#include "ForgeOfSoulsTriggers.h" #include "Playerbots.h" #include "AiObject.h" #include "AiObjectContext.h" bool MoveFromBronjahmTrigger::IsActive() { Unit* boss = AI_VALUE2(Unit*, "find target", "bronjahm"); if (boss && boss->HasUnitState(UNIT_STATE_CASTING)) { if (boss->FindCurrentSpellBySpellId(SPELL_CORRUPT_SOUL) && bot->HasAura(SPELL_CORRUPT_SOUL)) return true; } return false; } bool SwitchToSoulFragment::IsActive() { Unit* fragment = nullptr; GuidVector targets = AI_VALUE(GuidVector, "possible targets no los"); for (auto& target : targets) { Unit* unit = botAI->GetUnit(target); if (unit && unit->GetEntry() == NPC_CORRUPTED_SOUL_FRAGMENT) { if (botAI->IsDps(bot)) return true; } } return false; } bool BronjahmPositionTrigger::IsActive() { Unit* boss = AI_VALUE2(Unit*, "find target", "bronjahm"); if (boss) return true; return false; }