#include "Playerbots.h" #include "VioletHoldTriggers.h" #include "AiObject.h" #include "AiObjectContext.h" bool ErekemTargetTrigger::IsActive() { return AI_VALUE2(Unit*, "find target", "erekem") && botAI->IsDps(bot); } bool IchoronTargetTrigger::IsActive() { return AI_VALUE2(Unit*, "find target", "ichoron") && !botAI->IsHeal(bot); } bool VoidShiftTrigger::IsActive() { Unit* boss = AI_VALUE2(Unit*, "find target", "zuramat the obliterator"); return boss && bot->HasAura(SPELL_VOID_SHIFTED) && !botAI->IsHeal(bot); } bool ShroudOfDarknessTrigger::IsActive() { Unit* boss = AI_VALUE2(Unit*, "find target", "zuramat the obliterator"); return boss && boss->HasAura(SPELL_SHROUD_OF_DARKNESS); } bool CyanigosaPositioningTrigger::IsActive() { Unit* boss = AI_VALUE2(Unit*, "find target", "cyanigosa"); // Include healers here for now, otherwise they stand in things return boss && !botAI->IsTank(bot) && !botAI->IsRangedDps(bot); // return boss && botAI->IsMelee(bot) && !botAI->IsTank(bot); }