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

@@ -11,6 +11,7 @@
#include "SharedDefines.h"
#include "Trigger.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,
@@ -36,11 +37,11 @@ bool FlameLeviathanVehicleNearTrigger::IsActive()
{
if (bot->GetVehicle())
return false;
Player* master = botAI->GetMaster();
if (!master)
return false;
if (!master->GetVehicle())
return false;
@@ -50,22 +51,22 @@ bool FlameLeviathanVehicleNearTrigger::IsActive()
bool RazorscaleFlyingAloneTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
if (!boss)
{
return false;
return false;
}
// Check if the boss is flying
if (boss->GetPositionZ() < RazorscaleBossHelper::RAZORSCALE_FLYING_Z_THRESHOLD)
{
return false;
return false;
}
// Get the list of attackers
GuidVector attackers = context->GetValue<GuidVector>("attackers")->Get();
if (attackers.empty())
{
return true; // No attackers implies flying alone
return true; // No attackers implies flying alone
}
std::vector<Unit*> dark_rune_adds;
@@ -80,8 +81,8 @@ bool RazorscaleFlyingAloneTrigger::IsActive()
uint32 entry = unit->GetEntry();
// Check for valid dark rune entries
if (entry == RazorscaleBossHelper::UNIT_DARK_RUNE_WATCHER ||
entry == RazorscaleBossHelper::UNIT_DARK_RUNE_GUARDIAN ||
if (entry == RazorscaleBossHelper::UNIT_DARK_RUNE_WATCHER ||
entry == RazorscaleBossHelper::UNIT_DARK_RUNE_GUARDIAN ||
entry == RazorscaleBossHelper::UNIT_DARK_RUNE_SENTINEL)
{
dark_rune_adds.push_back(unit);
@@ -92,11 +93,10 @@ bool RazorscaleFlyingAloneTrigger::IsActive()
return dark_rune_adds.empty();
}
bool RazorscaleDevouringFlamesTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
if (!boss)
return false;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
@@ -115,7 +115,7 @@ bool RazorscaleDevouringFlamesTrigger::IsActive()
bool RazorscaleAvoidSentinelTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
if (!boss)
return false;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
@@ -134,7 +134,7 @@ bool RazorscaleAvoidSentinelTrigger::IsActive()
bool RazorscaleAvoidWhirlwindTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
if (!boss)
return false;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
@@ -142,7 +142,8 @@ bool RazorscaleAvoidWhirlwindTrigger::IsActive()
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == RazorscaleBossHelper::UNIT_DARK_RUNE_SENTINEL &&
(unit->HasAura(RazorscaleBossHelper::SPELL_SENTINEL_WHIRLWIND) || unit->GetCurrentSpell(CURRENT_CHANNELED_SPELL)))
(unit->HasAura(RazorscaleBossHelper::SPELL_SENTINEL_WHIRLWIND) ||
unit->GetCurrentSpell(CURRENT_CHANNELED_SPELL)))
{
return true;
}
@@ -154,15 +155,15 @@ bool RazorscaleAvoidWhirlwindTrigger::IsActive()
bool RazorscaleGroundedTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "razorscale");
if (!boss)
if (!boss)
{
return false;
return false;
}
// Check if the boss is flying
if (boss->GetPositionZ() < RazorscaleBossHelper::RAZORSCALE_FLYING_Z_THRESHOLD)
{
return true;
return true;
}
return false;
}
@@ -201,7 +202,7 @@ bool RazorscaleHarpoonAvailableTrigger::IsActive()
{
if (RazorscaleBossHelper::IsHarpoonReady(harpoonGO))
{
return true; // At least one harpoon is available and ready to be fired
return true; // At least one harpoon is available and ready to be fired
}
}
}
@@ -277,6 +278,115 @@ bool IronAssemblyOverloadTrigger::IsActive()
boss->HasAura(SPELL_OVERLOAD_10_MAN_2) || boss->HasAura(SPELL_OVERLOAD_25_MAN_2);
}
bool KologarnMarkDpsTargetTrigger::IsActive()
{
// Check boss and it is alive
Unit* boss = AI_VALUE2(Unit*, "find target", "kologarn");
if (!boss || !boss->IsAlive())
return false;
// Only tank bot can mark target
if (!botAI->IsTank(bot))
return false;
// Get current raid dps target
Group* group = bot->GetGroup();
if (!group)
return false;
int8 skullIndex = 7;
ObjectGuid currentSkullTarget = group->GetTargetIcon(skullIndex);
Unit* currentSkullUnit = botAI->GetUnit(currentSkullTarget);
// Check that rubble is marked
if (currentSkullUnit && currentSkullUnit->IsAlive() && currentSkullUnit->GetEntry() == NPC_RUBBLE)
{
return false; // Skull marker is already set on rubble
}
// 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())
{
return true; // Found a rubble to mark
}
}
// Check that right arm is marked
if (currentSkullUnit && currentSkullUnit->IsAlive() && currentSkullUnit->GetEntry() == NPC_RIGHT_ARM)
{
return false; // Skull marker is already set on right arm
}
// Check that there is right arm to mark
Unit* rightArm = AI_VALUE2(Unit*, "find target", "right arm");
if (rightArm && rightArm->IsAlive())
{
return true; // Found a right arm to mark
}
// Check that main body is marked
if (currentSkullUnit && currentSkullUnit->IsAlive() && currentSkullUnit->GetEntry() == NPC_KOLOGARN)
{
return false; // Skull marker is already set on main body
}
// Main body is not marked
return true;
}
bool KologarnFallFromFloorTrigger::IsActive()
{
// Check boss and it is alive
Unit* boss = AI_VALUE2(Unit*, "find target", "kologarn");
if (!boss || !boss->IsAlive())
{
return false;
}
// Check if bot is on the floor
return bot->GetPositionZ() < ULDUAR_KOLOGARN_AXIS_Z_PATHING_ISSUE_DETECT;
}
bool KologarnNatureResistanceTrigger::IsActive()
{
// Check boss and it is alive
Unit* boss = AI_VALUE2(Unit*, "find target", "kologarn");
if (!boss || !boss->IsAlive())
return false;
// Check if bot is alive
if (!bot->IsAlive())
return false;
// Check if bot is hunter
if (bot->getClass() != CLASS_HUNTER)
return false;
// Check if bot have nature resistance aura
if (bot->HasAura(SPELL_ASPECT_OF_THE_WILD))
return false;
// Check if bot dont have already setted nature resistance aura
HunterNatureResistanceStrategy hunterNatureResistanceStrategy(botAI);
if (botAI->HasStrategy(hunterNatureResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT))
return false;
// Check that the bot actually knows Aspect of the Wild
if (!bot->HasActiveSpell(SPELL_ASPECT_OF_THE_WILD))
return false;
return true;
}
bool HodirBitingColdTrigger::IsActive()
{
Unit* boss = AI_VALUE2(Unit*, "find target", "hodir");
@@ -295,7 +405,7 @@ bool HodirBitingColdTrigger::IsActive()
!botAI->GetAura("biting cold", master, false, false, 2);
}
//Snowpacked Icicle Target
// Snowpacked Icicle Target
bool HodirNearSnowpackedIcicleTrigger::IsActive()
{
// Check boss and it is alive