mod-playerbots/src/Ai/Raid/Naxxramas/Action/RaidNaxxActions_Kelthuzad.cpp
Alex Dcnh 18bd655869
Restore Naxx Strategies without core dependencies (#2031)
### Summary
This PR restores the Naxxramas raid strategies that were removed in
commit 686fe513b25bbb20ccfcc89f08ee8c4b498a263e .
The reintroduced logic is core‑friendly (no AzerothCore script headers
or internal boss AI/EventMap dependencies), and the Naxxramas actions
have been refactored into per‑boss files for better maintainability.

### Motivation
The previous removal was meant to avoid core modifications and unblock
upstreaming.
This PR brings the strategies back while adhering to that requirement,
using only observable state and mod‑playerbots helpers.

### What’s included

- Re‑enabled the Naxxramas strategies previously removed.
- Replaced core script header dependencies with observable checks
(auras, casts, unit flags, flight state, etc.).
- Split the Naxxramas action logic into per‑boss source files to avoid a
“god file” and ease future maintenance.
- Minor, non‑intrusive behavior improvements aligned with existing
helpers.

### Future work
Some strategies may still require refinement or more advanced handling
later.
This PR focuses on restoring the baseline logic without core
dependencies, while keeping changes minimal and safe.

**Any contributions are welcome to further improve and fine‑tune the
Naxxramas strategies.**

### Testing
Tested in some Naxx boxx.
No server crash and boss killed :D

Note: I'll make another PR with revised scripts when this one are merged

---------

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>
2026-03-06 07:57:21 -08:00

178 lines
6.9 KiB
C++

#include "RaidNaxxActions.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
bool KelthuzadChooseTargetAction::Execute(Event /*event*/)
{
if (!helper.UpdateBossAI())
return false;
GuidVector attackers = context->GetValue<GuidVector>("attackers")->Get();
Unit* target = nullptr;
Unit *target_soldier = nullptr, *target_weaver = nullptr, *target_abomination = nullptr, *target_kelthuzad = nullptr,
*target_guardian = nullptr;
for (auto i = attackers.begin(); i != attackers.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (!unit)
continue;
if (botAI->EqualLowercaseName(unit->GetName(), "guardian of icecrown"))
{
if (!target_guardian)
target_guardian = unit;
else if (unit->GetVictim() && target_guardian->GetVictim() && unit->GetVictim()->ToPlayer() &&
target_guardian->GetVictim()->ToPlayer() && !botAI->IsAssistTank(unit->GetVictim()->ToPlayer()) &&
botAI->IsAssistTank(target_guardian->GetVictim()->ToPlayer()))
{
target_guardian = unit;
}
else if (unit->GetVictim() && target_guardian->GetVictim() && unit->GetVictim()->ToPlayer() &&
target_guardian->GetVictim()->ToPlayer() && !botAI->IsAssistTank(unit->GetVictim()->ToPlayer()) &&
!botAI->IsAssistTank(target_guardian->GetVictim()->ToPlayer()) &&
target_guardian->GetDistance2d(helper.center.first, helper.center.second) >
bot->GetDistance2d(unit))
{
target_guardian = unit;
}
}
if (unit->GetDistance2d(helper.center.first, helper.center.second) > 30.0f)
continue;
if (bot->GetDistance2d(unit) > sPlayerbotAIConfig.spellDistance)
continue;
if (botAI->EqualLowercaseName(unit->GetName(), "unstoppable abomination"))
{
if (target_abomination == nullptr ||
target_abomination->GetDistance2d(helper.center.first, helper.center.second) >
unit->GetDistance2d(helper.center.first, helper.center.second))
{
target_abomination = unit;
}
}
if (botAI->EqualLowercaseName(unit->GetName(), "soldier of the frozen wastes"))
{
if (target_soldier == nullptr ||
target_soldier->GetDistance2d(helper.center.first, helper.center.second) >
unit->GetDistance2d(helper.center.first, helper.center.second))
{
target_soldier = unit;
}
}
if (botAI->EqualLowercaseName(unit->GetName(), "soul weaver"))
{
if (target_weaver == nullptr || target_weaver->GetDistance2d(helper.center.first, helper.center.second) >
unit->GetDistance2d(helper.center.first, helper.center.second))
target_weaver = unit;
}
if (botAI->EqualLowercaseName(unit->GetName(), "kel'thuzad"))
target_kelthuzad = unit;
}
std::vector<Unit*> targets;
if (botAI->IsRanged(bot))
{
if (botAI->GetRangedDpsIndex(bot) <= 1)
targets = {target_soldier, target_weaver, target_abomination, target_kelthuzad};
else
targets = {target_weaver, target_soldier, target_abomination, target_kelthuzad};
}
else if (botAI->IsAssistTank(bot))
targets = {target_abomination, target_guardian, target_kelthuzad};
else
targets = {target_abomination, target_kelthuzad};
for (Unit* t : targets)
{
if (t)
{
target = t;
break;
}
}
if (context->GetValue<Unit*>("current target")->Get() == target)
return false;
if (target_kelthuzad && target == target_kelthuzad)
return Attack(target, true);
return Attack(target, false);
}
bool KelthuzadPositionAction::Execute(Event /*event*/)
{
if (!helper.UpdateBossAI())
return false;
if (helper.IsPhaseOne())
{
if (AI_VALUE(Unit*, "current target") == nullptr)
return MoveInside(NAXX_MAP_ID, helper.center.first, helper.center.second, bot->GetPositionZ(), 3.0f,
MovementPriority::MOVEMENT_COMBAT);
}
else if (helper.IsPhaseTwo())
{
Unit* shadow_fissure = helper.GetAnyShadowFissure();
if (!shadow_fissure || !bot->IsWithinDistInMap(shadow_fissure, 10.0f))
{
float distance, angle;
if (botAI->IsMainTank(bot))
{
if (AI_VALUE2(bool, "has aggro", "current target"))
return MoveTo(NAXX_MAP_ID, helper.tank_pos.first, helper.tank_pos.second, bot->GetPositionZ(), false, false, false,
false, MovementPriority::MOVEMENT_COMBAT);
else
return false;
}
else if (botAI->IsRanged(bot))
{
uint32 index = botAI->GetRangedIndex(bot);
if (index < 8)
{
distance = 20.0f;
angle = index * M_PI / 4;
}
else
{
distance = 32.0f;
angle = (index - 8) * M_PI / 4;
}
float dx, dy;
dx = helper.center.first + cos(angle) * distance;
dy = helper.center.second + sin(angle) * distance;
return MoveTo(NAXX_MAP_ID, dx, dy, bot->GetPositionZ(), false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
else if (botAI->IsTank(bot))
{
Unit* cur_tar = AI_VALUE(Unit*, "current target");
if (cur_tar && cur_tar->GetVictim() && cur_tar->GetVictim()->ToPlayer() &&
botAI->EqualLowercaseName(cur_tar->GetName(), "guardian of icecrown") &&
botAI->IsAssistTank(cur_tar->GetVictim()->ToPlayer()))
{
return MoveTo(NAXX_MAP_ID, helper.assist_tank_pos.first, helper.assist_tank_pos.second, bot->GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
else
return false;
}
}
else
{
float dx, dy;
float angle;
if (!botAI->IsRanged(bot))
angle = shadow_fissure->GetAngle(helper.center.first, helper.center.second);
else
angle = bot->GetAngle(shadow_fissure) + M_PI;
dx = shadow_fissure->GetPositionX() + cos(angle) * 10.0f;
dy = shadow_fissure->GetPositionY() + sin(angle) * 10.0f;
return MoveTo(NAXX_MAP_ID, dx, dy, bot->GetPositionZ(), false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
return false;
}