALUE2(Unit*, "find target", "jedoga shadowseeker"); if (!boss) { return false; } // Volunteer is not findable from threat table using AI_VALUE2(), // therefore need to search manually for the unit name GuidVector targets = AI_VALUE(GuidVector, "possible targets no los"); for (auto i = targets.begin(); i != targets.end(); ++i) { Unit* unit = botAI->GetUnit(*i); if (unit && unit->GetEntry() == NPC_TWILIGHT_VOLUNTEER) { return true; } } return false; } bool ShadowCrashTrigger::IsActive() { Unit* unit = AI_VALUE2(Unit*, "find target", "forgotten one"); if (!unit) { return false; } return !botAI->IsMelee(bot); }