mirror of
https://github.com/liyunfan1223/mod-playerbots.git
synced 2026-06-20 23:49:25 +02:00
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.
DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.
Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.
Before submitting, make sure your changes aligns with these principles.
-->
## Pull Request Description
<!-- Describe what this change does and why it is needed -->
This is designed to significantly shorten the overall path while
maintaining the more detailed structure. I tried to follow the principle
of removing any folder that had 1 or 2 files in it, shortenining
dungeon/raid names to acronyms, and removing instances when the base
name was in the file name (Like Raid) etc.
## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
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<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.
## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
- - [x] No, not at all
- - [ ] Minimal impact (**explain below**)
- - [ ] Moderate impact (**explain below**)
- Does this change modify default bot behavior?
- - [x] No
- - [ ] Yes (**explain why**)
- Does this change add new decision branches or increase maintenance
complexity?
- - [x] No
- - [ ] Yes (**explain below**)
## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
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Plan and execute
<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->
## Final Checklist
- - [ ] Stability is not compromised.
- - [ ] Performance impact is understood, tested, and acceptable.
- - [ ] Added logic complexity is justified and explained.
- - [ ] Any new bot dialogue lines are translated.
- - [ ] Documentation updated if needed (Conf comments, WiKi commands).
## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
469 lines
12 KiB
C++
469 lines
12 KiB
C++
#ifndef _PLAYERBOT_RAIDULDUARTRIGGERS_H
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#define _PLAYERBOT_RAIDULDUARTRIGGERS_H
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#include "EventMap.h"
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#include "GenericTriggers.h"
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#include "UldBossHelper.h"
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#include "Trigger.h"
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//
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// Flame Levi
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//
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class FlameLeviathanOnVehicleTrigger : public Trigger
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{
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public:
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FlameLeviathanOnVehicleTrigger(PlayerbotAI* ai) : Trigger(ai, "flame leviathan on vehicle") {}
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bool IsActive() override;
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};
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class FlameLeviathanVehicleNearTrigger : public Trigger
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{
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public:
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FlameLeviathanVehicleNearTrigger(PlayerbotAI* ai) : Trigger(ai, "flame leviathan vehicle near") {}
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bool IsActive() override;
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};
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//
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// Razorscale
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//
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class RazorscaleFlyingAloneTrigger : public Trigger
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{
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public:
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RazorscaleFlyingAloneTrigger(PlayerbotAI* ai) : Trigger(ai, "razorscale flying alone") {}
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bool IsActive() override;
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};
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class RazorscaleDevouringFlamesTrigger : public Trigger
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{
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public:
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RazorscaleDevouringFlamesTrigger(PlayerbotAI* ai) : Trigger(ai, "razorscale avoid devouring flames") {}
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bool IsActive() override;
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};
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class RazorscaleAvoidSentinelTrigger : public Trigger
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{
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public:
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RazorscaleAvoidSentinelTrigger(PlayerbotAI* ai) : Trigger(ai, "razorscale avoid sentinel") {}
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bool IsActive() override;
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};
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class RazorscaleAvoidWhirlwindTrigger : public Trigger
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{
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public:
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RazorscaleAvoidWhirlwindTrigger(PlayerbotAI* ai) : Trigger(ai, "razorscale avoid whirlwind") {}
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bool IsActive() override;
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};
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class RazorscaleGroundedTrigger : public Trigger
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{
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public:
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RazorscaleGroundedTrigger(PlayerbotAI* ai) : Trigger(ai, "razorscale grounded") {}
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bool IsActive() override;
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};
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class RazorscaleHarpoonAvailableTrigger : public Trigger
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{
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public:
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RazorscaleHarpoonAvailableTrigger(PlayerbotAI* ai) : Trigger(ai, "razorscale harpoon trigger") {}
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bool IsActive() override;
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};
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class RazorscaleFuseArmorTrigger : public Trigger
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{
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public:
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RazorscaleFuseArmorTrigger(PlayerbotAI* ai) : Trigger(ai, "razorscale fuse armor trigger") {}
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bool IsActive() override;
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};
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//
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// Iron Assembly
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//
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class IronAssemblyLightningTendrilsTrigger : public Trigger
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{
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public:
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IronAssemblyLightningTendrilsTrigger(PlayerbotAI* ai) : Trigger(ai, "iron assembly lightning tendrils trigger") {}
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bool IsActive() override;
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};
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class IronAssemblyOverloadTrigger : public Trigger
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{
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public:
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IronAssemblyOverloadTrigger(PlayerbotAI* ai) : Trigger(ai, "iron assembly overload trigger") {}
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bool IsActive() override;
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};
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class IronAssemblyRuneOfPowerTrigger : public Trigger
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{
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public:
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IronAssemblyRuneOfPowerTrigger(PlayerbotAI* ai) : Trigger(ai, "iron assembly rune of power trigger") {}
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bool IsActive() override;
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};
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//
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// Kologarn
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//
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class KologarnMarkDpsTargetTrigger : public Trigger
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{
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public:
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KologarnMarkDpsTargetTrigger(PlayerbotAI* ai) : Trigger(ai, "kologarn mark dps target trigger") {}
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bool IsActive() override;
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};
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class KologarnFallFromFloorTrigger : public Trigger
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{
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public:
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KologarnFallFromFloorTrigger(PlayerbotAI* ai) : Trigger(ai, "kologarn fall from floor trigger") {}
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bool IsActive() override;
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};
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class KologarnRubbleSlowdownTrigger : public Trigger
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{
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public:
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KologarnRubbleSlowdownTrigger(PlayerbotAI* ai) : Trigger(ai, "kologarn rubble slowdown trigger") {}
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bool IsActive() override;
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};
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class KologarnEyebeamTrigger : public Trigger
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{
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public:
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KologarnEyebeamTrigger(PlayerbotAI* ai) : Trigger(ai, "kologarn eyebeam trigger") {}
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bool IsActive() override;
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};
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class KologarnAttackDpsTargetTrigger : public Trigger
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{
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public:
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KologarnAttackDpsTargetTrigger(PlayerbotAI* ai) : Trigger(ai, "kologarn attack dps target trigger") {}
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bool IsActive() override;
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};
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class KologarnRtiTargetTrigger : public Trigger
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{
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public:
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KologarnRtiTargetTrigger(PlayerbotAI* ai) : Trigger(ai, "kologarn rti target trigger") {}
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bool IsActive() override;
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};
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class KologarnCrunchArmorTrigger : public Trigger
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{
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public:
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KologarnCrunchArmorTrigger(PlayerbotAI* ai) : Trigger(ai, "kologarn crunch armor trigger") {}
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bool IsActive() override;
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};
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//
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// Auriaya
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//
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class AuriayaFallFromFloorTrigger : public Trigger
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{
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public:
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AuriayaFallFromFloorTrigger(PlayerbotAI* ai) : Trigger(ai, "auriaya fall from floor trigger") {}
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bool IsActive() override;
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};
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//
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// Hodir
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//
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class HodirBitingColdTrigger : public Trigger
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{
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public:
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HodirBitingColdTrigger(PlayerbotAI* ai) : Trigger(ai, "hodir biting cold") {}
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bool IsActive() override;
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};
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class HodirNearSnowpackedIcicleTrigger : public Trigger
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{
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public:
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HodirNearSnowpackedIcicleTrigger(PlayerbotAI* ai) : Trigger(ai, "hodir near snowpacked icicle") {}
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bool IsActive() override;
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};
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//
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// Freya
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//
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class FreyaNearNatureBombTrigger : public Trigger
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{
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public:
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FreyaNearNatureBombTrigger(PlayerbotAI* ai) : Trigger(ai, "freya near nature bomb") {}
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bool IsActive() override;
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};
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class FreyaMarkDpsTargetTrigger : public Trigger
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{
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public:
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FreyaMarkDpsTargetTrigger(PlayerbotAI* ai) : Trigger(ai, "freya mark dps target trigger") {}
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bool IsActive() override;
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};
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class FreyaMoveToHealingSporeTrigger : public Trigger
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{
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public:
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FreyaMoveToHealingSporeTrigger(PlayerbotAI* ai) : Trigger(ai, "freya move to healing spore trigger") {}
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bool IsActive() override;
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};
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//
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// Thorim
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//
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class ThorimUnbalancingStrikeTrigger : public Trigger
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{
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public:
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ThorimUnbalancingStrikeTrigger(PlayerbotAI* ai) : Trigger(ai, "thorim unbalancing strike trigger") {}
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bool IsActive() override;
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};
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class ThorimMarkDpsTargetTrigger : public Trigger
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{
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public:
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ThorimMarkDpsTargetTrigger(PlayerbotAI* ai) : Trigger(ai, "thorim mark dps target trigger") {}
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bool IsActive() override;
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};
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class ThorimGauntletPositioningTrigger : public Trigger
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{
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public:
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ThorimGauntletPositioningTrigger(PlayerbotAI* ai) : Trigger(ai, "thorim gauntlet positioning trigger") {}
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bool IsActive() override;
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};
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class ThorimArenaPositioningTrigger : public Trigger
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{
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public:
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ThorimArenaPositioningTrigger(PlayerbotAI* ai) : Trigger(ai, "thorim arena positioning trigger") {}
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bool IsActive() override;
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};
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class ThorimFallFromFloorTrigger : public Trigger
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{
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public:
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ThorimFallFromFloorTrigger(PlayerbotAI* ai) : Trigger(ai, "thorim fall from floor trigger") {}
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bool IsActive() override;
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};
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class ThorimPhase2PositioningTrigger : public Trigger
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{
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public:
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ThorimPhase2PositioningTrigger(PlayerbotAI* ai) : Trigger(ai, "thorim phase 2 positioning trigger") {}
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bool IsActive() override;
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};
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//
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// Mimiron
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//
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class MimironShockBlastTrigger : public Trigger
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{
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public:
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MimironShockBlastTrigger(PlayerbotAI* ai) : Trigger(ai, "mimiron shock blast trigger") {}
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bool IsActive() override;
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};
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class MimironPhase1PositioningTrigger : public Trigger
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{
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public:
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MimironPhase1PositioningTrigger(PlayerbotAI* ai) : Trigger(ai, "mimiron phase 1 positioning trigger") {}
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bool IsActive() override;
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};
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class MimironP3Wx2LaserBarrageTrigger : public Trigger
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{
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public:
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MimironP3Wx2LaserBarrageTrigger(PlayerbotAI* ai) : Trigger(ai, "mimiron p3wx2 laser barrage trigger") {}
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bool IsActive() override;
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};
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class MimironRapidBurstTrigger : public Trigger
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{
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public:
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MimironRapidBurstTrigger(PlayerbotAI* ai) : Trigger(ai, "mimiron rapid burst trigger") {}
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bool IsActive() override;
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};
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class MimironAerialCommandUnitTrigger : public Trigger
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{
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public:
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MimironAerialCommandUnitTrigger(PlayerbotAI* ai) : Trigger(ai, "mimiron aerial command unit trigger") {}
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bool IsActive() override;
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};
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class MimironRocketStrikeTrigger : public Trigger
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{
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public:
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MimironRocketStrikeTrigger(PlayerbotAI* ai) : Trigger(ai, "mimiron rocket strike trigger") {}
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bool IsActive() override;
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};
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class MimironPhase4MarkDpsTrigger : public Trigger
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{
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public:
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MimironPhase4MarkDpsTrigger(PlayerbotAI* ai) : Trigger(ai, "mimiron phase 4 mark dps trigger") {}
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bool IsActive() override;
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};
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class MimironCheatTrigger : public Trigger
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{
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public:
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MimironCheatTrigger(PlayerbotAI* ai) : Trigger(ai, "mimiron cheat trigger") {}
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bool IsActive() override;
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};
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//
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// General Vezax
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//
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class VezaxCheatTrigger : public Trigger
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{
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public:
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VezaxCheatTrigger(PlayerbotAI* ai) : Trigger(ai, "vezax cheat trigger") {}
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bool IsActive() override;
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};
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class VezaxShadowCrashTrigger : public Trigger
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{
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public:
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VezaxShadowCrashTrigger(PlayerbotAI* ai) : Trigger(ai, "vezax shadow crash trigger") {}
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bool IsActive() override;
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};
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class VezaxMarkOfTheFacelessTrigger : public Trigger
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{
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public:
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VezaxMarkOfTheFacelessTrigger(PlayerbotAI* ai) : Trigger(ai, "vezax mark of the faceless trigger") {}
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bool IsActive() override;
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};
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//
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// Yogg-Saron
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//
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class YoggSaronTrigger : public Trigger
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{
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public:
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YoggSaronTrigger(PlayerbotAI* ai, std::string const name = "yogg saron trigger", int32 checkInteval = 1)
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: Trigger(ai, name, checkInteval) {}
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bool IsYoggSaronFight();
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bool IsPhase2();
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bool IsPhase3();
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bool IsInBrainLevel();
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bool IsInIllusionRoom();
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bool IsInStormwindKeeperIllusion();
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bool IsInIcecrownKeeperIllusion();
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bool IsInChamberOfTheAspectsIllusion();
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bool IsMasterIsInIllusionGroup();
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bool IsMasterIsInBrainRoom();
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Position GetIllusionRoomEntrancePosition();
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Unit* GetIllusionRoomRtiTarget();
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Unit* GetNextIllusionRoomRtiTarget();
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Unit* GetSaraIfAlive();
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};
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class YoggSaronOminousCloudCheatTrigger : public YoggSaronTrigger
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{
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public:
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YoggSaronOminousCloudCheatTrigger(PlayerbotAI* ai) : YoggSaronTrigger(ai, "yogg-saron ominous cloud cheat trigger") {}
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bool IsActive() override;
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};
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class YoggSaronGuardianPositioningTrigger : public YoggSaronTrigger
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{
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public:
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YoggSaronGuardianPositioningTrigger(PlayerbotAI* ai) : YoggSaronTrigger(ai, "yogg-saron guardian positioning trigger") {}
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bool IsActive() override;
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};
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class YoggSaronSanityTrigger : public YoggSaronTrigger
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{
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public:
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YoggSaronSanityTrigger(PlayerbotAI* ai) : YoggSaronTrigger(ai, "yogg-saron sanity trigger") {}
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bool IsActive() override;
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};
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class YoggSaronDeathOrbTrigger : public YoggSaronTrigger
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{
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public:
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YoggSaronDeathOrbTrigger(PlayerbotAI* ai) : YoggSaronTrigger(ai, "yogg-saron death orb trigger") {}
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bool IsActive() override;
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};
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class YoggSaronMaladyOfTheMindTrigger : public YoggSaronTrigger
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{
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public:
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YoggSaronMaladyOfTheMindTrigger(PlayerbotAI* ai) : YoggSaronTrigger(ai, "yogg-saron malady of the mind trigger") {}
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bool IsActive() override;
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};
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class YoggSaronMarkTargetTrigger : public YoggSaronTrigger
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{
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public:
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YoggSaronMarkTargetTrigger(PlayerbotAI* ai) : YoggSaronTrigger(ai, "yogg-saron mark target trigger") {}
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bool IsActive() override;
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};
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class YoggSaronBrainLinkTrigger : public YoggSaronTrigger
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{
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public:
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YoggSaronBrainLinkTrigger(PlayerbotAI* ai) : YoggSaronTrigger(ai, "yogg-saron brain link trigger") {}
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bool IsActive() override;
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};
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class YoggSaronMoveToEnterPortalTrigger : public YoggSaronTrigger
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{
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public:
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YoggSaronMoveToEnterPortalTrigger(PlayerbotAI* ai) : YoggSaronTrigger(ai, "yogg-saron move to enter portal trigger") {}
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bool IsActive() override;
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};
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class YoggSaronFallFromFloorTrigger : public YoggSaronTrigger
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{
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public:
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YoggSaronFallFromFloorTrigger(PlayerbotAI* ai) : YoggSaronTrigger(ai, "yogg-saron fall from floor trigger") {}
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bool IsActive() override;
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};
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class YoggSaronBossRoomMovementCheatTrigger : public YoggSaronTrigger
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{
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public:
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YoggSaronBossRoomMovementCheatTrigger(PlayerbotAI* ai) : YoggSaronTrigger(ai, "yogg-saron boss room movement cheat trigger") {}
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bool IsActive() override;
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};
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class YoggSaronUsePortalTrigger : public YoggSaronTrigger
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{
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public:
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YoggSaronUsePortalTrigger(PlayerbotAI* ai) : YoggSaronTrigger(ai, "yogg-saron use portal trigger") {}
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bool IsActive() override;
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};
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class YoggSaronIllusionRoomTrigger : public YoggSaronTrigger
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{
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public:
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YoggSaronIllusionRoomTrigger(PlayerbotAI* ai) : YoggSaronTrigger(ai, "yogg-saron illusion room trigger") {}
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bool IsActive() override;
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private:
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bool GoToBrainRoomRequired();
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bool SetRtiMarkRequired();
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bool SetRtiTargetRequired();
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};
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class YoggSaronMoveToExitPortalTrigger : public YoggSaronTrigger
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{
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public:
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YoggSaronMoveToExitPortalTrigger(PlayerbotAI* ai) : YoggSaronTrigger(ai, "yogg-saron move to exit portal trigger") {}
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bool IsActive() override;
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};
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class YoggSaronLunaticGazeTrigger : public YoggSaronTrigger
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{
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public:
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YoggSaronLunaticGazeTrigger(PlayerbotAI* ai) : YoggSaronTrigger(ai, "yogg-saron lunatic gaze trigger") {}
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bool IsActive() override;
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};
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class YoggSaronPhase3PositioningTrigger : public YoggSaronTrigger
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{
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public:
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YoggSaronPhase3PositioningTrigger(PlayerbotAI* ai) : YoggSaronTrigger(ai, "yogg-saron phase 3 positioning trigger") {}
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bool IsActive() override;
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};
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#endif
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