#include "UtgardeKeepStrategy.h" #include "UtgardeKeepMultipliers.h" void WotlkDungeonUKStrategy::InitTriggers(std::vector &triggers) { // Prince Keleseth triggers.push_back(new TriggerNode("keleseth frost tomb", { NextAction("attack frost tomb", ACTION_RAID + 1) })); // Skarvald the Constructor & Dalronn the Controller triggers.push_back(new TriggerNode("dalronn priority", { NextAction("attack dalronn", ACTION_RAID + 1) })); // Ingvar the Plunderer // Doesn't work yet, this action doesn't get processed until the existing cast finishes // triggers.push_back(new TriggerNode("ingvar staggering roar", // { NextAction("ingvar stop casting", ACTION_RAID + 1) })); // No easy way to check LoS here, the pillars do not seem to count as gameobjects. // Not implemented for now, unsure if this is needed as a good group can probably burst through the boss // and just eat the debuff. // triggers.push_back(new TriggerNode("ingvar dreadful roar", // { NextAction("ingvar hide los", ACTION_RAID + 1) })); triggers.push_back(new TriggerNode("ingvar smash tank", { NextAction("ingvar dodge smash", ACTION_MOVE + 5) })); triggers.push_back(new TriggerNode("ingvar smash tank return", { NextAction("ingvar smash return", ACTION_MOVE + 5) })); // Buggy... if not behind target, ai can get stuck running towards and away from target. // I think for ranged chars, a custom action should be added that doesn't attempt to run into melee. // This is a bandaid for now, needs to be improved. triggers.push_back(new TriggerNode("not behind ingvar", { NextAction("set behind", ACTION_MOVE + 1) })); } void WotlkDungeonUKStrategy::InitMultipliers(std::vector &multipliers) { multipliers.push_back(new PrinceKelesethMultiplier(botAI)); multipliers.push_back(new SkarvaldAndDalronnMultiplier(botAI)); multipliers.push_back(new IngvarThePlundererMultiplier(botAI)); }