Kologarn strategy (#1205)

* - Added triggers and action for kologarn fight

* - code refactoring

* - Added nature resistance aura for kologarn
This commit is contained in:
kadeshar
2025-04-17 05:50:38 +02:00
committed by GitHub
parent b5fa15dcd8
commit 9c816b682a
7 changed files with 390 additions and 41 deletions

View File

@@ -12,7 +12,6 @@
#include "ObjectGuid.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "Player.h"
#include "Playerbots.h"
#include "Position.h"
#include "RaidUlduarBossHelper.h"
@@ -25,6 +24,7 @@
#include "SharedDefines.h"
#include "Unit.h"
#include "Vehicle.h"
#include <HunterBuffStrategies.h>
const std::vector<uint32> availableVehicles = {NPC_VEHICLE_CHOPPER, NPC_SALVAGED_DEMOLISHER,
NPC_SALVAGED_DEMOLISHER_TURRET, NPC_SALVAGED_SIEGE_ENGINE,
@@ -33,6 +33,9 @@ const std::vector<uint32> availableVehicles = {NPC_VEHICLE_CHOPPER, NPC_SALVAGED
const std::vector<Position> corners = {
{183.53f, 66.53f, 409.80f}, {383.03f, 75.10f, 411.71f}, {379.74f, -133.05f, 410.88f}, {158.67f, -137.54f, 409.80f}};
const Position ULDUAR_KOLOGARN_CRUNCH_ARMOR_RESET_SPOT = Position(1752.4803f, -43.44299f, 448.805f);
const Position ULDUAR_KOLOGARN_RESTORE_POSITION = Position(1764.3749f, -24.02903f, 448.0f, 0.00087690353);
bool FlameLeviathanVehicleAction::Execute(Event event)
{
vehicleBase_ = bot->GetVehicleBase();
@@ -273,14 +276,14 @@ bool FlameLeviathanEnterVehicleAction::Execute(Event event)
if (!ShouldEnter(vehicleBase))
continue;
if (!vehicleToEnter || bot->GetExactDist(vehicleToEnter) > bot->GetExactDist(vehicleBase))
vehicleToEnter = vehicleBase;
}
if (!vehicleToEnter)
return false;
if (EnterVehicle(vehicleToEnter, true))
return true;
@@ -290,7 +293,7 @@ bool FlameLeviathanEnterVehicleAction::Execute(Event event)
bool FlameLeviathanEnterVehicleAction::EnterVehicle(Unit* vehicleBase, bool moveIfFar)
{
float dist = bot->GetDistance(vehicleBase);
if (dist > INTERACTION_DISTANCE && !moveIfFar)
return false;
@@ -517,7 +520,7 @@ bool RazorscaleAvoidSentinelAction::Execute(Event event)
// Check if the main tank is a human player
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a real player
{
// Iterate through the first 3 bot tanks to assign the Skull marker
@@ -530,7 +533,7 @@ bool RazorscaleAvoidSentinelAction::Execute(Event event)
{
int8 skullIndex = 7; // Skull
ObjectGuid currentSkullTarget = group->GetTargetIcon(skullIndex);
// If there's no skull set yet, or the skull is on a different target, set the sentinel
if (!currentSkullTarget || (lowestHealthSentinel->GetGUID() != currentSkullTarget))
{
@@ -548,7 +551,7 @@ bool RazorscaleAvoidSentinelAction::Execute(Event event)
{
int8 skullIndex = 7; // Skull
ObjectGuid currentSkullTarget = group->GetTargetIcon(skullIndex);
// If there's no skull set yet, or the skull is on a different target, set the sentinel
if (!currentSkullTarget || (lowestHealthSentinel->GetGUID() != currentSkullTarget))
{
@@ -566,13 +569,13 @@ bool RazorscaleAvoidSentinelAction::isUseful()
bool isMainTank = botAI->IsMainTank(bot);
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
// If this bot is the main tank, it should always try to mark
if (isMainTank)
{
return true;
}
// If the main tank is a human, check if this bot is one of the first three valid bot tanks
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a human player
{
@@ -586,7 +589,7 @@ bool RazorscaleAvoidSentinelAction::isUseful()
}
bool isRanged = botAI->IsRanged(bot);
const float radius = 8.0f;
const float radius = 8.0f;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
@@ -596,7 +599,7 @@ bool RazorscaleAvoidSentinelAction::isUseful()
{
if (isRanged && bot->GetDistance2d(unit) < radius)
{
return true;
return true;
}
}
}
@@ -647,7 +650,7 @@ bool RazorscaleAvoidWhirlwindAction::isUseful()
{
if (bot->GetDistance2d(unit) < radius)
{
return true;
return true;
}
}
}
@@ -679,7 +682,7 @@ bool RazorscaleIgnoreBossAction::isUseful()
{
return false;
}
Group* group = bot->GetGroup();
if (!group)
{
@@ -843,7 +846,7 @@ bool RazorscaleGroundedAction::isUseful()
if (mainTank)
{
constexpr float maxDistance = 2.0f;
constexpr float maxDistance = 2.0f;
float distanceToMainTank = bot->GetDistance2d(mainTank);
return (distanceToMainTank > maxDistance);
}
@@ -899,7 +902,7 @@ bool RazorscaleGroundedAction::Execute(Event event)
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a human player
{
// Iterate through the first 3 bot tanks to handle the moon marker
@@ -909,7 +912,7 @@ bool RazorscaleGroundedAction::Execute(Event event)
{
int8 moonIndex = 4;
ObjectGuid currentMoonTarget = group->GetTargetIcon(moonIndex);
// If the moon marker is set to the boss, reset it
if (currentMoonTarget == boss->GetGUID())
{
@@ -924,7 +927,7 @@ bool RazorscaleGroundedAction::Execute(Event event)
{
int8 moonIndex = 4;
ObjectGuid currentMoonTarget = group->GetTargetIcon(moonIndex);
// If the moon marker is set to the boss, reset it
if (currentMoonTarget == boss->GetGUID())
{
@@ -934,12 +937,10 @@ bool RazorscaleGroundedAction::Execute(Event event)
}
}
if (mainTank && (botAI->IsTank(bot) && !botAI->IsMainTank(bot)))
{
constexpr float followDistance = 2.0f;
return MoveNear(mainTank, followDistance, MovementPriority::MOVEMENT_COMBAT);
constexpr float followDistance = 2.0f;
return MoveNear(mainTank, followDistance, MovementPriority::MOVEMENT_COMBAT);
}
if (botAI->IsRanged(bot))
@@ -1214,6 +1215,154 @@ bool IronAssemblyOverloadAction::Execute(Event event)
return false;
}
bool KologarnMarkDpsTargetAction::isUseful()
{
KologarnMarkDpsTargetTrigger kologarnMarkDpsTargetTrigger(botAI);
return kologarnMarkDpsTargetTrigger.IsActive();
}
bool KologarnMarkDpsTargetAction::Execute(Event event)
{
Unit* targetToMark = nullptr;
Unit* targetToCcMark = nullptr;
int8 skullIndex = 7; // Skull
int8 moonIndex = 4; // Moon
// Check that there is rubble to mark
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
Unit* target = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
target = botAI->GetUnit(*i);
if (!target)
continue;
uint32 creatureId = target->GetEntry();
if (target->GetEntry() == NPC_RUBBLE && target->IsAlive())
{
targetToMark = target;
}
}
if (!targetToMark)
{
Unit* rightArm = AI_VALUE2(Unit*, "find target", "right arm");
if (rightArm && rightArm->IsAlive())
{
targetToMark = rightArm;
}
}
if (!targetToMark)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "kologarn");
if (boss && boss->IsAlive())
{
targetToMark = boss;
}
}
if (!targetToMark)
{
return false; // No target to mark
}
Unit* leftArm = AI_VALUE2(Unit*, "find target", "left arm");
if (leftArm && leftArm->IsAlive())
{
targetToCcMark = leftArm;
}
bool isMainTank = botAI->IsMainTank(bot);
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a real player
{
// Iterate through the first 3 bot tanks to assign the Skull marker
for (int i = 0; i < 3; ++i)
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot)) // Bot is a valid tank
{
Group* group = bot->GetGroup();
if (group)
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), targetToMark->GetGUID());
if (targetToCcMark)
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), targetToCcMark->GetGUID());
}
return true;
}
break; // Stop after finding the first valid bot tank
}
}
}
else if (isMainTank && bot->IsAlive()) // Bot is the main tank
{
Group* group = bot->GetGroup();
if (group)
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), targetToMark->GetGUID());
if (targetToCcMark)
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), targetToCcMark->GetGUID());
}
return true;
}
}
else
{
for (int i = 0; i < 3; ++i)
{
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot) && bot->IsAlive()) // Bot is a valid tank
{
Group* group = bot->GetGroup();
if (group)
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), targetToMark->GetGUID());
if (targetToCcMark)
{
group->SetTargetIcon(moonIndex, bot->GetGUID(), targetToCcMark->GetGUID());
}
return true;
}
break; // Stop after finding the first valid bot tank
}
}
}
return false;
}
bool KologarnFallFromFloorAction::Execute(Event event)
{
return bot->TeleportTo(bot->GetMapId(), ULDUAR_KOLOGARN_RESTORE_POSITION.GetPositionX(),
ULDUAR_KOLOGARN_RESTORE_POSITION.GetPositionY(),
ULDUAR_KOLOGARN_RESTORE_POSITION.GetPositionZ(),
ULDUAR_KOLOGARN_RESTORE_POSITION.GetOrientation());
}
bool KologarnFallFromFloorAction::isUseful()
{
KologarnFallFromFloorTrigger kologarnFallFromFloorTrigger(botAI);
return kologarnFallFromFloorTrigger.IsActive();
}
bool KologarnNatureResistanceAction::Execute(Event event)
{
HunterNatureResistanceStrategy hunterNatureResistanceStrategy(botAI);
botAI->ChangeStrategy(std::string("+") + hunterNatureResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);
return true;
}
bool KologarnNatureResistanceAction::isUseful()
{
KologarnNatureResistanceTrigger kologarnNatureResistanceTrigger(botAI);
return kologarnNatureResistanceTrigger.IsActive();
}
bool HodirMoveSnowpackedIcicleAction::isUseful()
{
// Check boss and it is alive