#include "RaidGruulsLairTriggers.h" #include "RaidGruulsLairHelpers.h" #include "Playerbots.h" using namespace GruulsLairHelpers; // High King Maulgar Triggers bool HighKingMaulgarIsMainTankTrigger::IsActive() { Unit* maulgar = AI_VALUE2(Unit*, "find target", "high king maulgar"); return botAI->IsMainTank(bot) && maulgar; } bool HighKingMaulgarIsFirstAssistTankTrigger::IsActive() { Unit* olm = AI_VALUE2(Unit*, "find target", "olm the summoner"); return botAI->IsAssistTankOfIndex(bot, 0, false) && olm; } bool HighKingMaulgarIsSecondAssistTankTrigger::IsActive() { Unit* blindeye = AI_VALUE2(Unit*, "find target", "blindeye the seer"); return botAI->IsAssistTankOfIndex(bot, 1, false) && blindeye; } bool HighKingMaulgarIsMageTankTrigger::IsActive() { Unit* krosh = AI_VALUE2(Unit*, "find target", "krosh firehand"); return IsKroshMageTank(botAI, bot) && krosh; } bool HighKingMaulgarIsMoonkinTankTrigger::IsActive() { Unit* kiggler = AI_VALUE2(Unit*, "find target", "kiggler the crazed"); return IsKigglerMoonkinTank(botAI, bot) && kiggler; } bool HighKingMaulgarDeterminingKillOrderTrigger::IsActive() { Unit* maulgar = AI_VALUE2(Unit*, "find target", "high king maulgar"); Unit* kiggler = AI_VALUE2(Unit*, "find target", "kiggler the crazed"); Unit* olm = AI_VALUE2(Unit*, "find target", "olm the summoner"); Unit* blindeye = AI_VALUE2(Unit*, "find target", "blindeye the seer"); Unit* krosh = AI_VALUE2(Unit*, "find target", "krosh firehand"); return (botAI->IsDps(bot) || botAI->IsTank(bot)) && !(botAI->IsMainTank(bot) && maulgar) && !(botAI->IsAssistTankOfIndex(bot, 0, false) && olm) && !(botAI->IsAssistTankOfIndex(bot, 1, false) && blindeye) && !(IsKroshMageTank(botAI, bot) && krosh) && !(IsKigglerMoonkinTank(botAI, bot) && kiggler); } bool HighKingMaulgarHealerInDangerTrigger::IsActive() { return botAI->IsHeal(bot) && IsAnyOgreBossAlive(botAI); } bool HighKingMaulgarBossChannelingWhirlwindTrigger::IsActive() { Unit* maulgar = AI_VALUE2(Unit*, "find target", "high king maulgar"); return maulgar && maulgar->HasAura(SPELL_WHIRLWIND) && !botAI->IsMainTank(bot); } bool HighKingMaulgarWildFelstalkerSpawnedTrigger::IsActive() { Unit* felStalker = AI_VALUE2(Unit*, "find target", "wild fel stalker"); return felStalker && bot->getClass() == CLASS_WARLOCK; } bool HighKingMaulgarPullingOlmAndBlindeyeTrigger::IsActive() { Group* group = bot->GetGroup(); if (!group || bot->getClass() != CLASS_HUNTER) return false; std::vector hunters; for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next()) { Player* member = ref->GetSource(); if (member && member->IsAlive() && member->getClass() == CLASS_HUNTER && GET_PLAYERBOT_AI(member)) hunters.push_back(member); } int hunterIndex = -1; for (size_t i = 0; i < hunters.size(); ++i) { if (hunters[i] == bot) { hunterIndex = static_cast(i); break; } } if (hunterIndex == -1 || hunterIndex > 1) return false; Unit* olm = AI_VALUE2(Unit*, "find target", "olm the summoner"); Unit* blindeye = AI_VALUE2(Unit*, "find target", "blindeye the seer"); Player* olmTank = nullptr; Player* blindeyeTank = nullptr; for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next()) { Player* member = ref->GetSource(); if (!member || !member->IsAlive()) continue; else if (botAI->IsAssistTankOfIndex(member, 0)) olmTank = member; else if (botAI->IsAssistTankOfIndex(member, 1)) blindeyeTank = member; } switch (hunterIndex) { case 0: return olm && olm->GetHealthPct() > 98.0f && olmTank && botAI->CanCastSpell("misdirection", olmTank); case 1: return blindeye && blindeye->GetHealthPct() > 90.0f && blindeyeTank && botAI->CanCastSpell("misdirection", blindeyeTank); default: break; } return false; } // Gruul the Dragonkiller Triggers bool GruulTheDragonkillerBossEngagedByTanksTrigger::IsActive() { Unit* gruul = AI_VALUE2(Unit*, "find target", "gruul the dragonkiller"); return gruul && botAI->IsTank(bot); } bool GruulTheDragonkillerBossEngagedByRangedTrigger::IsActive() { Unit* gruul = AI_VALUE2(Unit*, "find target", "gruul the dragonkiller"); return gruul && botAI->IsRanged(bot); } bool GruulTheDragonkillerIncomingShatterTrigger::IsActive() { Unit* gruul = AI_VALUE2(Unit*, "find target", "gruul the dragonkiller"); return gruul && (bot->HasAura(SPELL_GROUND_SLAM_1) || bot->HasAura(SPELL_GROUND_SLAM_2)); }