Files
mod-playerbots/src/Ai/Raid/ObsidianSanctum/Action/RaidOsActions.cpp

246 lines
8.5 KiB
C++

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