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Halls of Stone implementation
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#include "Playerbots.h"
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#include "HallsOfStoneTriggers.h"
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#include "AiObject.h"
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#include "AiObjectContext.h"
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bool KrystallusGroundSlamTrigger::IsActive()
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "krystallus");
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if (!boss) { return false; }
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// Check both of these... the spell is applied first, debuff later.
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// Neither is active for the full duration so we need to trigger off both
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return bot->HasAura(SPELL_GROUND_SLAM) || bot->HasAura(DEBUFF_GROUND_SLAM);
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}
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bool SjonnirLightningRingTrigger::IsActive()
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{
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Unit* boss = AI_VALUE2(Unit*, "find target", "sjonnir the ironshaper");
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if (!boss) { return false; }
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return boss->HasUnitState(UNIT_STATE_CASTING) && boss->FindCurrentSpellBySpellId(SPELL_LIGHTNING_RING);
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}
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