#include "Playerbots.h" #include "ForgeOfSoulsTriggers.h" #include "AiObject.h" #include "AiObjectContext.h" bool MoveFromBronjahmTrigger::IsActive() { Unit* boss = AI_VALUE2(Unit*, "find target", "bronjahm"); if (!boss) return false; if (!boss->FindCurrentSpellBySpellId(SPELL_CORRUPT_SOUL)) return false; if (!bot->HasAura(SPELL_CORRUPT_SOUL)) return false; return true; } bool SwitchToSoulFragment::IsActive() { Unit* boss = AI_VALUE2(Unit*, "find target", "bronjahm"); if (!boss) return false; Unit* corruptedSoul = bot->FindNearestCreature(NPC_CORRUPTED_SOUL_FRAGMENT, 50.0f); bool activeSoulExists = corruptedSoul && corruptedSoul->IsAlive(); if (!activeSoulExists) return false; return true; } bool BronjahmPositionTrigger::IsActive() { Unit* boss = AI_VALUE2(Unit*, "find target", "bronjahm"); if (!boss) return false; if (bot->HasAura(SPELL_CORRUPT_SOUL)) return false; return true; } bool DevourerOfSoulsTrigger::IsActive() { Unit* boss = AI_VALUE2(Unit*, "find target", "devourer of souls"); if (!boss) return false; return true; }