/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version. */ #include "RogueTriggers.h" #include "Playerbots.h" #include "ServerFacade.h" bool AdrenalineRushTrigger::isPossible() { return !botAI->HasAura("stealth", bot); } bool UnstealthTrigger::IsActive() { if (!botAI->HasAura("stealth", bot)) return false; return botAI->HasAura("stealth", bot) && !AI_VALUE(uint8, "attacker count") && (AI_VALUE2(bool, "moving", "self target") && ((botAI->GetMaster() && sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "master target"), 10.0f) && AI_VALUE2(bool, "moving", "master target")) || !AI_VALUE(uint8, "attacker count"))); } bool StealthTrigger::IsActive() { if (botAI->HasAura("stealth", bot) || bot->IsInCombat() || bot->HasSpellCooldown(1784)) return false; float distance = 30.f; Unit* target = AI_VALUE(Unit*, "enemy player target"); if (!target) target = AI_VALUE(Unit*, "grind target"); if (!target) target = AI_VALUE(Unit*, "dps target"); if (!target) return false; if (target && target->GetVictim()) distance -= 10; if (target->isMoving() && target->GetVictim()) distance -= 10; if (bot->InBattleground()) distance += 15; if (bot->InArena()) distance += 15; return target && sServerFacade->GetDistance2d(bot, target) < distance; } bool SapTrigger::IsPossible() { return bot->getLevel() > 10 && bot->HasSpell(6770) && !bot->IsInCombat(); } bool SprintTrigger::IsPossible() { return bot->HasSpell(2983); } bool SprintTrigger::IsActive() { if (bot->HasSpellCooldown(2983)) return false; float distance = botAI->GetMaster() ? 45.0f : 35.0f; if (botAI->HasAura("stealth", bot)) distance -= 10; bool targeted = false; Unit* dps = AI_VALUE(Unit*, "dps target"); Unit* enemyPlayer = AI_VALUE(Unit*, "enemy player target"); if (dps) targeted = (dps == AI_VALUE(Unit*, "current target")); if (enemyPlayer && !targeted) targeted = (enemyPlayer == AI_VALUE(Unit*, "current target")); if (!targeted) return false; if ((dps && dps->IsInCombat()) || enemyPlayer) distance -= 10; return AI_VALUE2(bool, "moving", "self target") && (AI_VALUE2(bool, "moving", "dps target") || AI_VALUE2(bool, "moving", "enemy player target")) && targeted && (sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "dps target"), distance) || sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "enemy player target"), distance)); }