- Added generic boss aura triggers and actions (#1242)

- Added Freya strategy
- Added or updated aura resistance strategies for ulduar
This commit is contained in:
kadeshar
2025-04-27 12:48:16 +02:00
committed by GitHub
parent 34a888978e
commit d8436b8270
11 changed files with 713 additions and 409 deletions

View File

@@ -24,8 +24,6 @@
#include "SharedDefines.h"
#include "Unit.h"
#include "Vehicle.h"
#include <HunterBuffStrategies.h>
#include <PaladinBuffStrategies.h>
const std::vector<uint32> availableVehicles = {NPC_VEHICLE_CHOPPER, NPC_SALVAGED_DEMOLISHER,
NPC_SALVAGED_DEMOLISHER_TURRET, NPC_SALVAGED_SIEGE_ENGINE,
@@ -1168,32 +1166,6 @@ bool RazorscaleFuseArmorAction::Execute(Event event)
return true;
}
bool RazorscaleFireResistanceAction::isUseful()
{
RazorscaleFireResistanceTrigger razorscaleFireResistanceTrigger(botAI);
return razorscaleFireResistanceTrigger.IsActive();
}
bool RazorscaleFireResistanceAction::Execute(Event event)
{
PaladinFireResistanceStrategy paladinFireResistanceStrategy(botAI);
botAI->ChangeStrategy(std::string("+") + paladinFireResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);
return true;
}
bool IgnisFireResistanceAction::isUseful()
{
IgnisFireResistanceTrigger ignisFireResistanceTrigger(botAI);
return ignisFireResistanceTrigger.IsActive();
}
bool IgnisFireResistanceAction::Execute(Event event)
{
PaladinFireResistanceStrategy paladinFireResistanceStrategy(botAI);
botAI->ChangeStrategy(std::string("+") + paladinFireResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);
return true;
}
bool IronAssemblyLightningTendrilsAction::isUseful()
{
IronAssemblyLightningTendrilsTrigger ironAssemblyLightningTendrilsTrigger(botAI);
@@ -1377,19 +1349,6 @@ bool KologarnFallFromFloorAction::isUseful()
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 KologarnRubbleSlowdownAction::Execute(Event event)
{
Group* group = bot->GetGroup();
@@ -1478,19 +1437,6 @@ bool HodirBitingColdJumpAction::Execute(Event event)
// return true;
}
bool HodirFrostResistanceAction::isUseful()
{
HodirFrostResistanceTrigger hodirFrostResistanceTrigger(botAI);
return hodirFrostResistanceTrigger.IsActive();
}
bool HodirFrostResistanceAction::Execute(Event event)
{
PaladinFrostResistanceStrategy paladinFrostResistanceStrategy(botAI);
botAI->ChangeStrategy(std::string("+") + paladinFrostResistanceStrategy.getName(), BotState::BOT_STATE_COMBAT);
return true;
}
bool FreyaMoveAwayNatureBombAction::isUseful()
{
// Check boss and it is alive
@@ -1517,79 +1463,118 @@ bool FreyaMoveAwayNatureBombAction::Execute(Event event)
return FleePosition(target->GetPosition(), 13.0f);
}
bool FreyaMarkEonarsGiftAction::isUseful()
bool FreyaMarkDpsTargetAction::isUseful()
{
// Only tank bot can mark target
if (!botAI->IsTank(bot))
{
FreyaMarkDpsTargetTrigger freyaMarkDpsTargetTrigger(botAI);
return freyaMarkDpsTargetTrigger.IsActive();
}
bool FreyaMarkDpsTargetAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "freya");
if (!boss || !boss->IsAlive())
return false;
}
// Check Eonar's gift and it is alive
Unit* targetToMark = nullptr;
// Check which adds is up
Unit* eonarsGift = nullptr;
Unit* ancientConservator = nullptr;
Unit* snaplasher = nullptr;
Unit* ancientWaterSpirit = nullptr;
Unit* stormLasher = nullptr;
Unit* firstDetonatingLasher = nullptr;
// Target is not findable from threat table using AI_VALUE2(),
// therefore need to search manually for the unit id
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)
{
if (!target || !target->IsAlive())
continue;
}
uint32 creatureId = target->GetEntry();
if (creatureId == NPC_EONARS_GIFT && target->IsAlive())
if (target->GetEntry() == NPC_EONARS_GIFT)
{
break;
eonarsGift = target;
}
else if (target->GetEntry() == NPC_ANCIENT_CONSERVATOR)
{
ancientConservator = target;
}
else if (target->GetEntry() == NPC_SNAPLASHER)
{
snaplasher = target;
}
else if (target->GetEntry() == NPC_ANCIENT_WATER_SPIRIT)
{
ancientWaterSpirit = target;
}
else if (target->GetEntry() == NPC_STORM_LASHER)
{
stormLasher = target;
}
else if (target->GetEntry() == NPC_DETONATING_LASHER && !firstDetonatingLasher)
{
firstDetonatingLasher = target;
}
}
// Check if Eonar's Gift is already set as the skull marker
Group* group = bot->GetGroup();
if (!group)
// Check that eonars gift is need to be mark
if (eonarsGift)
{
return false;
targetToMark = eonarsGift;
}
int8 skullIndex = 7;
ObjectGuid currentSkullTarget = group->GetTargetIcon(skullIndex);
if (!target || currentSkullTarget == target->GetGUID())
// Check that ancient conservator is need to be mark
if (ancientConservator && !targetToMark)
{
return false; // Skull marker is already correctly set or no Eonar's Gift found
targetToMark = ancientConservator;
}
return true;
}
// Check that trio of adds is need to be mark
if ((snaplasher || ancientWaterSpirit || stormLasher) && !targetToMark)
{
Unit* highestHealthUnit = nullptr;
uint32 highestHealth = 0;
if (snaplasher && snaplasher->GetHealth() > highestHealth)
{
highestHealth = snaplasher->GetHealth();
highestHealthUnit = snaplasher;
}
if (ancientWaterSpirit && ancientWaterSpirit->GetHealth() > highestHealth)
{
highestHealth = ancientWaterSpirit->GetHealth();
highestHealthUnit = ancientWaterSpirit;
}
if (stormLasher && stormLasher->GetHealth() > highestHealth)
{
highestHealthUnit = stormLasher;
}
// If the highest health unit is not already marked, mark it
if (highestHealthUnit)
{
targetToMark = highestHealthUnit;
}
}
// Check that detonating lasher is need to be mark
if (firstDetonatingLasher && !targetToMark)
{
targetToMark = firstDetonatingLasher;
}
if (!targetToMark)
{
return false; // No target to mark
}
bool FreyaMarkEonarsGiftAction::Execute(Event event)
{
bool isMainTank = botAI->IsMainTank(bot);
Unit* mainTankUnit = AI_VALUE(Unit*, "main tank");
Player* mainTank = mainTankUnit ? mainTankUnit->ToPlayer() : nullptr;
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
Unit* target = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (!unit)
{
continue;
}
uint32 creatureId = unit->GetEntry();
if (creatureId == NPC_EONARS_GIFT && unit->IsAlive())
{
target = unit;
}
}
if (!target)
{
return false;
}
int8 squareIndex = 5; // Square
int8 skullIndex = 7; // Skull
if (mainTank && !GET_PLAYERBOT_AI(mainTank)) // Main tank is a real player
{
@@ -1599,19 +1584,18 @@ bool FreyaMarkEonarsGiftAction::Execute(Event event)
if (botAI->IsAssistTankOfIndex(bot, i) && GET_PLAYERBOT_AI(bot)) // Bot is a valid tank
{
Group* group = bot->GetGroup();
if (group && target)
if (group)
{
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 Eonar's Gift
if (!currentSkullTarget || (target->GetGUID() != currentSkullTarget))
if (!currentSkullTarget || (targetToMark->GetGUID() != currentSkullTarget))
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), target->GetGUID());
group->SetTargetIcon(skullIndex, bot->GetGUID(), targetToMark->GetGUID());
group->SetTargetIcon(squareIndex, bot->GetGUID(), boss->GetGUID());
return true;
}
}
break; // Stop after finding the first valid bot tank
break;
}
}
}
@@ -1620,13 +1604,13 @@ bool FreyaMarkEonarsGiftAction::Execute(Event event)
Group* group = bot->GetGroup();
if (group)
{
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 Eonar's Gift
if (!currentSkullTarget || (target->GetGUID() != currentSkullTarget))
if (!currentSkullTarget || (targetToMark->GetGUID() != currentSkullTarget))
{
group->SetTargetIcon(skullIndex, bot->GetGUID(), target->GetGUID());
group->SetTargetIcon(skullIndex, bot->GetGUID(), targetToMark->GetGUID());
group->SetTargetIcon(squareIndex, bot->GetGUID(), boss->GetGUID());
botAI->GetAiObjectContext()->GetValue<std::string>("rti")->Set("square");
return true;
}
}
@@ -1634,3 +1618,40 @@ bool FreyaMarkEonarsGiftAction::Execute(Event event)
return false;
}
bool FreyaMoveToHealingSporeAction::isUseful()
{
FreyaMoveToHealingSporeTrigger freyaMoveToHealingSporeTrigger(botAI);
return freyaMoveToHealingSporeTrigger.IsActive();
}
bool FreyaMoveToHealingSporeAction::Execute(Event event)
{
GuidVector targets = AI_VALUE(GuidVector, "nearest npcs");
Creature* nearestSpore = nullptr;
float nearestDistance = std::numeric_limits<float>::max();
for (auto guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit)
continue;
// Check if this unit is a healthy spore and alive
if (unit->GetEntry() != NPC_HEALTHY_SPORE || !unit->IsAlive())
continue;
float distance = bot->GetDistance2d(unit);
if (distance < nearestDistance)
{
nearestDistance = distance;
nearestSpore = static_cast<Creature*>(unit);
}
}
if (!nearestSpore)
return false;
return MoveTo(nearestSpore->GetMapId(), nearestSpore->GetPositionX(), nearestSpore->GetPositionY(),
nearestSpore->GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
}