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https://github.com/mod-playerbots/mod-playerbots.git
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Eye of Eternity skeleton
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246
src/strategy/raids/eyeofeternity/RaidEoEActions.cpp
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246
src/strategy/raids/eyeofeternity/RaidEoEActions.cpp
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#include "RaidEoEActions.h"
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#include "RaidEoETriggers.h"
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#include "Playerbots.h"
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// bool SartharionTankPositionAction::Execute(Event event)
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// {
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// Unit* boss = AI_VALUE2(Unit*, "find target", "sartharion");
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// if (!boss) { return false; }
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// // Unit* shadron = AI_VALUE2(Unit*, "find target", "shadron");
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// // Unit* tenebron = AI_VALUE2(Unit*, "find target", "tenebron");
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// // Unit* vesperon = AI_VALUE2(Unit*, "find target", "vesperon");
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// Unit* shadron = nullptr;
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// Unit* tenebron = nullptr;
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// Unit* vesperon = nullptr;
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// // Detect incoming drakes before they are on aggro table
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// GuidVector targets = AI_VALUE(GuidVector, "possible targets no los");
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// for (auto& target : targets)
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// {
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// Unit* unit = botAI->GetUnit(target);
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// if (!unit) { continue; }
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// switch (unit->GetEntry())
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// {
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// case NPC_SHADRON:
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// shadron = unit;
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// continue;
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// case NPC_TENEBRON:
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// tenebron = unit;
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// continue;
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// case NPC_VESPERON:
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// vesperon = unit;
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// continue;
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// default:
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// continue;
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// }
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// }
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// Position currentPos = bot->GetPosition();
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// // Adjustable, this is the acceptable distance to stack point that will be accepted as "safe"
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// float looseDistance = 12.0f;
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// if (botAI->IsMainTank(bot))
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// {
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// if (bot->GetExactDist2d(SARTHARION_MAINTANK_POSITION.first, SARTHARION_MAINTANK_POSITION.second) > looseDistance)
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// {
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// return MoveTo(OS_MAP_ID, SARTHARION_MAINTANK_POSITION.first, SARTHARION_MAINTANK_POSITION.second, currentPos.GetPositionZ(),
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// false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
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// }
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// }
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// // Offtank grab drakes
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// else if (shadron || tenebron || vesperon)
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// {
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// float triggerDistance = 100.0f;
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// // Prioritise threat before positioning
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// if (tenebron && bot->GetExactDist2d(tenebron) < triggerDistance &&
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// tenebron->GetTarget() != bot->GetGUID() && AI_VALUE(Unit*, "current target") != tenebron)
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// {
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// return Attack(tenebron);
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// }
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// if (shadron && bot->GetExactDist2d(shadron) < triggerDistance &&
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// shadron->GetTarget() != bot->GetGUID() && AI_VALUE(Unit*, "current target") != shadron)
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// {
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// return Attack(shadron);
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// }
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// if (vesperon && bot->GetExactDist2d(vesperon) < triggerDistance &&
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// vesperon->GetTarget() != bot->GetGUID() && AI_VALUE(Unit*, "current target") != vesperon)
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// {
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// return Attack(vesperon);
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// }
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// bool drakeInCombat = (tenebron && bot->GetExactDist2d(tenebron) < triggerDistance) ||
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// (shadron && bot->GetExactDist2d(shadron) < triggerDistance) ||
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// (vesperon && bot->GetExactDist2d(vesperon) < triggerDistance);
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// // Offtank has threat on drakes, check positioning
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// if (drakeInCombat && bot->GetExactDist2d(SARTHARION_OFFTANK_POSITION.first, SARTHARION_OFFTANK_POSITION.second) > looseDistance)
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// {
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// return MoveTo(OS_MAP_ID, SARTHARION_OFFTANK_POSITION.first, SARTHARION_OFFTANK_POSITION.second, currentPos.GetPositionZ(),
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// false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
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// }
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// }
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// return false;
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// }
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// bool AvoidTwilightFissureAction::Execute(Event event)
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// {
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// const float radius = 5.0f;
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// GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
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// for (auto& npc : npcs)
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// {
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// Unit* unit = botAI->GetUnit(npc);
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// if (unit && unit->GetEntry() == NPC_TWILIGHT_FISSURE)
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// {
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// float currentDistance = bot->GetDistance2d(unit);
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// if (currentDistance < radius)
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// {
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// return MoveAway(unit, radius - currentDistance);
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// }
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// }
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// }
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// return false;
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// }
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// bool AvoidFlameTsunamiAction::Execute(Event event)
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// {
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// // Adjustable, this is the acceptable distance to stack point that will be accepted as "safe"
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// float looseDistance = 4.0f;
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// GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
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// for (auto& npc : npcs)
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// {
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// Unit* unit = botAI->GetUnit(npc);
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// if (unit && unit->GetEntry() == NPC_FLAME_TSUNAMI)
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// {
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// Position currentPos = bot->GetPosition();
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// // I think these are centrepoints for the wave segments. Either way they uniquely identify the wave
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// // direction as they have different coords for the left and right waves
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// // int casting is not a mistake, need to avoid FP errors somehow.
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// // I always saw these accurate to around 6 decimal places, but if there are issues,
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// // can switch this to abs comparison of floats which would technically be more robust.
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// int posY = (int) unit->GetPositionY();
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// if (posY == 505 || posY == 555) // RIGHT WAVE
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// {
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// bool wavePassed = currentPos.GetPositionX() > unit->GetPositionX();
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// if (wavePassed)
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// {
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// return false;
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// }
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// if (bot->GetExactDist2d(currentPos.GetPositionX(), TSUNAMI_RIGHT_SAFE_ALL) > looseDistance)
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// {
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// return MoveTo(OS_MAP_ID, currentPos.GetPositionX(), TSUNAMI_RIGHT_SAFE_ALL, currentPos.GetPositionZ(),
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// false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
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// }
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// }
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// else // LEFT WAVE
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// {
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// bool wavePassed = currentPos.GetPositionX() < unit->GetPositionX();
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// if (wavePassed)
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// {
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// return false;
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// }
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// if (botAI->IsMelee(bot))
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// {
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// if (bot->GetExactDist2d(currentPos.GetPositionX(), TSUNAMI_LEFT_SAFE_MELEE) > looseDistance)
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// {
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// return MoveTo(OS_MAP_ID, currentPos.GetPositionX(), TSUNAMI_LEFT_SAFE_MELEE, currentPos.GetPositionZ(),
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// false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
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// }
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// }
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// else // Ranged/healers
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// {
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// if (bot->GetExactDist2d(currentPos.GetPositionX(), TSUNAMI_LEFT_SAFE_RANGED) > looseDistance)
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// {
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// return MoveTo(OS_MAP_ID, currentPos.GetPositionX(), TSUNAMI_LEFT_SAFE_RANGED, currentPos.GetPositionZ(),
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// false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
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// }
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// }
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// }
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// }
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// }
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// return false;
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// }
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// bool SartharionAttackPriorityAction::Execute(Event event)
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// {
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// Unit* sartharion = AI_VALUE2(Unit*, "find target", "sartharion");
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// Unit* shadron = AI_VALUE2(Unit*, "find target", "shadron");
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// Unit* tenebron = AI_VALUE2(Unit*, "find target", "tenebron");
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// Unit* vesperon = AI_VALUE2(Unit*, "find target", "vesperon");
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// Unit* acolyte = AI_VALUE2(Unit*, "find target", "acolyte of shadron");
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// Unit* target = nullptr;
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// if (acolyte)
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// {
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// target = acolyte;
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// }
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// else if (vesperon)
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// {
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// target = vesperon;
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// }
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// else if (tenebron)
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// {
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// target = tenebron;
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// }
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// else if (shadron)
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// {
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// target = shadron;
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// }
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// else if (sartharion)
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// {
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// target = sartharion;
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// }
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// if (target && AI_VALUE(Unit*, "current target") != target)
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// {
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// return Attack(target);
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// }
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// return false;
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// }
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// bool EnterTwilightPortalAction::Execute(Event event)
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// {
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// Unit* boss = AI_VALUE2(Unit*, "find target", "sartharion");
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// if (!boss || !boss->HasAura(SPELL_GIFT_OF_TWILIGHT_FIRE)) { return false; }
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// GameObject* portal = bot->FindNearestGameObject(GO_TWILIGHT_PORTAL, 100.0f);
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// if (!portal) { return false; }
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// if (!portal->IsAtInteractDistance(bot))
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// {
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// return MoveTo(portal, fmaxf(portal->GetInteractionDistance() - 1.0f, 0.0f));
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// }
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// // Go through portal
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// WorldPacket data1(CMSG_GAMEOBJ_USE);
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// data1 << portal->GetGUID();
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// bot->GetSession()->HandleGameObjectUseOpcode(data1);
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// return true;
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// }
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// bool ExitTwilightPortalAction::Execute(Event event)
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// {
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// GameObject* portal = bot->FindNearestGameObject(GO_NORMAL_PORTAL, 100.0f);
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// if (!portal) { return false; }
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// if (!portal->IsAtInteractDistance(bot))
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// {
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// return MoveTo(portal, fmaxf(portal->GetInteractionDistance() - 1.0f, 0.0f));
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// }
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// // Go through portal
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// WorldPacket data1(CMSG_GAMEOBJ_USE);
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// data1 << portal->GetGUID();
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// bot->GetSession()->HandleGameObjectUseOpcode(data1);
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// return true;
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// }
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