mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-28 07:56:24 +00:00
ICC Strategy (doable 10/25NM) (#789)
* ICC PP WIP WIP * added mutated plague for PP * BPC added (kinetic and boss targeting need to be done by player) OT collects dark nucles, bots spread on vortex and other stuff they do ok on their own. Tested only on 10NM, should work on 25NM * Tank pos. correction * BQL, ranged spread, link, flame, bite, tanking tested 10NM to do (better fire spread, hc tacti, melee spread when in air) * LDW improved improved shadow logic, ranged spread for easier shadow handling * dbs update, fixed teleporting Bots should only go and teleport to the mage that is actually below zero now * DBS ranged fix Ranged should spread more quickly and freak out less * Festergut && DBS fixed ranged spread (both) fixed spore logic (fester) * Rotface fix Improved big ooze tanking (static pos, todo kiting) ooze explosion spread mechanic fix ooze pool fix Player needs to mark rotface with skull icon, oterwise bots try to attack oozes * BQL fixed for 25nm todo: better melee logic in air phase, better melee flame spread * VDW, Sister Svalna, Sindy update Sister Svalna, bots can pickup spears and throw at svalna when she has shield up VDW added healer strats to use portal and heal boss (atm druids are for raid healing only, so use druide + any other healer, ideally player should be healer) todo (focus on supressers, add healer rotations, atm they use quickest spell they can) Sindragosa Added tank boss manipulation (boss orientation and position) bots detect (buffet, unchained magic and chilled to the bone and act accordingly) bots detect frost beacon move to safe spot and los frost bombs around them, while dpsing tombs (todo stop dps if only one tomb is left, if we have frost bombs around, not a big deal atm since in nm they dont one shot) Last phase bots los behind tomb to loose buffet, tanks swap when they have hi buffet count. Player should tell bots with skull rti if they should kill tomb or focus boss. todo (dynamic tomb los in last phase so that healers can see tank but also hide behind tomb to break los from boss) Removed some debug messages, improved LM spike action (nearest bots also try to help kill it) Improved Lady Deathwshiper shade action (only targeted bots will run away instead of every bot that is near it) dbs improved tank switch I recommend to use 3 healers (just to be safe) and 2 paladin tanks (warr seems to struggle with agro) in 10 man 25 man 6-7 healers (just to be safe) Since most of the bosses are about survival and not dps * LK Update (doable) LK added Improved tank switching for all bosses Fixed PP gas cloud kiting Malleable goo todo (dont know how to detect it since its not object or npc) just summon ranged bots to safe position to bypass BPC fixed OT sometimes not tanking kele kinectic bombs todo (for now player should take care of them) Sindragosa fixed rare case when she is in air phase but tombs went to last phase position LK Bots can handle necrotic Bots can handle adds Bots should focus valkyre that actually grabbed someone (if unlucky and player just use attack command and summon bots to you if they are far away from you) if they grab bots you can either summon to make them useless or let bots cc them and do it legit way. Defile should be watched by player and once it was cast just summon bots to you Vile spirits for some reason go to the ground and get nuked by bots aoe spells so there is not much to be done **Player needs to be alive the whole LK fight since you will have to watch out for frost spehers (sometimes bots ignore them), summon bots when defile is up and summon ranged bots if they get stuck near shambling or raging spirits since their aoe will wipe you) all in all LK is doable both 10 and 25nm, player needs to have knowledge of lk fight and needs to know how to use multibot addon and make macros for eg summoning or commanding groups of bots or individual bots) Dont forget frost/shadow/nature resist auras in whole ICC since it will help alot I have done whole icc 10 and 25 with 2 pala tanks, 2/5 heals and rest dps, if you use +1 or +2 heals it should be easier (since I was testing I did close to 0 dmg in fights same with heals) * fixed changes made by mistake fix * Malleable fix (simple spread mechanic) Malleable mechanic added (simple spread for now) Gas cloud fixed (Bots sometimes got stuck between puddle and kite location) * Defile Update Bots detect and avoid defile (they struggle to find a way back to the boss around it tho, use summon to help them) Melee bots should be able to stand behind/to the flank of shambling/spirits
This commit is contained in:
@@ -5,6 +5,57 @@
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#include "Playerbots.h"
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#include "Trigger.h"
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//Lord Marrowgar
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class IccLmTankPositionTrigger : public Trigger
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{
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public:
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IccLmTankPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc lm tank position") {}
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bool IsActive() override;
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};
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class IccSpikeNearTrigger : public Trigger
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{
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public:
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IccSpikeNearTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc spike near") {}
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bool IsActive() override;
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};
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//Lady Deathwhisper
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class IccDarkReckoningTrigger : public Trigger
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{
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public:
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IccDarkReckoningTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc dark reckoning") {}
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bool IsActive() override;
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};
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class IccRangedPositionLadyDeathwhisperTrigger : public Trigger
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{
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public:
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IccRangedPositionLadyDeathwhisperTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc ranged position lady deathwhisper") {}
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bool IsActive() override;
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};
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class IccAddsLadyDeathwhisperTrigger : public Trigger
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{
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public:
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IccAddsLadyDeathwhisperTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc adds lady deathwhisper") {}
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bool IsActive() override;
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};
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class IccShadeLadyDeathwhisperTrigger : public Trigger
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{
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public:
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IccShadeLadyDeathwhisperTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc shade lady deathwhisper") {}
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bool IsActive() override;
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};
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//Gunship Battle
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class IccRottingFrostGiantTankPositionTrigger : public Trigger
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{
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public:
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IccRottingFrostGiantTankPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc rotting frost giant tank position") {}
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bool IsActive() override;
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};
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class IccInCannonTrigger : public Trigger
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{
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@@ -20,4 +71,305 @@ public:
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bool IsActive() override;
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};
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class IccGunshipTeleportAllyTrigger : public Trigger
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{
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public:
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IccGunshipTeleportAllyTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc gunship teleport ally") {}
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bool IsActive() override;
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};
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class IccGunshipTeleportHordeTrigger : public Trigger
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{
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public:
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IccGunshipTeleportHordeTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc gunship teleport horde") {}
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bool IsActive() override;
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};
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//DBS
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class IccDbsTankPositionTrigger : public Trigger
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{
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public:
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IccDbsTankPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc dbs tank position") {}
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bool IsActive() override;
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};
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class IccDbsMainTankRuneOfBloodTrigger : public Trigger
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{
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public:
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IccDbsMainTankRuneOfBloodTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc dbs main tank rune of blood") {}
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bool IsActive() override;
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};
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class IccAddsDbsTrigger : public Trigger
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{
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public:
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IccAddsDbsTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc adds dbs") {}
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bool IsActive() override;
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};
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//DOGS
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class IccStinkyPreciousMainTankMortalWoundTrigger : public Trigger
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{
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public:
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IccStinkyPreciousMainTankMortalWoundTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc stinky precious main tank mortal wound") {}
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bool IsActive() override;
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};
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//FESTERGUT
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class IccFestergutTankPositionTrigger : public Trigger
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{
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public:
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IccFestergutTankPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc festergut tank position") {}
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bool IsActive() override;
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};
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class IccFestergutMainTankGastricBloatTrigger : public Trigger
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{
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public:
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IccFestergutMainTankGastricBloatTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc festergut main tank gastric bloat") {}
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bool IsActive() override;
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};
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class IccFestergutSporeTrigger : public Trigger
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{
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public:
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IccFestergutSporeTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc festergut spore") {}
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bool IsActive() override;
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};
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//ROTFACE
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class IccRotfaceTankPositionTrigger : public Trigger
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{
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public:
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IccRotfaceTankPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc rotface tank position") {}
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bool IsActive() override;
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};
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class IccRotfaceGroupPositionTrigger : public Trigger
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{
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public:
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IccRotfaceGroupPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc rotface group position") {}
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bool IsActive() override;
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};
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class IccRotfaceMoveAwayFromExplosionTrigger : public Trigger
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{
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public:
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IccRotfaceMoveAwayFromExplosionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc rotface move away from explosion") {}
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bool IsActive() override;
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};
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//PP
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class IccPutricideVolatileOozeTrigger : public Trigger
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{
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public:
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IccPutricideVolatileOozeTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc putricide volatile ooze") {}
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bool IsActive() override;
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};
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class IccPutricideGasCloudTrigger : public Trigger
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{
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public:
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IccPutricideGasCloudTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc putricide gas cloud") {}
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bool IsActive() override;
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};
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class IccPutricideGrowingOozePuddleTrigger : public Trigger
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{
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public:
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IccPutricideGrowingOozePuddleTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc putricide growing ooze puddle") {}
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bool IsActive() override;
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};
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class IccPutricideMainTankMutatedPlagueTrigger : public Trigger
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{
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public:
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IccPutricideMainTankMutatedPlagueTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc putricide main tank mutated plague") {}
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bool IsActive() override;
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};
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class IccPutricideMalleableGooTrigger : public Trigger
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{
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public:
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IccPutricideMalleableGooTrigger(PlayerbotAI* ai) : Trigger(ai, "icc putricide malleable goo") {}
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bool IsActive() override;
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};
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//BPC
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class IccBpcKelesethTankTrigger : public Trigger
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{
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public:
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IccBpcKelesethTankTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc bpc keleseth tank") {}
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bool IsActive() override;
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};
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class IccBpcNucleusTrigger : public Trigger
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{
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public:
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IccBpcNucleusTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc bpc nucleus") {}
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bool IsActive() override;
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};
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class IccBpcMainTankTrigger : public Trigger
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{
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public:
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IccBpcMainTankTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc bpc main tank") {}
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bool IsActive() override;
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};
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class IccBpcEmpoweredVortexTrigger : public Trigger
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{
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public:
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IccBpcEmpoweredVortexTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc bpc empowered vortex") {}
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bool IsActive() override;
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};
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//Bql
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class IccBqlTankPositionTrigger : public Trigger
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{
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public:
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IccBqlTankPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc bql tank position") {}
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bool IsActive() override;
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};
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class IccBqlPactOfDarkfallenTrigger : public Trigger
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{
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public:
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IccBqlPactOfDarkfallenTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc bql pact of darkfallen") {}
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bool IsActive() override;
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};
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class IccBqlVampiricBiteTrigger : public Trigger
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{
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public:
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IccBqlVampiricBiteTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc bql vampiric bite") {}
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bool IsActive() override;
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};
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//VDW
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class IccValkyreSpearTrigger : public Trigger
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{
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public:
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IccValkyreSpearTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc valkyre spear") {}
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bool IsActive() override;
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};
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class IccSisterSvalnaTrigger : public Trigger
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{
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public:
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IccSisterSvalnaTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc sister svalna") {}
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bool IsActive() override;
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};
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class IccValithriaPortalTrigger : public Trigger
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{
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public:
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IccValithriaPortalTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc valithria portal") {}
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bool IsActive() override;
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};
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class IccValithriaHealTrigger : public Trigger
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{
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public:
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IccValithriaHealTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc valithria heal") {}
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bool IsActive() override;
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};
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class IccValithriaDreamCloudTrigger : public Trigger
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{
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public:
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IccValithriaDreamCloudTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc valithria dream cloud") {}
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bool IsActive() override;
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};
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//SINDRAGOSA
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class IccSindragosaTankPositionTrigger : public Trigger
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{
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public:
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IccSindragosaTankPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc sindragosa tank position") {}
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bool IsActive() override;
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};
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class IccSindragosaFrostBeaconTrigger : public Trigger
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{
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public:
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IccSindragosaFrostBeaconTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc sindragosa frost beacon") {}
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bool IsActive() override;
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};
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class IccSindragosaBlisteringColdTrigger : public Trigger
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{
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public:
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IccSindragosaBlisteringColdTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc sindragosa blistering cold") {}
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bool IsActive() override;
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};
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class IccSindragosaUnchainedMagicTrigger : public Trigger
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{
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public:
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IccSindragosaUnchainedMagicTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc sindragosa unchained magic") {}
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bool IsActive() override;
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};
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class IccSindragosaChilledToTheBoneTrigger : public Trigger
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{
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public:
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IccSindragosaChilledToTheBoneTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc sindragosa chilled to the bone") {}
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bool IsActive() override;
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};
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class IccSindragosaMysticBuffetTrigger : public Trigger
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{
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public:
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IccSindragosaMysticBuffetTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc sindragosa mystic buffet") {}
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bool IsActive() override;
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};
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class IccSindragosaMainTankMysticBuffetTrigger : public Trigger
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{
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public:
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IccSindragosaMainTankMysticBuffetTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc sindragosa main tank mystic buffet") {}
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bool IsActive() override;
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};
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class IccSindragosaTankSwapPositionTrigger : public Trigger
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{
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public:
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IccSindragosaTankSwapPositionTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc sindragosa tank swap position") {}
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bool IsActive() override;
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};
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class IccSindragosaFrostBombTrigger : public Trigger
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{
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public:
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IccSindragosaFrostBombTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc sindragosa frost bomb") {}
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bool IsActive() override;
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};
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//LICH KING
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class IccLichKingNecroticPlagueTrigger : public Trigger
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{
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public:
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IccLichKingNecroticPlagueTrigger(PlayerbotAI* ai) : Trigger(ai, "icc lich king necrotic plague") {}
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bool IsActive() override;
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};
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class IccLichKingWinterTrigger : public Trigger
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{
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public:
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IccLichKingWinterTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc lich king winter") {}
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bool IsActive() override;
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};
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class IccLichKingAddsTrigger : public Trigger
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{
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public:
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IccLichKingAddsTrigger(PlayerbotAI* botAI) : Trigger(botAI, "icc lich king adds") {}
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bool IsActive() override;
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};
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#endif
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