Files
mod-playerbots/src/strategy/raids/icecrown/RaidIccActions.cpp
Noscopezz 6fc02a4429 ICC LK Improve (#1256)
* ICC PP WIP

WIP

* added mutated plague for PP

* BPC added (kinetic and boss targeting need to be done by player)

OT collects dark nucles, bots spread on vortex and other stuff they do ok on their own.
Tested only on 10NM, should work on 25NM

* Tank pos. correction

* BQL, ranged spread, link, flame, bite, tanking tested 10NM

to do (better fire spread, hc tacti, melee spread when in air)

* LDW improved

improved shadow logic, ranged spread for easier shadow handling

* dbs update, fixed teleporting

Bots should only go and teleport to the mage that is actually below zero now

* DBS ranged fix

Ranged should spread more quickly and freak out less

* Festergut && DBS

fixed ranged spread (both)
fixed spore logic (fester)

* Rotface fix

Improved big ooze tanking (static pos, todo kiting)
ooze explosion spread mechanic fix
ooze pool fix
Player needs to mark rotface with skull icon, oterwise bots try to attack oozes

* BQL fixed for 25nm

todo: better melee logic in air phase, better melee flame spread

* VDW, Sister Svalna, Sindy update

Sister Svalna, bots can pickup spears and throw at svalna when she has shield up

VDW added healer strats to use portal and heal boss (atm druids are for raid healing only, so use druide + any other healer, ideally player should be healer)
todo (focus on supressers, add healer rotations, atm they use quickest spell they can)

Sindragosa
Added tank boss manipulation (boss orientation and position)
bots detect (buffet, unchained magic and chilled to the bone and act accordingly)
bots detect frost beacon move to safe spot and los frost bombs around them, while dpsing tombs (todo stop dps if only one tomb is left, if we have frost bombs around, not a big deal atm since in nm they dont one shot)
Last phase bots los behind tomb to loose buffet, tanks swap when they have hi buffet count.
Player should tell bots with skull rti if they should kill tomb or focus boss.
todo (dynamic tomb los in last phase so that healers can see tank but also hide behind tomb to break los from boss)

Removed some debug messages, improved LM spike action (nearest bots also try to help kill it)

Improved Lady Deathwshiper shade action (only targeted bots will run away instead of every bot that is near it)

dbs improved tank switch

I recommend to use 3 healers (just to be safe) and 2 paladin tanks (warr seems to struggle with agro) in 10 man
25 man 6-7 healers (just to be safe) Since most of the bosses are about survival and not dps

* LK Update (doable)

LK added

Improved tank switching for all bosses

Fixed PP gas cloud kiting
Malleable goo todo (dont know how to detect it since its not object or npc) just summon ranged bots to safe position to bypass

BPC  fixed OT sometimes not tanking kele
kinectic bombs todo (for now player should take care of them)

Sindragosa fixed rare case when she is in air phase but tombs went to last phase position

LK
Bots can handle necrotic
Bots can handle adds
Bots should focus valkyre that actually grabbed someone (if unlucky and player just use attack command and summon bots to you if they are far away from you) if they grab bots you can either summon to make them useless or let bots cc them and do it legit way.

Defile should be watched by player and once it was cast just summon bots to you
Vile spirits for some reason go to the ground and get nuked by bots aoe spells so there is not much to be done

**Player needs to be alive the whole LK fight since you will have to watch out for frost spehers (sometimes bots ignore them), summon bots when defile is up and summon ranged bots if they get stuck near shambling or raging spirits since their aoe will wipe you)

all in all LK  is doable both 10 and 25nm, player needs to have knowledge of lk fight and needs to know how to use multibot addon and make macros for eg summoning or commanding groups of bots or individual bots)

Dont forget frost/shadow/nature resist auras in whole ICC since it will help alot

I have done whole icc 10 and 25 with 2 pala tanks, 2/5 heals and rest dps,  if you use +1 or +2 heals it should be easier (since I was testing I did close to 0 dmg in fights same with heals)

* fixed changes made by mistake

fix

* Malleable fix (simple spread mechanic)

Malleable mechanic added (simple spread for now)
Gas cloud fixed (Bots sometimes got stuck between puddle and kite location)

* Defile Update

Bots detect and avoid defile (they struggle to find a way back to the boss around it tho, use summon to help them)

Melee bots should be able to stand behind/to the flank of shambling/spirits

* GS fixed bots not returning to their ship for A and H

Bots will return back to ship after killing mage

* PP gas cloud kiting improved

PP gas cloud kiting improved

* BPC targeting fixed

Bots will mark valid prince with skull RTI now

* BQL added melee spread in air pahse

BQL added melee spread

* VDW healing rotation improved

Healers will now use strong heals and hots

* Fixed Necrotic Plague

Fixed issue with Necrotic where it would get dispelled too soon, or would not get dispelled at all

* LK Update

Refined defile logic
Added 3 points for ranged and melee in winter phase (east, west, south when facing throne)
fixed frost spheres targeting (hunter will focus them)
Atm bots will reset z axis if they fall underground or if they get teleported by lk
Better positioning in 1st phase

* 10HC update until PP

LK defile improved for 10nm (bots sometimes stood 2 close to defile until it grew few times)

Improved rotface for HC

PP remade for 10HC.
Gas cloud is now properly kited
Fixed a rare case of server crash when there were ooze and gas cloud alive at same time.
Bots will move around puddles according to its size now.
Bots that get unboud plague will simply move away from raid and die thus loosing it from raid.
Volatile ooze improved stacking.
Fixed ranged sometimes glitching thru walls when spreading out from other members.

10HC PP is now doable but its hard without summoning (summoning break gascloud and ooze targets so its easier to do). You need to watch boss so you dont phase 2 soon otherwise you will get 2x ooze and cloud which is almoust always a wipe. If abo is not played near perfection bots will struggle with oozes and gas clouds if they are not slowed on time. Always save energy to slow gas cloud since it will wipe the group if it reach its target.
Bots will sometimes stand in puddle, just command them to move and they will figure out what to do.

todo (proper malleable handling)

* Up until Sindy 10HC

BPC added shadow prison handling, bots stop moving if more than 12 stack, tanks more than 18
Improved spreading logic

VDW
fixed issue where bots in portal wold move at half speed compared to real player

* fixed accidental change

* LK 10HC update

Added Shadow trap logic
(if they stand in it, not a big deal since bots wont get yeeted only players will)
When harvest soul, only player will be in another dimension (you must survive)

**Sindy and LK can be done, but I must dissapoint purist, at my skill level I could not achieve to do HC without using summon or other "cheat" bot functions.

Other bosses are all doable now in 10hc

* ICC fixes GS, PP; BQL, SINDY

Minor fixes, bite action improved

* ICC improve Sindy

Bots will now choose non beacon position based on difficulty, 10/25

* ICC fixed missing A/H buff

Fixed missing ICC buff for A and H

Buff will only be present when logged on and in ICC, once any bot or player leave ICC the buff is gone to prevent abuse.

This will make ICC easier now and with recent DPS update and movement improvement bots will now actully do decent dps and even greater healing.

Ally buff
https://www.wowhead.com/wotlk/spell=73828/strength-of-wrynn

Horde buff
https://www.wowhead.com/wotlk/spell=73822/hellscreams-warsong

* revert last change

revert buff

* ICC improve Rotface

Bots will now mark Rotface with skull icon, which will make them focus boss instead of oozes automatically

* ICC Festergut 10 Man fix

There was a rare case in 10 Man when 2 tanks would get spores which made them both stack at melee spot. Now the code will check if any of the spored player is main tank, if it is, it will stay at melee and other spores will go at ranged spot since off tank doesn't really need to stand near main tank all the time.

* ICC BPC major update, fix and improve

Fixed main tank sometimes not tanking both bosses (vala and talda)

Improved marking of current prince

Empowered vortex: bots will now spread out when it is being cast, instead of always spreading(ranged). This will make melee also spread better now since bots will calculate and move to optimal positions.

Added Kinetic bomb handling.
Hunters will take care of bombs, if no hunter is present then any ranged dps will take care of kinetic bombs.

* ICC BQL/VDW major update + minor fixes/improvements

LDW improved spreading for ranged, tanks will move boss in the middle of the room now when shield is depleted which will make bots bug less around pillars

GS Assist tank will not teleport to enemy ship and will keep tanking adds on our ship now

DBS ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum), fixed bug where in 25 man ranged bots would go behind walls, making them unable to dps boss, improved rune of blood tanking

Festergut ranged spread improved (they will calcualte spot for each bot and stick with it reducing movment to minimum)

BQL Melee spread improved, bite logic improved, added swarming shadows logic (not perfect but at least it wont be all over the room anymore), Tanks will properly handle blood mirror now

VDW boss and raid healers will be automatically assinged depening by number of healers(if more than 3 healers in group, 2 will focus on raid and others will heal boss, otherwise one healer will heal raid). Druid will be assigned to raid healing if no druid present then some other random heal class. Added rotations for druid healers if they end up healing the boss. Raid healers will not use portals anymore. Healers will come to the ground now after using portals (they were stuck in air)

* ICC LK minor update

PP

Removed pre stacking for ranged when volatile ooze spawn (they will kill it much faster now and only stack if someone actually gets targeted by ooze)

LK

Hunters will use trnaq shot to remove enrage from shamblings

Improved valkyr cc

Minimized ping-ponging during winter phase

* ICC minor Sindy improve

Reduced position tolerances and forced movement for beacon and non beacon positions which will make bots move to spot that they actually need to be at instead of randomly running to sindragosa or beaconed players.

* ICC minor update

GS

Bots will mark mage with skull rti

Rotface

Fixed bots glitching thru walls and floors (added check if position is valid before moving)

PP

Bots will mark volatile ooze with skull rti now which will help them focus it and kill asap (usefull for heroic when both volatile ooze and gas cloud are present at the same time)

VDW

Added default group position in the middle if the room so that bots don't spread out too much which will force them to focus supressers more

Fixed Boss healers not keeping themself alive when low on HP

* ICC LK minor update

Commented out z axis bypass since it was fixed with recent core updates.

Bots no longer fall thru buggy platforms so its no longer needed which in return makes valkyrs works as they should.

* ICC LM & LDW Improved

LM

Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS)

Simplified trigger for spike action, since attack logic is handled by skull RTI now.

Bots (tanks) will mark spikes with skull RTI, which will make bots instantly switch to Spike targets. If no spike is present, the boss will be marked.

Added logic that will make non-tank bots move away from LM to a fixed position behind LM if they happened to be in front of LM (No more insta kills with cleave).
If LM is casting Bone Storm, bots will ignore the above logic and do max dps.

LDW

Removed Attack Action since it was buggy and replaced it with RTI. (Improved DPS)

Bots (tanks) will mark adds with skull RTI, which will make bots instantly switch to adds targets. If no spike is present, the boss will be marked, which will help with keeping allies alive when they get mind controlled by LDW.

Moved 2nd phase position deeper into the room and reduced boss hp trigger to 95%, which will keep tanks where they should be during 1st phase (sometimes the boss dropped below 98% and tanks would ping pong around the room).

Ranged bots will now spread closer to each other now and will ignore spreading if they are 2 far or 2 close to the boss so they can properly reposition.

These changes should also fix recent bugs with bots not casting/standing still on LM and LDW.

* ICC DBS Improve

Replaced attack action with RTI. (Improved DPS)

Ranged bots will move away from blood beast if targeted by it now.

* ICC Sindragosa and LK Improve

Sindragosa

Improved tomb los for frost bombs. Bots will now mark tomb with moon rti to avoid killing it too soon. (If they still attack the tomb, simply reset and after bombs are over, simply attack the tomb to kill or mark with a skull.)
Main Tank will reset mystic buffet stacks now to avoid tank swapping since it's really unreliable which will make sindy less frustrating to kill (other bots will need to do mechanics properly by hiding behind ice tombs).

LK

Necrotic plague action

Bots will now check before moving to the Shambling if they are in front of the Shambling to avoid getting one shoted by shockwave.
Improved multiplier, which will now properly handle dispelling of necrotic plague.

Winter phase action

Bots will properly move behind adds to avoid getting one shoted by shamblings or raging spirits.
If there is a hunter in the grouphunter will focus on spheres; if not, any ranged DPS will focus spheres.

Adds action

Bots will now be in proper positions during the 1st phase, and when the off tank is done collecting shamblings, it will move away from the group.
Bots (non-tanks) will move behind the shambling if they are in front of it to avoid getting one shoted in the 1st phase.
Restored action for checking if bots are at ground level, since they were still sometimes glitching through the floor (valkrys will be able to carry bots and drop them off the edge if not killed in time).
Improved defile calculations for 10 man and 25 man raids since defile was growing differently for 10 and 25, which would make bots in 25 man move very far away from somewhat small defile puddle.
Bots will now properly CC any valkyr that wasn't CC'd, and they won't freak out anymore if multiple valkyrs are present. (They can't tell which valkyr is holding bots/ players, so we should command an attack on valkyrs that are holding someone.)
Bots will now run away from Vile Spirits if they are targeted by them during the last phase.

* ICC 25HC ldw shades fix

Fixed bots could not detect shade if there were multiple present

* ICC trigger optimization

Optimized trigger and action for:

KineticBomb
OozePuddle

* ICC LK Improve

Improved Shadow Trap, Winter phase and 1st phase.

Bots will now have fixed positions for 1st phase if no shadow trap is present.

Tanks will now take care of taunting adds during winter phase. (Assist tank will collect adds and bring them to main tank, main tank will take over the adds so we have minimal chance of adds rotating towards the raid)

Fixed shadow trap detection.
2025-05-01 20:59:03 +02:00

4042 lines
143 KiB
C++

#include "RaidIccActions.h"
#include "strategy/values/NearestNpcsValue.h"
#include "ObjectAccessor.h"
#include "RaidIccStrategy.h"
#include "Playerbots.h"
#include "Timer.h"
#include "Vehicle.h"
#include "GenericSpellActions.h"
#include "GenericActions.h"
#include <fstream>
enum CreatureIds {
NPC_KOR_KRON_BATTLE_MAGE = 37117,
NPC_KOR_KRON_AXETHROWER = 36968,
NPC_KOR_KRON_ROCKETEER = 36982,
NPC_SKYBREAKER_SORCERER = 37116,
NPC_SKYBREAKER_RIFLEMAN = 36969,
NPC_SKYBREAKER_MORTAR_SOLDIER = 36978,
NPC_IGB_HIGH_OVERLORD_SAURFANG = 36939,
NPC_IGB_MURADIN_BRONZEBEARD = 36948,
};
const std::vector<uint32> availableTargets = {
NPC_KOR_KRON_AXETHROWER, NPC_KOR_KRON_ROCKETEER, NPC_KOR_KRON_BATTLE_MAGE,
NPC_IGB_HIGH_OVERLORD_SAURFANG, NPC_SKYBREAKER_RIFLEMAN, NPC_SKYBREAKER_MORTAR_SOLDIER,
NPC_SKYBREAKER_SORCERER, NPC_IGB_MURADIN_BRONZEBEARD
};
static std::vector<ObjectGuid> sporeOrder;
//Lord Marrowgwar
bool IccLmTankPositionAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "lord marrowgar");
if (!boss)
return false;
if (botAI->IsTank(bot) || botAI->IsMainTank(bot) || botAI->IsAssistTank(bot))
{
if (bot->GetExactDist2d(ICC_LM_TANK_POSITION) > 15.0f)
return MoveTo(bot->GetMapId(), ICC_LM_TANK_POSITION.GetPositionX(),
ICC_LM_TANK_POSITION.GetPositionY(), ICC_LM_TANK_POSITION.GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
else
return false;
}
return false;
}
bool IccSpikeAction::Execute(Event event)
{
Aura* aura = botAI->GetAura("Impaled", bot);
// If we're impaled, we can't do anything
if (aura)
return false;
// Find the boss
Unit* boss = AI_VALUE2(Unit*, "find target", "lord marrowgar");
if (!boss)
return false;
Aura* bossaura = botAI->GetAura("Bone Storm", boss);
if (boss->isInFront(bot) && !botAI->IsTank(bot) && !bossaura)
return MoveTo(bot->GetMapId(), -390.6757f, 2230.5283f, 41.99232f, false, false, false, true,
MovementPriority::MOVEMENT_FORCED);
if (!botAI->IsTank(bot))
return false;
GuidVector spikes = AI_VALUE(GuidVector, "possible targets no los");
const uint32 spikeEntries[] = {36619, 38711, 38712}; // spikes id's
Unit* priorityTarget = nullptr;
bool anySpikesExist = false;
// First check for alive spikes
for (uint32 entry : spikeEntries)
{
for (const ObjectGuid& guid : spikes)
{
Unit* unit = botAI->GetUnit(guid);
if (unit && unit->GetEntry() == entry) // Check if spike exists
{
anySpikesExist = true; // At least one spike exists
if (unit->IsAlive()) // Only consider alive ones for targeting
{
priorityTarget = unit;
break;
}
}
}
if (priorityTarget)
break;
}
// Only fallback to boss if NO spikes exist at all (alive or dead)
if (!anySpikesExist && boss->IsAlive())
{
priorityTarget = boss;
}
// Update skull icon if needed
if (priorityTarget)
{
if (Group* group = bot->GetGroup())
{
ObjectGuid currentSkull = group->GetTargetIcon(7);
Unit* currentSkullUnit = botAI->GetUnit(currentSkull);
bool needsUpdate = false;
if (!currentSkullUnit || !currentSkullUnit->IsAlive())
{
needsUpdate = true;
}
else if (currentSkullUnit != priorityTarget)
{
needsUpdate = true;
}
if (needsUpdate)
{
group->SetTargetIcon(7, bot->GetGUID(), priorityTarget->GetGUID());
}
}
}
return false;
}
//Lady
bool IccDarkReckoningAction::Execute(Event event)
{
if (bot->HasAura(69483) && bot->GetExactDist2d(ICC_DARK_RECKONING_SAFE_POSITION) > 2.0f) //dark reckoning spell id
{
return MoveTo(bot->GetMapId(), ICC_DARK_RECKONING_SAFE_POSITION.GetPositionX(),
ICC_DARK_RECKONING_SAFE_POSITION.GetPositionY(), ICC_DARK_RECKONING_SAFE_POSITION.GetPositionZ(), false,
false, false, true, MovementPriority::MOVEMENT_NORMAL);
}
return false;
}
bool IccRangedPositionLadyDeathwhisperAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "lady deathwhisper");
if (!boss)
return false;
float currentDistance = bot->GetDistance2d(boss);
if (currentDistance < 7.0f || currentDistance > 30.0f)
return false;
if (botAI->IsRanged(bot) || botAI->IsHeal(bot))
{
float radius = 3.0f;
float moveIncrement = 2.0f;
bool isRanged = botAI->IsRanged(bot);
GuidVector members = AI_VALUE(GuidVector, "group members");
if (isRanged)
{
// Ranged: spread from other members
for (auto& member : members)
{
Unit* unit = botAI->GetUnit(member);
if (!unit || !unit->IsAlive() || unit == bot)
continue;
float dist = bot->GetExactDist2d(unit);
if (dist < radius)
{
float moveDistance = std::min(moveIncrement, radius - dist + 1.0f);
return FleePosition(unit->GetPosition(), moveDistance, 250U);
// return MoveAway(unit, moveDistance);
}
}
}
return false; // Everyone is in position
}
return false;
}
bool IccAddsLadyDeathwhisperAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "lady deathwhisper");
if (!boss)
return false;
if (botAI->IsTank(bot) && boss->GetHealthPct() < 95.0f)
{
if (bot->GetExactDist2d(ICC_LDW_TANK_POSTION) > 20.0f)
return MoveTo(bot->GetMapId(), ICC_LDW_TANK_POSTION.GetPositionX(),
ICC_LDW_TANK_POSTION.GetPositionY(), ICC_LDW_TANK_POSTION.GetPositionZ(), false,
false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
if (!botAI->IsTank(bot))
return false;
Unit* currentTarget = AI_VALUE(Unit*, "current target");
GuidVector targets = AI_VALUE(GuidVector, "possible targets no los");
const uint32 targetsEntries[] = {37949, 38394, 38625, 38626, 38010, 38397, 39000, 39001, 38136, 38396, 38632, 38633, 37890, 38393, 38628, 38629, 38135, 38395, 38634, 38009, 38398, 38630, 38631}; //fanatics and adherents
Unit* priorityTarget = nullptr;
bool hasValidAdds = false;
// First check for alive adds
for (uint32 entry : targetsEntries)
{
for (const ObjectGuid& guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (unit && unit->IsAlive() && unit->GetEntry() == entry)
{
priorityTarget = unit;
hasValidAdds = true;
break;
}
}
if (priorityTarget)
break;
}
// Only fallback to boss if NO adds exist
if (!hasValidAdds && boss->IsAlive())
{
priorityTarget = boss;
}
// Update skull icon if needed
if (priorityTarget)
{
if (Group* group = bot->GetGroup())
{
ObjectGuid currentSkull = group->GetTargetIcon(7);
Unit* currentSkullUnit = botAI->GetUnit(currentSkull);
bool needsUpdate = false;
if (!currentSkullUnit || !currentSkullUnit->IsAlive())
{
needsUpdate = true; // No valid skull target
}
else if (currentSkullUnit != priorityTarget)
{
needsUpdate = true; // Different target than desired
}
if (needsUpdate)
{
group->SetTargetIcon(7, bot->GetGUID(), priorityTarget->GetGUID());
}
}
}
return false;
}
bool IccShadeLadyDeathwhisperAction::Execute(Event event)
{
const float radius = 12.0f;
// Get the nearest hostile NPCs
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (!unit || unit->GetEntry() != 38222) // vengeful shade ID
continue;
// Only run away if the shade is targeting us
// Check by GUID comparison to ensure we're accurately identifying the specific shade in 25HC multiple shades spawn.
if (unit->GetVictim() && unit->GetVictim()->GetGUID() == bot->GetGUID())
{
float currentDistance = bot->GetDistance2d(unit);
// Move away from the Vengeful Shade if the bot is too close
if (currentDistance < radius)
{
botAI->Reset(); // forces bot to stop channeling or getting locked by any other action
return MoveAway(unit, radius - currentDistance);
}
}
}
return false;
}
bool IccRottingFrostGiantTankPositionAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "rotting frost giant");
if (!boss)
return false;
bot->SetTarget(boss->GetGUID());
if (botAI->IsTank(bot) || botAI->IsMainTank(bot) || botAI->IsAssistTank(bot))
{
if (bot->GetExactDist2d(ICC_ROTTING_FROST_GIANT_TANK_POSITION) > 5.0f)
return MoveTo(bot->GetMapId(), ICC_ROTTING_FROST_GIANT_TANK_POSITION.GetPositionX(),
ICC_ROTTING_FROST_GIANT_TANK_POSITION.GetPositionY(), ICC_ROTTING_FROST_GIANT_TANK_POSITION.GetPositionZ(), false,
false, false, true, MovementPriority::MOVEMENT_NORMAL);
}
float radius = 10.0f;
float distanceExtra = 2.0f;
GuidVector members = AI_VALUE(GuidVector, "group members");
for (auto& member : members)
{
if (bot->GetGUID() == member)
{
continue;
}
Unit* unit = botAI->GetUnit(member);
if (unit && (botAI->IsHeal(bot) || botAI->IsDps(bot)) && bot->GetExactDist2d(unit) < radius)
{
return FleePosition(unit->GetPosition(), radius + distanceExtra - bot->GetExactDist2d(unit));
// return MoveAway(unit, radius + distanceExtra - bot->GetExactDist2d(unit));
}
}
return Attack(boss);
}
//Gunship
bool IccCannonFireAction::Execute(Event event)
{
Unit* vehicleBase = bot->GetVehicleBase();
Vehicle* vehicle = bot->GetVehicle();
if (!vehicleBase || !vehicle)
return false;
GuidVector attackers = AI_VALUE(GuidVector, "possible targets no los");
Unit* target = nullptr;
for (auto i = attackers.begin(); i != attackers.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (!unit)
continue;
for (uint32 entry : availableTargets)
{
if (unit->GetEntry() == entry) {
target = unit;
break;
}
}
if (target)
break;
}
if (!target)
return false;
if (vehicleBase->GetPower(POWER_ENERGY) >= 90) {
uint32 spellId = AI_VALUE2(uint32, "vehicle spell id", "incinerating blast");
if (botAI->CanCastVehicleSpell(spellId, target) && botAI->CastVehicleSpell(spellId, target)) {
vehicleBase->AddSpellCooldown(spellId, 0, 1000);
return true;
}
}
uint32 spellId = AI_VALUE2(uint32, "vehicle spell id", "cannon blast");
if (botAI->CanCastVehicleSpell(spellId, target) && botAI->CastVehicleSpell(spellId, target)) {
vehicleBase->AddSpellCooldown(spellId, 0, 1000);
return true;
}
return false;
}
bool IccGunshipEnterCannonAction::Execute(Event event)
{
// do not switch vehicles yet
if (bot->GetVehicle())
return false;
Unit* vehicleToEnter = nullptr;
GuidVector npcs = AI_VALUE(GuidVector, "nearest vehicles");
for (GuidVector::iterator i = npcs.begin(); i != npcs.end(); i++)
{
Unit* vehicleBase = botAI->GetUnit(*i);
if (!vehicleBase)
continue;
if (vehicleBase->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE))
continue;
if (!vehicleBase->IsFriendlyTo(bot))
continue;
if (!vehicleBase->GetVehicleKit() || !vehicleBase->GetVehicleKit()->GetAvailableSeatCount())
continue;
uint32 entry = vehicleBase->GetEntry();
if (entry != 36838 && entry != 36839)
continue;
if (vehicleBase->HasAura(69704) || vehicleBase->HasAura(69705))
continue;
if (!vehicleToEnter || bot->GetExactDist(vehicleToEnter) > bot->GetExactDist(vehicleBase))
vehicleToEnter = vehicleBase;
}
if (!vehicleToEnter)
return false;
if (EnterVehicle(vehicleToEnter, true))
return true;
return false;
}
bool IccGunshipEnterCannonAction::EnterVehicle(Unit* vehicleBase, bool moveIfFar)
{
float dist = bot->GetDistance(vehicleBase);
if (dist > INTERACTION_DISTANCE && !moveIfFar)
return false;
if (dist > INTERACTION_DISTANCE)
return MoveTo(vehicleBase);
botAI->RemoveShapeshift();
bot->GetMotionMaster()->Clear();
bot->StopMoving();
vehicleBase->HandleSpellClick(bot);
if (!bot->IsOnVehicle(vehicleBase))
return false;
// dismount because bots can enter vehicle on mount
WorldPacket emptyPacket;
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
return true;
}
bool IccGunshipTeleportAllyAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "kor'kron battle-mage");
if (!boss)
return false;
// Only proceed if the mage is channeling Below Zero
if (!(boss->HasUnitState(UNIT_STATE_CASTING) && boss->FindCurrentSpellBySpellId(69705)))
{
// If not casting and we're too far from waiting position, go there
if (bot->GetExactDist2d(ICC_GUNSHIP_TELEPORT_ALLY2) > 45.0f)
return bot->TeleportTo(bot->GetMapId(), ICC_GUNSHIP_TELEPORT_ALLY2.GetPositionX(),
ICC_GUNSHIP_TELEPORT_ALLY2.GetPositionY(), ICC_GUNSHIP_TELEPORT_ALLY2.GetPositionZ(), bot->GetOrientation());
return false;
}
if (Group* group = bot->GetGroup())
if (group->GetTargetIcon(7) != boss->GetGUID())
group->SetTargetIcon(7, bot->GetGUID(), boss->GetGUID());
bot->SetTarget(boss->GetGUID());
// Check if the bot is targeting a valid boss before teleporting
if (bot->GetTarget() != boss->GetGUID())
return false;
if (!botAI->IsAssistTank(bot) && bot->GetExactDist2d(ICC_GUNSHIP_TELEPORT_ALLY) > 15.0f)
return bot->TeleportTo(bot->GetMapId(), ICC_GUNSHIP_TELEPORT_ALLY.GetPositionX(),
ICC_GUNSHIP_TELEPORT_ALLY.GetPositionY(), ICC_GUNSHIP_TELEPORT_ALLY.GetPositionZ(), bot->GetOrientation());
return Attack(boss);
}
bool IccGunshipTeleportHordeAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "skybreaker sorcerer");
if (!boss)
return false;
// Only proceed if the sorcerer is channeling Below Zero
if (!(boss->HasUnitState(UNIT_STATE_CASTING) && boss->FindCurrentSpellBySpellId(69705)))
{
// If not casting and we're too far from waiting position, go there
if (bot->GetExactDist2d(ICC_GUNSHIP_TELEPORT_HORDE2) > 45.0f)
return bot->TeleportTo(bot->GetMapId(), ICC_GUNSHIP_TELEPORT_HORDE2.GetPositionX(),
ICC_GUNSHIP_TELEPORT_HORDE2.GetPositionY(), ICC_GUNSHIP_TELEPORT_HORDE2.GetPositionZ(), bot->GetOrientation());
return false;
}
if (Group* group = bot->GetGroup())
if (group->GetTargetIcon(7) != boss->GetGUID())
group->SetTargetIcon(7, bot->GetGUID(), boss->GetGUID());
bot->SetTarget(boss->GetGUID());
// Check if the bot is targeting a valid boss before teleporting
if (bot->GetTarget() != boss->GetGUID())
return false;
if (!botAI->IsAssistTank(bot) && bot->GetExactDist2d(ICC_GUNSHIP_TELEPORT_HORDE) > 15.0f)
return bot->TeleportTo(bot->GetMapId(), ICC_GUNSHIP_TELEPORT_HORDE.GetPositionX(),
ICC_GUNSHIP_TELEPORT_HORDE.GetPositionY(), ICC_GUNSHIP_TELEPORT_HORDE.GetPositionZ(), bot->GetOrientation());
return Attack(boss);
}
//DBS
bool IccDbsTankPositionAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "deathbringer saurfang");
if (!boss)
return false;
bot->SetTarget(boss->GetGUID());
if (botAI->IsTank(bot) || botAI->IsMainTank(bot) || botAI->IsAssistTank(bot))
{
if (bot->GetExactDist2d(ICC_DBS_TANK_POSITION) > 5.0f)
return MoveTo(bot->GetMapId(), ICC_DBS_TANK_POSITION.GetPositionX(), ICC_DBS_TANK_POSITION.GetPositionY(),
ICC_DBS_TANK_POSITION.GetPositionZ(), false, false, false, true,
MovementPriority::MOVEMENT_NORMAL);
}
if (botAI->GetAura("Rune of Blood", bot) && botAI->IsTank(bot))
return true;
if (botAI->IsRanged(bot) || botAI->IsHeal(bot))
{
const float evasion = 12.0f;
// Get the nearest hostile NPCs
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && (unit->GetEntry() == 38508 || unit->GetEntry() == 38596 || unit->GetEntry() == 38597 ||
unit->GetEntry() == 38598)) // blood beast
{
// Only run away if the blood beast is targeting us
if (unit->GetVictim() == bot)
{
float currentDistance = bot->GetDistance2d(unit);
// Move away from the blood beast if the bot is too close
if (currentDistance < evasion)
{
return MoveAway(unit, evasion - currentDistance);
}
}
}
}
// Get group and position in group
Group* group = bot->GetGroup();
if (!group)
return false;
// Find this bot's position among ranged/healers in the group
int rangedIndex = -1;
int currentIndex = 0;
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive())
continue;
if ((botAI->IsRanged(member) || botAI->IsHeal(member)) && !botAI->IsTank(member))
{
if (member == bot)
{
rangedIndex = currentIndex;
break;
}
currentIndex++;
}
}
if (rangedIndex == -1)
return false;
// Fixed positions calculation
float tankToBossAngle = 3.14f;
const float minBossDistance = 11.0f;
const float spreadDistance = 10.0f;
// Calculate position in a fixed grid (3 rows x 5 columns)
int row = rangedIndex / 5;
int col = rangedIndex % 5;
// Calculate base position
float xOffset = (col - 2) * spreadDistance; // Center around tank position
float yOffset = minBossDistance + (row * spreadDistance); // Each row further back
// Add zigzag offset for odd rows
if (row % 2 == 1)
xOffset += spreadDistance / 2;
// Rotate position based on tank-to-boss angle
float finalX = ICC_DBS_TANK_POSITION.GetPositionX() +
(cos(tankToBossAngle) * yOffset - sin(tankToBossAngle) * xOffset);
float finalY = ICC_DBS_TANK_POSITION.GetPositionY() +
(sin(tankToBossAngle) * yOffset + cos(tankToBossAngle) * xOffset);
float finalZ = ICC_DBS_TANK_POSITION.GetPositionZ();
// Update Z coordinate
bot->UpdateAllowedPositionZ(finalX, finalY, finalZ);
// Move if not in position
if (bot->GetExactDist2d(finalX, finalY) > 3.0f)
return MoveTo(bot->GetMapId(), finalX, finalY, finalZ, false, false, false, true,
MovementPriority::MOVEMENT_COMBAT);
return false;
}
return false;
}
bool IccAddsDbsAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "deathbringer saurfang");
if (!boss)
return false;
if (!botAI->IsMelee(bot))
return false;
Unit* currentTarget = AI_VALUE(Unit*, "current target");
GuidVector targets = AI_VALUE(GuidVector, "possible targets no los");
const uint32 targetsEntries[] = {38508, 38596, 38597, 38598}; // adds
Unit* priorityTarget = nullptr;
bool hasValidAdds = false;
// First check for alive adds
for (uint32 entry : targetsEntries)
{
for (const ObjectGuid& guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (unit && unit->IsAlive() && unit->GetEntry() == entry)
{
priorityTarget = unit;
hasValidAdds = true;
break;
}
}
if (priorityTarget)
break;
}
// Only fallback to boss if NO adds exist
if (!hasValidAdds && boss->IsAlive())
{
priorityTarget = boss;
}
// Update skull icon if needed
if (priorityTarget)
{
if (Group* group = bot->GetGroup())
{
ObjectGuid currentSkull = group->GetTargetIcon(7);
Unit* currentSkullUnit = botAI->GetUnit(currentSkull);
bool needsUpdate = false;
if (!currentSkullUnit || !currentSkullUnit->IsAlive())
{
needsUpdate = true; // No valid skull target
}
else if (currentSkullUnit != priorityTarget)
{
needsUpdate = true; // Different target than desired
}
if (needsUpdate)
{
group->SetTargetIcon(7, bot->GetGUID(), priorityTarget->GetGUID());
}
}
}
return false;
}
//FESTERGUT
bool IccFestergutTankPositionAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "festergut");
if (!boss)
return false;
bot->SetTarget(boss->GetGUID());
if (botAI->IsTank(bot) || botAI->IsMainTank(bot) || botAI->IsAssistTank(bot))
{
if (bot->GetExactDist2d(ICC_FESTERGUT_TANK_POSITION) > 5.0f)
return MoveTo(bot->GetMapId(), ICC_FESTERGUT_TANK_POSITION.GetPositionX(),
ICC_FESTERGUT_TANK_POSITION.GetPositionY(), ICC_FESTERGUT_TANK_POSITION.GetPositionZ(), false,
false, false, true, MovementPriority::MOVEMENT_NORMAL);
}
GuidVector members = AI_VALUE(GuidVector, "group members");
bool sporesPresent = false;
for (auto& member : members)
{
Unit* unit = botAI->GetUnit(member);
if (!unit)
continue;
if (unit->HasAura(69279))
{
sporesPresent = true;
break;
}
}
if (!sporesPresent && (botAI->IsRanged(bot) || botAI->IsHeal(bot)))
{
Group* group = bot->GetGroup();
if (!group)
return false;
// Separate counters for healers and ranged DPS
int healerIndex = -1;
int rangedDpsIndex = -1;
int currentHealerIndex = 0;
int currentRangedDpsIndex = 0;
// First pass: count total healers and ranged
int totalHealers = 0;
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive() || botAI->IsTank(member))
continue;
if (botAI->IsHeal(member))
totalHealers++;
}
// Second pass: assign positions
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive() || botAI->IsTank(member))
continue;
if (member == bot)
{
if (botAI->IsHeal(bot))
healerIndex = currentHealerIndex;
else if (botAI->IsRanged(bot))
rangedDpsIndex = currentRangedDpsIndex;
break;
}
if (botAI->IsHeal(member))
currentHealerIndex++;
else if (botAI->IsRanged(member))
currentRangedDpsIndex++;
}
int positionIndex;
if (healerIndex != -1)
{
// Healers get positions in first two rows
int healersPerRow = (totalHealers + 1) / 2; // Round up
positionIndex = healerIndex;
// Ensure healer is in first two rows
if (positionIndex >= healersPerRow)
{
positionIndex = positionIndex - healersPerRow + 5; // Move to second row
}
}
else if (rangedDpsIndex != -1)
{
// Ranged DPS start from where healers end
positionIndex = totalHealers + rangedDpsIndex;
}
else
return false;
// Fixed positions calculation
float tankToBossAngle = 4.58f;
const float minBossDistance = 20.0f;
const float spreadDistance = 10.0f;
// Calculate position in a fixed grid (3 rows x 5 columns)
int row = positionIndex / 5;
int col = positionIndex % 5;
// Calculate base position
float xOffset = (col - 2) * spreadDistance; // Center around tank position
float yOffset = minBossDistance + (row * spreadDistance); // Each row further back
// Add zigzag offset for odd rows
if (row % 2 == 1)
xOffset += spreadDistance / 2;
// Rotate position based on tank-to-boss angle
float finalX = ICC_FESTERGUT_TANK_POSITION.GetPositionX() + (cos(tankToBossAngle) * yOffset - sin(tankToBossAngle) * xOffset);
float finalY = ICC_FESTERGUT_TANK_POSITION.GetPositionY() + (sin(tankToBossAngle) * yOffset + cos(tankToBossAngle) * xOffset);
float finalZ = ICC_FESTERGUT_TANK_POSITION.GetPositionZ();
// Update Z coordinate
bot->UpdateAllowedPositionZ(finalX, finalY, finalZ);
// Move if not in position
if (bot->GetExactDist2d(finalX, finalY) > 3.0f)
return MoveTo(bot->GetMapId(), finalX, finalY, finalZ,
false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
}
return false;
}
bool IccFestergutSporeAction::Execute(Event event)
{
const float POSITION_TOLERANCE = 4.0f;
const float SPREAD_RADIUS = 2.0f; // How far apart ranged should spread
bool hasSpore = bot->HasAura(69279); // gas spore
// If bot has spore, stop attacking
if (hasSpore)
{
bot->AttackStop();
}
// Calculate a unique spread position for ranged
float angle = (bot->GetGUID().GetCounter() % 16) * (M_PI / 8); // Divide circle into 16 positions
Position spreadRangedPos = ICC_FESTERGUT_RANGED_SPORE;
spreadRangedPos.m_positionX += cos(angle) * SPREAD_RADIUS;
spreadRangedPos.m_positionY += sin(angle) * SPREAD_RADIUS;
// Find all spored players and the one with lowest GUID
ObjectGuid lowestGuid;
bool isFirst = true;
std::vector<Unit*> sporedPlayers;
GuidVector members = AI_VALUE(GuidVector, "group members");
for (auto& member : members)
{
Unit* unit = botAI->GetUnit(member);
if (!unit)
continue;
if (unit->HasAura(69279))
{
sporedPlayers.push_back(unit);
if (isFirst || unit->GetGUID() < lowestGuid)
{
lowestGuid = unit->GetGUID();
isFirst = false;
}
}
}
// If no spores present at all, return
if (sporedPlayers.empty())
return false;
Position targetPos;
if (hasSpore)
{
bool mainTankHasSpore = false;
GuidVector members = AI_VALUE(GuidVector, "group members");
for (auto& member : members)
{
Unit* unit = botAI->GetUnit(member);
if (!unit)
continue;
if (botAI->IsMainTank(unit->ToPlayer()) && unit->HasAura(69279))
{
mainTankHasSpore = true;
break;
}
}
// If bot is main tank, always go melee regardless of GUID
if (botAI->IsMainTank(bot))
{
targetPos = ICC_FESTERGUT_MELEE_SPORE;
}
// If this bot has the lowest GUID among spored players AND is not a tank AND main tank is not spored
else if (bot->GetGUID() == lowestGuid && !botAI->IsTank(bot) && !mainTankHasSpore)
{
targetPos = ICC_FESTERGUT_MELEE_SPORE;
}
// All other spored players go ranged
else
{
targetPos = spreadRangedPos;
}
}
else
{
// If bot doesn't have spore, go to position based on role
targetPos = botAI->IsMelee(bot) ? ICC_FESTERGUT_MELEE_SPORE : spreadRangedPos;
}
// Only move if we're not already at the target position
if (bot->GetExactDist2d(targetPos) > POSITION_TOLERANCE)
{
return MoveTo(bot->GetMapId(), targetPos.GetPositionX(), targetPos.GetPositionY(), targetPos.GetPositionZ(),
true, false, false, true, MovementPriority::MOVEMENT_FORCED);
}
return hasSpore;
}
//ROTFACE
bool IccRotfaceTankPositionAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "rotface");
if (!boss)
return false;
// Mark Rotface with skull if not already marked
if (Group* group = bot->GetGroup())
{
ObjectGuid skullGuid = group->GetTargetIcon(7); // 7 = skull
if (!skullGuid || !botAI->GetUnit(skullGuid))
{
group->SetTargetIcon(7, bot->GetGUID(), boss->GetGUID());
}
}
// Main tank positioning logic
if (botAI->IsMainTank(bot))
{
if (bot->GetExactDist2d(ICC_ROTFACE_TANK_POSITION) > 7.0f)
return MoveTo(bot->GetMapId(), ICC_ROTFACE_TANK_POSITION.GetPositionX(),
ICC_ROTFACE_TANK_POSITION.GetPositionY(), ICC_ROTFACE_TANK_POSITION.GetPositionZ(), false,
false, false, true, MovementPriority::MOVEMENT_COMBAT);
}
bool hasOozeFlood = botAI->HasAura("Ooze Flood", bot);
// Assist tank positioning for big ooze
if (botAI->IsAssistTank(bot))
{
// If we have the ooze flood aura, move away
if (hasOozeFlood)
{
return MoveTo(boss->GetMapId(), boss->GetPositionX() + 5.0f * cos(bot->GetAngle(boss)),
boss->GetPositionY() + 5.0f * sin(bot->GetAngle(boss)), bot->GetPositionZ(), false,
false, false, true, MovementPriority::MOVEMENT_COMBAT);
}
Unit* bigOoze = AI_VALUE2(Unit*, "find target", "big ooze");
if (bigOoze)
{
// Taunt if not targeting us
if (bigOoze->GetVictim() != bot)
{
if (botAI->CastSpell("taunt", bigOoze))
return true;
return Attack(bigOoze);
}
// Keep big ooze at designated position
if (bigOoze->GetVictim() == bot)
{
if (bot->GetExactDist2d(ICC_ROTFACE_BIG_OOZE_POSITION) > 5.0f)
{
return MoveTo(bot->GetMapId(), ICC_ROTFACE_BIG_OOZE_POSITION.GetPositionX(),
ICC_ROTFACE_BIG_OOZE_POSITION.GetPositionY(), ICC_ROTFACE_BIG_OOZE_POSITION.GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
}
return Attack(bigOoze);
}
return Attack(bigOoze);
}
}
return false;
}
bool IccRotfaceGroupPositionAction::Execute(Event event)
{
// Find Rotface
Unit* boss = AI_VALUE2(Unit*, "find target", "rotface");
if (!boss)
return false;
// Check for puddles and move away if too close
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
bool hasOozeFlood = botAI->HasAura("Ooze Flood", bot);
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit)
{
if (unit->GetEntry() == 37013) // puddle
{
float puddleDistance = bot->GetExactDist2d(unit);
if (puddleDistance < 30.0f && (hasOozeFlood))
{
float dx = boss->GetPositionX() - unit->GetPositionX();
float dy = boss->GetPositionY() - unit->GetPositionY();
float angle = atan2(dy, dx);
// Move away from puddle in smaller increment
float moveDistance = std::min(35.0f - puddleDistance, 5.0f);
float moveX = boss->GetPositionX() + (moveDistance * cos(angle));
float moveY = boss->GetPositionY() + (moveDistance * sin(angle));
// Check if position is in LoS before moving
if (!bot->IsWithinLOS(moveX, moveY, boss->GetPositionZ()))
return false;
return MoveTo(boss->GetMapId(), moveX, moveY, boss->GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
}
}
// Check if we're targeted by little ooze
Unit* smallOoze = AI_VALUE2(Unit*, "find target", "little ooze");
bool hasMutatedInfection = botAI->HasAura("Mutated Infection", bot);
if ((smallOoze && smallOoze->GetVictim() == bot) || hasMutatedInfection)
{
if (bot->GetExactDist2d(ICC_ROTFACE_BIG_OOZE_POSITION) > 3.0f)
{
// Check if position is in LoS before moving
if (!bot->IsWithinLOS(ICC_ROTFACE_BIG_OOZE_POSITION.GetPositionX(),
ICC_ROTFACE_BIG_OOZE_POSITION.GetPositionY(),
ICC_ROTFACE_BIG_OOZE_POSITION.GetPositionZ()))
return false;
return MoveTo(bot->GetMapId(), ICC_ROTFACE_BIG_OOZE_POSITION.GetPositionX(),
ICC_ROTFACE_BIG_OOZE_POSITION.GetPositionY(), ICC_ROTFACE_BIG_OOZE_POSITION.GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
}
return true; // Stay at position
}
if(botAI->IsRanged(bot) || botAI->IsHeal(bot))
{
if (!hasOozeFlood)
{
float radius = 10.0f;
Unit* closestMember = nullptr;
float minDist = radius;
GuidVector members = AI_VALUE(GuidVector, "group members");
for (auto& member : members)
{
Unit* unit = botAI->GetUnit(member);
if (!unit || bot->GetGUID() == member)
continue;
// Skip distance check if the other unit is an assist tank
if (botAI->IsAssistTank(bot))
continue;
float dist = bot->GetExactDist2d(unit);
if (dist < minDist)
{
minDist = dist;
closestMember = unit;
}
}
if (closestMember)
{
float distToCenter = bot->GetExactDist2d(ICC_ROTFACE_TANK_POSITION);
float moveDistance = (distToCenter > 25.0f) ? 2.0f : 3.0f;
// return MoveAway(closestMember, moveDistance);
return FleePosition(closestMember->GetPosition(), moveDistance, 250U);
}
return false;
}
}
return false;
}
bool IccRotfaceMoveAwayFromExplosionAction::Execute(Event event)
{
if (botAI->IsMainTank(bot) || bot->HasAura(71215))
return false;
// Stop current actions first
bot->AttackStop();
bot->InterruptNonMeleeSpells(false);
// Generate random angle between 0 and 2π
float angle = frand(0, 2 * M_PI);
// Calculate position 20 yards away in random direction
float moveX = bot->GetPositionX() + 20.0f * cos(angle);
float moveY = bot->GetPositionY() + 20.0f * sin(angle);
float moveZ = bot->GetPositionZ();
// Check if position is in LoS before moving
if (!bot->IsWithinLOS(moveX, moveY, moveZ))
return false;
// Move to the position
return MoveTo(bot->GetMapId(), moveX, moveY, moveZ,
false, false, false, false, MovementPriority::MOVEMENT_FORCED);
}
//PP
bool IccPutricideGrowingOozePuddleAction::Execute(Event event)
{
// Constants moved outside to prevent recreation on each call
static const float BASE_RADIUS = 2.0f;
static const float STACK_MULTIPLIER = 0.5f;
static const float MIN_DISTANCE = 0.1f;
static const float BUFFER_DISTANCE = 2.0f;
static const uint32 GROWING_OOZE_PUDDLE_ID = 37690;
static const uint32 GROW_AURA_ID = 70347;
// Cache bot position to avoid multiple calls
float botX = bot->GetPositionX();
float botY = bot->GetPositionY();
float botZ = bot->GetPositionZ();
// Get the nearest hostile NPCs - only once and store locally
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
if (npcs.empty())
return false;
// Find puddles and their safe distances in one pass
std::vector<std::tuple<Unit*, float, float>> puddles; // Unit*, distance, safeDistance
puddles.reserve(8); // Pre-allocate a reasonable size
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (!unit || unit->GetEntry() != GROWING_OOZE_PUDDLE_ID)
continue;
float currentDistance = std::max(MIN_DISTANCE, bot->GetExactDist(unit));
float safeDistance = BASE_RADIUS;
if (Aura* grow = unit->GetAura(GROW_AURA_ID))
safeDistance += (grow->GetStackAmount() * STACK_MULTIPLIER);
puddles.emplace_back(unit, currentDistance, safeDistance);
}
// If no puddles found, exit early
if (puddles.empty())
return false;
// Find the closest threatening puddle
Unit* closestPuddle = nullptr;
float closestDistance = FLT_MAX;
float closestSafeDistance = BASE_RADIUS;
bool needToMove = false;
for (const auto& [puddle, distance, safeDistance] : puddles)
{
if (distance < safeDistance && distance < closestDistance)
{
closestDistance = distance;
closestSafeDistance = safeDistance;
closestPuddle = puddle;
needToMove = true;
}
}
// If we don't need to move, exit early
if (!needToMove)
return false;
// Calculate vector from puddle to bot
float dx = botX - closestPuddle->GetPositionX();
float dy = botY - closestPuddle->GetPositionY();
float dist = std::max(MIN_DISTANCE, sqrt(dx * dx + dy * dy));
// If we're too close or inside, pick a random direction to move
if (dist < MIN_DISTANCE * 2)
{
float randomAngle = float(rand()) / float(RAND_MAX) * 2 * M_PI;
dx = cos(randomAngle);
dy = sin(randomAngle);
}
else
{
dx /= dist;
dy /= dist;
}
// Calculate move distance once
float moveDistance = closestSafeDistance - closestDistance + BUFFER_DISTANCE;
// Try different angles to find a safe path
const int numAngles = 8;
for (int i = 0; i < numAngles; i++)
{
float angle = (2 * M_PI * i) / numAngles;
float rotatedDx = dx * cos(angle) - dy * sin(angle);
float rotatedDy = dx * sin(angle) + dy * cos(angle);
float testX = botX + rotatedDx * moveDistance;
float testY = botY + rotatedDy * moveDistance;
// Skip LOS check if too close to other puddles
bool tooCloseToOtherPuddle = false;
for (const auto& [otherPuddle, _, otherSafeDistance] : puddles)
{
if (otherPuddle == closestPuddle)
continue;
float newDist =
sqrt(pow(testX - otherPuddle->GetPositionX(), 2) + pow(testY - otherPuddle->GetPositionY(), 2));
if (newDist < otherSafeDistance)
{
tooCloseToOtherPuddle = true;
break;
}
}
if (!tooCloseToOtherPuddle && bot->IsWithinLOS(testX, testY, botZ))
{
// Found a safe path, move there
return MoveTo(bot->GetMapId(), testX, testY, botZ, false, false, false, false,
MovementPriority::MOVEMENT_COMBAT);
}
}
// If we couldn't find a safe path, at least try to move away from the closest puddle
return MoveTo(bot->GetMapId(), botX + dx * moveDistance, botY + dy * moveDistance, botZ, false, false, false, false,
MovementPriority::MOVEMENT_COMBAT);
}
bool IccPutricideVolatileOozeAction::Execute(Event event)
{
const float STACK_DISTANCE = 8.0f;
// Find the ooze
Unit* ooze = AI_VALUE2(Unit*, "find target", "volatile ooze");
bool botHasAura = botAI->HasAura("Volatile Ooze Adhesive", bot);
bool botHasAura2 = botAI->HasAura("Gaseous Bloat", bot);
bool botHasAura3 = botAI->HasAura("Unbound Plague", bot);
if (botHasAura2 || botHasAura3)
return false;
// Mark Volatile Ooze with skull if not already marked
if (Group* group = bot->GetGroup())
{
ObjectGuid skullGuid = group->GetTargetIcon(7); // 7 = skull
Unit* markedUnit = botAI->GetUnit(skullGuid);
// Clear mark if current marked target is dead
if (markedUnit && !markedUnit->IsAlive())
{
group->SetTargetIcon(7, bot->GetGUID(), ObjectGuid::Empty);
}
// Mark new ooze if it exists and nothing is marked
if (ooze && ooze->IsAlive() && (!skullGuid || !markedUnit))
{
group->SetTargetIcon(7, bot->GetGUID(), ooze->GetGUID());
}
}
// Check for aura on any group member
Group* group = bot->GetGroup();
if (!group)
return false;
Unit* auraTarget = nullptr;
Unit* stackTarget = nullptr;
bool anyoneHasAura = false;
// First, try to find someone with the aura
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive() || member == bot)
continue;
if (botAI->HasAura("Volatile Ooze Adhesive", member))
{
anyoneHasAura = true;
auraTarget = member;
stackTarget = member;
break;
}
}
// If no one has aura, find a ranged player to stack with
/*if (!anyoneHasAura && !stackTarget)
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive() || member == bot ||
botAI->IsTank(member) || botAI->HasAura("Gaseous Bloat", member) ||
botAI->HasAura("Unbound Plague", member))
continue;
if (botAI->IsRanged(member) && )
{
stackTarget = member;
break;
}
}
}
*/
/*
// For melee old stacking
if (botAI->IsMelee(bot) && !botAI->IsMainTank(bot))
{
// If ooze exists and someone has aura, attack the ooze
if (ooze && anyoneHasAura)
{
bot->SetTarget(ooze->GetGUID());
return Attack(ooze);
}
// Otherwise stack with ranged
else if (stackTarget)
{
if (bot->GetDistance2d(stackTarget) > STACK_DISTANCE)
{
return MoveTo(bot->GetMapId(), stackTarget->GetPositionX(),
stackTarget->GetPositionY(), stackTarget->GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
}
*/
// For melee new only attacking
if (botAI->IsMelee(bot) && !botAI->IsMainTank(bot))
{
// If ooze exists and someone has aura, attack the ooze
if (ooze)
{
bot->SetTarget(ooze->GetGUID());
return Attack(ooze);
}
}
// For ranged and healers
if (botAI->IsRanged(bot) || botAI->IsHeal(bot))
{
// Always try to stack
if (stackTarget && bot->GetDistance2d(stackTarget) > STACK_DISTANCE)
{
return MoveTo(bot->GetMapId(), stackTarget->GetPositionX(),
stackTarget->GetPositionY(), stackTarget->GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
// If stacked and ooze exists, attack it (except healers)
if (ooze && !botAI->IsHeal(bot) && stackTarget &&
bot->GetDistance2d(stackTarget) <= STACK_DISTANCE)
{
bot->SetTarget(ooze->GetGUID());
return Attack(ooze);
}
else if (botAI->IsHeal(bot))
{
return false; // Allow healer to continue with normal healing actions
}
}
return false;
}
bool IccPutricideGasCloudAction::Execute(Event event)
{
if (botAI->IsMainTank(bot))
return false;
Unit* gasCloud = AI_VALUE2(Unit*, "find target", "gas cloud");
if (!gasCloud)
return false;
Unit* volatileOoze = AI_VALUE2(Unit*, "find target", "volatile ooze");
bool botHasAura = botAI->HasAura("Gaseous Bloat", bot);
if(!botHasAura && volatileOoze)
return false;
if (botHasAura)
{
float botX = bot->GetPositionX();
float botY = bot->GetPositionY();
float botZ = bot->GetPositionZ();
float cloudX = gasCloud->GetPositionX();
float cloudY = gasCloud->GetPositionY();
float cloudDist = gasCloud->GetExactDist2d(botX, botY);
// Only move if cloud is close enough to be dangerous
if (cloudDist < 25.0f)
{
// Calculate vector from cloud to bot
float dx = botX - cloudX;
float dy = botY - cloudY;
float dist = sqrt(dx * dx + dy * dy);
if (dist > 0)
{
dx /= dist;
dy /= dist;
// Try different angles to find a safe path
const int numAngles = 16; // Increased for more precise movement
float bestMoveX = botX;
float bestMoveY = botY;
float bestDist = cloudDist;
bool foundPath = false;
for (int i = 0; i < numAngles; i++)
{
float angle = (2 * M_PI * i) / numAngles;
float rotatedDx = dx * cos(angle) - dy * sin(angle);
float rotatedDy = dx * sin(angle) + dy * cos(angle);
// Try different distances
for (float testDist = 5.0f; testDist <= 15.0f; testDist += 5.0f)
{
float testX = botX + rotatedDx * testDist;
float testY = botY + rotatedDy * testDist;
float testZ = botZ;
float newCloudDist = gasCloud->GetExactDist2d(testX, testY);
// Check if this position is better
if (newCloudDist > bestDist && bot->IsWithinLOS(testX, testY, testZ))
{
bestMoveX = testX;
bestMoveY = testY;
bestDist = newCloudDist;
foundPath = true;
}
}
}
if (foundPath)
{
return MoveTo(bot->GetMapId(), bestMoveX, bestMoveY, botZ,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
else if (cloudDist < 8.0f) // Emergency move if very close and no good path found
{
// Try to move directly away
float emergencyX = botX + dx * 10.0f;
float emergencyY = botY + dy * 10.0f;
if (bot->IsWithinLOS(emergencyX, emergencyY, botZ))
{
return MoveTo(bot->GetMapId(), emergencyX, emergencyY, botZ,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
}
}
}
else
{
Group* group = bot->GetGroup();
if (!group)
return false;
bool someoneHasAura = false;
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member)
continue;
if (botAI->HasAura("Gaseous Bloat", member))
{
someoneHasAura = true;
break;
}
}
if (someoneHasAura && !botAI->IsHeal(bot))
{
return Attack(gasCloud);
}
}
return false;
}
bool AvoidMalleableGooAction::Execute(Event event)
{
bool hasUnboundPlague = botAI->HasAura("Unbound Plague", bot);
const float UNBOUND_PLAGUE_DISTANCE = 15.0f;
// If bot has unbound plague, keep away from all other players
if (hasUnboundPlague)
{
Group* group = bot->GetGroup();
if (!group)
return false;
float closestDistance = UNBOUND_PLAGUE_DISTANCE;
Unit* closestPlayer = nullptr;
// Find closest player
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive() || member == bot)
continue;
float dist = bot->GetDistance2d(member);
if (dist < closestDistance)
{
closestDistance = dist;
closestPlayer = member;
}
}
// Move away from closest player if too close
if (closestPlayer)
{
float dx = bot->GetPositionX() - closestPlayer->GetPositionX();
float dy = bot->GetPositionY() - closestPlayer->GetPositionY();
float dist = sqrt(dx * dx + dy * dy);
if (dist > 0)
{
dx /= dist;
dy /= dist;
float moveDistance = UNBOUND_PLAGUE_DISTANCE - closestDistance + 2.0f;
float moveX = bot->GetPositionX() + dx * moveDistance;
float moveY = bot->GetPositionY() + dy * moveDistance;
if (bot->IsWithinLOS(moveX, moveY, bot->GetPositionZ()))
{
return MoveTo(bot->GetMapId(), moveX, moveY, bot->GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
}
}
if (botAI->IsRanged(bot) || botAI->IsHeal(bot))
{
float radius = 7.0f;
bool isRanged = botAI->IsRanged(bot);
GuidVector members = AI_VALUE(GuidVector, "group members");
if (isRanged)
{
for (auto& member : members)
{
Unit* unit = botAI->GetUnit(member);
if (!unit || !unit->IsAlive() || unit == bot || botAI->IsTank(bot) || botAI->IsMelee(bot))
continue;
float dist = bot->GetExactDist2d(unit);
if (dist < radius)
{
float moveDistance = radius - dist + 1.0f;
// Calculate potential new position
float angle = bot->GetAngle(unit);
float newX = bot->GetPositionX() + cos(angle + M_PI) * moveDistance;
float newY = bot->GetPositionY() + sin(angle + M_PI) * moveDistance;
// Only move if we have line of sight
if (bot->IsWithinLOS(newX, newY, bot->GetPositionZ()))
{
return FleePosition(unit->GetPosition(), moveDistance);
// return MoveAway(unit, moveDistance);
}
}
}
}
return false;
}
return false;
}
//BPC
bool IccBpcKelesethTankAction::Execute(Event event)
{
if (!botAI->IsAssistTank(bot))
return false;
Unit* boss = AI_VALUE2(Unit*, "find target", "prince keleseth");
if (!boss)
return false;
// Check if we're not the victim of Keleseth's attack
if (!(boss->GetVictim() == bot))
return Attack(boss);
// First check for any nucleus that needs to be picked up
bool isCollectingNuclei = false;
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
for (auto i = targets.begin(); i != targets.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (unit && unit->IsAlive() && unit->GetEntry() == 38369) // Dark Nucleus entry
{
if (!unit->GetVictim() || unit->GetVictim() != bot)
{
isCollectingNuclei = true;
return Attack(unit); // Pick up any nucleus that isn't targeting us
}
}
}
// If not collecting nuclei, move to OT position
if (!isCollectingNuclei && bot->GetExactDist2d(ICC_BPC_OT_POSITION) > 20.0f)
return MoveTo(bot->GetMapId(), ICC_BPC_OT_POSITION.GetPositionX(),
ICC_BPC_OT_POSITION.GetPositionY(), ICC_BPC_OT_POSITION.GetPositionZ(),
false, true, false, true, MovementPriority::MOVEMENT_COMBAT);
return Attack(boss);
}
bool IccBpcNucleusAction::Execute(Event event)
{
if (!botAI->IsAssistTank(bot))
return false;
// Actively look for any nucleus that isn't targeting us
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
for (auto i = targets.begin(); i != targets.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (unit && unit->IsAlive() && unit->GetEntry() == 38369) // Dark Nucleus entry
{
if (!unit->GetVictim() || unit->GetVictim() != bot)
return Attack(unit); // Pick up any nucleus that isn't targeting us
}
}
return false;
}
bool IccBpcMainTankAction::Execute(Event event)
{
if (botAI->IsMainTank(bot))
{
// Move to MT position if we're not there
if (bot->GetExactDist2d(ICC_BPC_MT_POSITION) > 20.0f)
return MoveTo(bot->GetMapId(), ICC_BPC_MT_POSITION.GetPositionX(),
ICC_BPC_MT_POSITION.GetPositionY(), ICC_BPC_MT_POSITION.GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
Unit* valanar = AI_VALUE2(Unit*, "find target", "prince valanar");
Unit* taldaram = AI_VALUE2(Unit*, "find target", "prince taldaram");
// Attack any prince that's not targeting us
if (valanar && valanar->IsAlive() && (!valanar->GetVictim() || valanar->GetVictim() != bot))
return Attack(valanar);
if (taldaram && taldaram->IsAlive() && (!taldaram->GetVictim() || taldaram->GetVictim() != bot))
return Attack(taldaram);
// If both princes are targeting us or dead, maintain current target
Unit* currentTarget = AI_VALUE(Unit*, "current target");
if (currentTarget && currentTarget->IsAlive() &&
(currentTarget == valanar || currentTarget == taldaram))
return Attack(currentTarget);
return false;
}
if (!botAI->IsTank(bot))
{
Unit* currentTarget = AI_VALUE(Unit*, "current target");
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
// If no valid skull target, search for empowered prince
Unit* empoweredPrince = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (!unit || !unit->IsAlive())
continue;
if (unit->HasAura(71596))
{
if (unit->GetEntry() == 37972 || // Keleseth
unit->GetEntry() == 37973 || // Taldaram
unit->GetEntry() == 37970) // Valanar
{
empoweredPrince = unit;
// Mark empowered prince with skull if in group and not already marked
if (Group* group = bot->GetGroup())
{
ObjectGuid currentSkullGuid = group->GetTargetIcon(7);
if (currentSkullGuid.IsEmpty() || currentSkullGuid != unit->GetGUID())
{
group->SetTargetIcon(7, bot->GetGUID(), unit->GetGUID()); // 7 = skull
}
}
break;
}
}
}
}
return false;
}
bool IccBpcEmpoweredVortexAction::Execute(Event event)
{
Unit* valanar = AI_VALUE2(Unit*, "find target", "prince valanar");
if (!valanar || !valanar->HasUnitState(UNIT_STATE_CASTING))
return false;
float const MIN_SPREAD = 12.0f;
float const MOVE_INCREMENT = 10.0f;
// Use MT position as reference point to move away from
Position const* mtPos = &ICC_BPC_MT_POSITION;
float centerX = mtPos->GetPositionX();
float centerY = mtPos->GetPositionY();
float centerZ = mtPos->GetPositionZ();
Group* group = bot->GetGroup();
if (!group)
return false;
// Get all alive group members and sort by GUID for consistent movement directions
std::vector<std::pair<ObjectGuid, Player*>> sortedMembers;
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (member && member->IsAlive() && !botAI->IsTank(member))
{
sortedMembers.push_back(std::make_pair(member->GetGUID(), member));
}
}
std::sort(sortedMembers.begin(), sortedMembers.end());
// Find this bot's index to determine movement direction
int botIndex = -1;
for (size_t i = 0; i < sortedMembers.size(); ++i)
{
if (sortedMembers[i].first == bot->GetGUID())
{
botIndex = i;
break;
}
}
if (botIndex == -1)
return false;
// Calculate base angle based on bot index (split into 12 directions)
float baseAngle = botIndex * (2.0f * M_PI / 12.0f);
// Calculate current distance from MT position
float currentDist = bot->GetDistance2d(centerX, centerY);
// If too close to others, move further out
bool needToMove = false;
if (currentDist < MIN_SPREAD)
needToMove = true;
else
{
// Check distance to other players
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive() || member == bot)
continue;
if (bot->GetDistance2d(member) < MIN_SPREAD)
{
needToMove = true;
break;
}
}
}
if (!needToMove)
return false;
// Calculate new position further out in our assigned direction
float moveDistance = std::max(MOVE_INCREMENT, currentDist + MOVE_INCREMENT);
float targetX = centerX + cos(baseAngle) * moveDistance;
float targetY = centerY + sin(baseAngle) * moveDistance;
float targetZ = centerZ;
// Update Z coordinate and check LOS
bot->UpdateAllowedPositionZ(targetX, targetY, targetZ);
if (!bot->IsWithinLOS(targetX, targetY, targetZ))
{
// Try adjusting angle if LOS fails
for (float angleAdjust = -M_PI/6; angleAdjust <= M_PI/6; angleAdjust += M_PI/12)
{
if (angleAdjust == 0)
continue;
float newX = centerX + cos(baseAngle + angleAdjust) * moveDistance;
float newY = centerY + sin(baseAngle + angleAdjust) * moveDistance;
float newZ = centerZ;
bot->UpdateAllowedPositionZ(newX, newY, newZ);
if (bot->IsWithinLOS(newX, newY, newZ))
{
targetX = newX;
targetY = newY;
targetZ = newZ;
break;
}
}
}
return MoveTo(bot->GetMapId(), targetX, targetY, targetZ,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
bool IccBpcKineticBombAction::Execute(Event event)
{
// Early exit if not ranged DPS
if (!botAI->IsRangedDps(bot))
return false;
// Static constants to avoid recreating them every call
static const float MAX_HEIGHT_DIFF = 25.0f;
static const float SAFE_HEIGHT = 371.16473f;
static const float TELEPORT_HEIGHT = 366.16473f;
// Handle the edge case where bot is too high (prevent teleport to entrance)
if (bot->GetPositionZ() > SAFE_HEIGHT)
return bot->TeleportTo(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), TELEPORT_HEIGHT,
bot->GetOrientation());
// Cache bot position once
float botZ = bot->GetPositionZ();
// Check if we're already handling a valid bomb
Unit* currentTarget = AI_VALUE(Unit*, "current target");
if (currentTarget && currentTarget->IsAlive() && currentTarget->GetName() == "Kinetic Bomb")
{
float heightDiff = currentTarget->GetPositionZ() - botZ;
if (heightDiff < MAX_HEIGHT_DIFF)
return false; // Continue current attack
}
// Get possible targets once
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
if (targets.empty())
return false;
// Cache group only once
Group* group = bot->GetGroup();
// Find the lowest reachable bomb
Unit* bestBomb = nullptr;
float lowestHeightDiff = MAX_HEIGHT_DIFF;
for (auto& guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive() || unit->GetName() != "Kinetic Bomb")
continue;
float heightDiff = unit->GetPositionZ() - botZ;
if (heightDiff >= lowestHeightDiff)
continue;
// Skip if bot is too far to realistically hit this bomb
if (bot->GetDistance(unit) > 30.0f)
continue;
// Check if any closer ranged DPS is already handling this bomb
bool alreadyHandled = false;
if (group)
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || member == bot || !member->IsAlive() || !botAI->IsRangedDps(member))
continue;
if (member->GetTarget() == unit->GetGUID() && member->GetDistance(unit) < bot->GetDistance(unit))
{
alreadyHandled = true;
break;
}
}
}
if (!alreadyHandled)
{
bestBomb = unit;
lowestHeightDiff = heightDiff;
}
}
// Attack the best bomb if found
if (bestBomb)
return Attack(bestBomb);
return false;
}
//BQL
bool IccBqlTankPositionAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "blood-queen lana'thel");
Aura* aura = botAI->GetAura("Frenzied Bloodthirst", bot);
Aura* aura2 = botAI->GetAura("Swarming Shadows", bot);
if (!boss)
return false;
// If tank is not at position, move there
if ((botAI->IsTank(bot) || botAI->IsMainTank(bot) || botAI->IsAssistTank(bot)) && !(aura || aura2))
{
if (bot->GetExactDist2d(ICC_BQL_TANK_POSITION) > 10.0f)
return MoveTo(bot->GetMapId(), ICC_BQL_TANK_POSITION.GetPositionX(),
ICC_BQL_TANK_POSITION.GetPositionY(), ICC_BQL_TANK_POSITION.GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_FORCED);
}
// If assist tank and no blood mirror, move to extact postion of main tank
if (botAI->IsAssistTank(bot) && !botAI->GetAura("Blood Mirror", bot) && !(aura || aura2))
{
Unit* mainTank = AI_VALUE(Unit*, "main tank");
if (!mainTank)
return false;
return MoveTo(bot->GetMapId(), mainTank->GetPositionX(), mainTank->GetPositionY(), mainTank->GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_FORCED);
}
float radius = 8.0f;
float moveIncrement = 3.0f;
bool isRanged = botAI->IsRanged(bot);
bool isMelee = botAI->IsMelee(bot);
//if bot has Swarming Shadows, move to the wall
if (aura2)
{
// Get current position and map
float currentX = bot->GetPositionX();
float currentY = bot->GetPositionY();
float currentZ = bot->GetPositionZ();
Map* map = bot->GetMap();
float bestDist = 100.0f;
float bestX = currentX;
float bestY = currentY;
bool foundWall = false;
// Check only east (0) and west (π) directions for walls
float angles[2] = {M_PI_2, -M_PI_2}; // East = π/2, West = -π/2
for (float angle : angles)
{
float dx = cos(angle);
float dy = sin(angle);
// Binary search to find the wall
float minDist = 5.0f;
float maxDist = 100.0f;
float wallDist = maxDist;
for (int i = 0; i < 8; i++)
{
float testDist = (minDist + maxDist) / 2;
float testX = currentX + dx * testDist;
float testY = currentY + dy * testDist;
float testZ = currentZ;
bool heightFound = map->GetHeight(testX, testY, testZ);
if (!heightFound)
testZ = currentZ;
bool hasLos = map->isInLineOfSight(currentX, currentY, currentZ + 2.0f,
testX, testY, testZ + 2.0f,
bot->GetPhaseMask(), LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing);
if (hasLos)
{
minDist = testDist;
}
else
{
maxDist = testDist;
wallDist = testDist;
foundWall = true;
}
}
if (foundWall && wallDist < bestDist)
{
bestDist = wallDist;
bestX = currentX + dx * (wallDist - 2.0f); // Stay 2 yards from wall
bestY = currentY + dy * (wallDist - 2.0f);
}
}
// Only move if we're too far from the wall
if (foundWall && bestDist > 10.0f)
{
// Verify we still have the aura before moving
if (!botAI->GetAura("Swarming Shadows", bot))
return false;
return MoveTo(bot->GetMapId(), bestX, bestY, bot->GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_FORCED);
}
}
GuidVector members = AI_VALUE(GuidVector, "group members");
if (isRanged && !aura && !aura2) //frenzied bloodthrist
{
// Ranged: spread from other ranged
for (auto& member : members)
{
Unit* unit = botAI->GetUnit(member);
if (!unit || !unit->IsAlive() || unit == bot || botAI->GetAura("Frenzied Bloodthirst", unit) || botAI->GetAura("Uncontrollable Frenzy", unit))
continue;
float dist = bot->GetExactDist2d(unit);
if (dist < radius)
{
float moveDistance = std::min(moveIncrement, radius - dist + 1.0f);
return FleePosition(unit->GetPosition(), moveDistance, 250U);
//return MoveAway(unit, moveDistance);
}
}
}
if (isMelee && !aura && !aura2 && ((boss->GetPositionZ() - bot->GetPositionZ()) > 5.0f)) // melee also spread
{
// Melee: spread from other melee
for (auto& member : members)
{
Unit* unit = botAI->GetUnit(member);
if (!unit || !unit->IsAlive() || unit == bot || botAI->GetAura("Frenzied Bloodthirst", unit) || botAI->GetAura("Uncontrollable Frenzy", unit))
continue;
float dist = bot->GetExactDist2d(unit);
if (dist < radius)
{
// Calculate direction away from nearby player
float dx = bot->GetPositionX() - unit->GetPositionX();
float dy = bot->GetPositionY() - unit->GetPositionY();
float angle = atan2(dy, dx);
// Move 8 yards away from the player
float newX = unit->GetPositionX() + cos(angle) * 8.0f;
float newY = unit->GetPositionY() + sin(angle) * 8.0f;
return MoveTo(bot->GetMapId(), newX, newY, bot->GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_FORCED);
}
}
}
return false; // Everyone is in position
}
bool IccBqlPactOfDarkfallenAction::Execute(Event event)
{
// Check if bot has Pact of the Darkfallen
Aura* aura = botAI->GetAura("Pact of the Darkfallen", bot);
if (!aura)
return false;
const float POSITION_TOLERANCE = 1.0f; // Within 1 yards to break the link
// Find other players with Pact of the Darkfallen
std::vector<Player*> playersWithAura;
Player* tankWithAura = nullptr;
Group* group = bot->GetGroup();
if (!group)
return false;
// Gather all players with the aura
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || member->GetGUID() == bot->GetGUID())
continue;
if (botAI->GetAura("Pact of the Darkfallen", member)) //pact of darkfallen
{
playersWithAura.push_back(member);
// If this player is a tank, store them
if (botAI->IsTank(member))
tankWithAura = member;
}
}
// If we found other players with the aura
if (!playersWithAura.empty())
{
Position targetPos;
if (playersWithAura.size() >= 2) // 3 or more total (including this bot)
{
if (tankWithAura)
{
// Move to tank's position if we're not a tank
if (!botAI->IsTank(bot))
{
targetPos.Relocate(tankWithAura);
}
else
{
// If we are the tank, stay put
return true;
}
}
else
{
// Calculate center position of all affected players
float sumX = bot->GetPositionX();
float sumY = bot->GetPositionY();
float sumZ = bot->GetPositionZ();
int count = 1; // Start with 1 for this bot
for (Player* player : playersWithAura)
{
sumX += player->GetPositionX();
sumY += player->GetPositionY();
sumZ += player->GetPositionZ();
count++;
}
targetPos.Relocate(sumX / count, sumY / count, sumZ / count);
}
}
else // Only one other player has aura
{
targetPos.Relocate(playersWithAura[0]);
}
// Move to target position if we're not already there
if (bot->GetDistance(targetPos) > POSITION_TOLERANCE)
{
return MoveTo(bot->GetMapId(), targetPos.GetPositionX(), targetPos.GetPositionY(), targetPos.GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_FORCED);
}
return true;
}
// If no other players found with aura, move to center
if (bot->GetDistance(ICC_BQL_CENTER_POSITION) > POSITION_TOLERANCE)
{
botAI->SetNextCheckDelay(500);
return MoveTo(bot->GetMapId(), ICC_BQL_CENTER_POSITION.GetPositionX(), ICC_BQL_CENTER_POSITION.GetPositionY(), ICC_BQL_CENTER_POSITION.GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_FORCED);
}
return false;
}
bool IccBqlVampiricBiteAction::Execute(Event event)
{
// Only act when bot has Frenzied Bloodthirst
Aura* aura = botAI->GetAura("Frenzied Bloodthirst", bot);
if (!aura)
return false;
const float BITE_RANGE = 2.0f;
Player* target = nullptr;
Group* group = bot->GetGroup();
if (!group)
return false;
// Create lists for potential targets with their distances
std::vector<std::pair<Player*, float>> dpsTargets;
std::vector<std::pair<Player*, float>> healTargets;
// Get list of players who are currently being targeted
std::set<ObjectGuid> currentlyTargetedPlayers;
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive() || member == bot)
continue;
if (botAI->GetAura("Frenzied Bloodthirst", member))
{
if (ObjectGuid targetGuid = member->GetTarget())
{
currentlyTargetedPlayers.insert(targetGuid);
}
}
}
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || member == bot || !member->IsAlive())
continue;
// Skip if already has essence, frenzy, or is a tank, or uncontrollable frenzy
if (botAI->GetAura("Frenzied Bloodthirst", member) || botAI->GetAura("Essence of the Blood Queen", member) || botAI->GetAura("Uncontrollable Frenzy", member) || botAI->IsTank(member))
{
continue;
}
// Skip if this player is currently targeted by another bot
if (currentlyTargetedPlayers.find(member->GetGUID()) != currentlyTargetedPlayers.end())
continue;
float distance = bot->GetDistance(member);
if (botAI->IsDps(member))
dpsTargets.push_back(std::make_pair(member, distance));
else if (botAI->IsHeal(member))
healTargets.push_back(std::make_pair(member, distance));
}
// Sort both vectors by distance
auto sortByDistance = [](const std::pair<Player*, float>& a, const std::pair<Player*, float>& b) {
return a.second < b.second;
};
std::sort(dpsTargets.begin(), dpsTargets.end(), sortByDistance);
std::sort(healTargets.begin(), healTargets.end(), sortByDistance);
// First try closest DPS target
if (!dpsTargets.empty())
{
target = dpsTargets[0].first;
}
// If no DPS available, try closest healer
else if (!healTargets.empty())
{
target = healTargets[0].first;
}
if (!target)
{
return false;
}
// Double check target is still alive
if (!target->IsAlive() || (botAI->GetAura("Frenzied Bloodthirst", target)
|| botAI->GetAura("Essence of the Blood Queen", target)
|| botAI->GetAura("Uncontrollable Frenzy", target)))
{
return false;
}
// Check if we can reach the target
float x = target->GetPositionX();
float y = target->GetPositionY();
float z = target->GetPositionZ();
if (bot->IsWithinLOS(x, y, z) && bot->GetExactDist2d(target) > BITE_RANGE
&& !(botAI->GetAura("Frenzied Bloodthirst", target)
|| botAI->GetAura("Essence of the Blood Queen", target)
|| botAI->GetAura("Uncontrollable Frenzy", target)))
{
return MoveTo(target->GetMapId(), x, y, z, false, false, false, true, MovementPriority::MOVEMENT_FORCED);
}
// If in range and can see target, cast the bite
if (bot->IsWithinLOS(x, y, z) && bot->GetExactDist2d(target) <= BITE_RANGE)
{
// Final alive check before casting
if (!target->IsAlive() || (botAI->GetAura("Frenzied Bloodthirst", target)
|| botAI->GetAura("Essence of the Blood Queen", target)
|| botAI->GetAura("Uncontrollable Frenzy", target)))
{
return false;
}
if (botAI->CanCastSpell("Vampiric Bite", target))
{
return botAI->CastSpell("Vampiric Bite", target);
}
}
return false;
}
//VDW
//Valkyre 38248 spear, 50307 spear in inv, Sister Svalna 37126, aether shield 71463
bool IccValkyreSpearAction::Execute(Event event)
{
// Find the nearest spear
Creature* spear = bot->FindNearestCreature(38248, 100.0f);
if (!spear)
return false;
// Move to the spear if not in range
if (!spear->IsWithinDistInMap(bot, INTERACTION_DISTANCE))
{
return MoveTo(spear, INTERACTION_DISTANCE);
}
// Remove shapeshift forms
botAI->RemoveShapeshift();
// Stop movement and click the spear
bot->GetMotionMaster()->Clear();
bot->StopMoving();
spear->HandleSpellClick(bot);
// Dismount if mounted
WorldPacket emptyPacket;
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
return false;
}
bool IccSisterSvalnaAction::Execute(Event event)
{
Unit* svalna = AI_VALUE2(Unit*, "find target", "sister svalna");
if (!svalna || !svalna->HasAura(71463)) // Check for Aether Shield aura
return false;
// Check if bot has the spear item
if (!botAI->HasItemInInventory(50307))
return false;
// Get all items from inventory
std::vector<Item*> items = botAI->GetInventoryItems();
for (Item* item : items)
{
if (item->GetEntry() == 50307) // Spear ID
{
botAI->ImbueItem(item, svalna); // Use spear on Svalna
return false;
}
}
return false;
}
bool IccValithriaPortalAction::Execute(Event event)
{
//Added movement for non healers, didnt want to make another action just for this
if (!botAI->IsHeal(bot))
return MoveTo(bot->GetMapId(), ICC_VDW_GROUP_POSITION.GetPositionX(), ICC_VDW_GROUP_POSITION.GetPositionY(), ICC_VDW_GROUP_POSITION.GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_COMBAT);
//Portal action
if (!botAI->IsHeal(bot) || bot->HasAura(70766))
return false;
// Find the nearest portal
Creature* portal = bot->FindNearestCreature(37945, 100.0f); // Dream Portal
if (!portal)
portal = bot->FindNearestCreature(38430, 100.0f); // Nightmare Portal
if (!portal)
return false;
// Move exactly to portal position
float portalX = portal->GetPositionX();
float portalY = portal->GetPositionY();
float portalZ = portal->GetPositionZ();
// If not at exact portal position, move there
if (bot->GetDistance2d(portalX, portalY) > 0.1f)
{
return MoveTo(portal->GetMapId(), portalX, portalY, portalZ, false, false, false, true, MovementPriority::MOVEMENT_NORMAL);
}
// Remove shapeshift forms
botAI->RemoveShapeshift();
// Stop movement and click the portal
bot->GetMotionMaster()->Clear();
bot->StopMoving();
portal->HandleSpellClick(bot);
// Dismount if mounted
WorldPacket emptyPacket;
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
return false;
}
bool IccValithriaHealAction::Execute(Event event)
{
if (!botAI->IsHeal(bot))
return false;
if (bot->GetHealthPct() < 50.0f)
return false;
if (!bot->HasAura(70766)) //dream state
{
bot->SetSpeed(MOVE_RUN, 1.0f, true);
bot->SetSpeed(MOVE_WALK, 1.0f, true);
bot->SetSpeed(MOVE_FLIGHT, 1.0f, true);
}
// Find Valithria
if (bot->GetPositionZ() > 367.961f)
return bot->TeleportTo(bot->GetMapId(), bot->GetPositionX(),
bot->GetPositionY(), 365.0f, bot->GetOrientation());
if (Creature* valithria = bot->FindNearestCreature(36789, 100.0f))
{
switch (bot->getClass())
{
case CLASS_DRUID:
{
// Check for Rejuvenation (48441)
if (!valithria->HasAura(48441))
return botAI->CastSpell(48441, valithria);
// Check for Regrowth (48443)
if (!valithria->HasAura(48443))
return botAI->CastSpell(48443, valithria);
// Check for Lifebloom stacks (48451)
Aura* lifebloom = valithria->GetAura(48451);
if (!lifebloom || lifebloom->GetStackAmount() < 3)
return botAI->CastSpell(48451, valithria);
// If all HoTs are up with full stacks, cast Wild Growth (53251)
return botAI->CastSpell(53251, valithria);
}
case CLASS_SHAMAN:
return valithria->HasAura(61301) ? botAI->CastSpell(49273, valithria) : botAI->CastSpell(61301, valithria); // Cast Healing Wave if Riptide is up, otherwise cast Riptide
case CLASS_PRIEST:
return valithria->HasAura(48068) ? botAI->CastSpell(48063, valithria) : botAI->CastSpell(48068, valithria); // Cast Greater Heal if Renew is up, otherwise cast Renew
case CLASS_PALADIN:
return valithria->HasAura(53563) ? botAI->CastSpell(48782, valithria) : botAI->CastSpell(53563, valithria); // Cast Holy Light if Beacon is up, otherwise cast Beacon of Light
default:
return false;
}
}
return false;
}
bool IccValithriaDreamCloudAction::Execute(Event event)
{
// Only execute if we're in dream state
if (!bot->HasAura(70766))
return false;
// Set speed to match players in dream state
if (bot->HasAura(70766))
{
bot->SetSpeed(MOVE_RUN, 2.0f, true);
bot->SetSpeed(MOVE_WALK, 2.0f, true);
bot->SetSpeed(MOVE_FLIGHT, 2.0f, true);
}
// Find nearest cloud of either type that we haven't collected
Creature* dreamCloud = bot->FindNearestCreature(37985, 100.0f);
Creature* nightmareCloud = bot->FindNearestCreature(38421, 100.0f);
// If we have emerald vigor, prioritize dream clouds
if (bot->HasAura(70873))
{
if (dreamCloud)
return MoveTo(dreamCloud->GetMapId(), dreamCloud->GetPositionX(), dreamCloud->GetPositionY(), dreamCloud->GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_NORMAL);
if (nightmareCloud)
return MoveTo(nightmareCloud->GetMapId(), nightmareCloud->GetPositionX(), nightmareCloud->GetPositionY(), nightmareCloud->GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_NORMAL);
}
// Otherwise prioritize nightmare clouds
else
{
if (nightmareCloud)
return MoveTo(nightmareCloud->GetMapId(), nightmareCloud->GetPositionX(), nightmareCloud->GetPositionY(), nightmareCloud->GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_NORMAL);
if (dreamCloud)
return MoveTo(dreamCloud->GetMapId(), dreamCloud->GetPositionX(), dreamCloud->GetPositionY(), dreamCloud->GetPositionZ(), false, false, false, true, MovementPriority::MOVEMENT_NORMAL);
}
return false;
}
//Sindragosa
bool IccSindragosaTankPositionAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "sindragosa");
if (!boss || boss->HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY))
return false;
if ((botAI->IsTank(bot) || botAI->IsMainTank(bot) || botAI->IsAssistTank(bot)) && (boss->GetVictim() == bot))
{
float distBossToCenter = boss->GetExactDist2d(ICC_SINDRAGOSA_CENTER_POSITION);
float distToTankPos = bot->GetExactDist2d(ICC_SINDRAGOSA_TANK_POSITION);
float targetOrientation = M_PI / 2; // We want boss to face east
float currentOrientation = boss->GetOrientation();
// Normalize both orientations to 0-2π range
currentOrientation = fmod(currentOrientation + 2 * M_PI, 2 * M_PI);
targetOrientation = fmod(targetOrientation + 2 * M_PI, 2 * M_PI);
float orientationDiff = currentOrientation - targetOrientation;
// Normalize the difference to be between -PI and PI
while (orientationDiff > M_PI) orientationDiff -= 2 * M_PI;
while (orientationDiff < -M_PI) orientationDiff += 2 * M_PI;
// Stage 1: Move boss to center if too far
if (distBossToCenter > 20.0f)
{
// Calculate direction vector from boss to center
float dirX = ICC_SINDRAGOSA_CENTER_POSITION.GetPositionX() - boss->GetPositionX();
float dirY = ICC_SINDRAGOSA_CENTER_POSITION.GetPositionY() - boss->GetPositionY();
// Move 10 yards beyond center in the same direction
float moveX = ICC_SINDRAGOSA_CENTER_POSITION.GetPositionX() + (dirX / distBossToCenter) * 10.0f;
float moveY = ICC_SINDRAGOSA_CENTER_POSITION.GetPositionY() + (dirY / distBossToCenter) * 10.0f;
return MoveTo(bot->GetMapId(), moveX, moveY, boss->GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_FORCED, true, false);
}
// Stage 2: Get to tank position when boss is centered
if (distToTankPos > 5.0f)
{
return MoveTo(bot->GetMapId(), ICC_SINDRAGOSA_TANK_POSITION.GetPositionX(),
ICC_SINDRAGOSA_TANK_POSITION.GetPositionY(),
ICC_SINDRAGOSA_TANK_POSITION.GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_FORCED, true, false);
}
// Stage 3: Adjust orientation when in position
bool needsOrientationAdjust = std::abs(orientationDiff) > 0.15f;
if (needsOrientationAdjust)
{
// When we have negative difference (currentOrientation < targetOrientation)
// We need to move south to make the orientation more positive
float currentX = bot->GetPositionX();
float currentY = bot->GetPositionY();
float moveX, moveY;
// For negative difference (need to increase orientation) -> move south
// For positive difference (need to decrease orientation) -> move north
if (orientationDiff < 0)
{
moveX = currentX - 2.0f; // Move south to increase orientation
moveY = currentY;
}
else
{
moveX = currentX + 2.0f; // Move north to decrease orientation
moveY = currentY;
}
return MoveTo(bot->GetMapId(), moveX, moveY, bot->GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_FORCED, true, false);
}
return false;
}
// Non-tanks should stay on the left flank to avoid both cleave and tail smash
if (boss && !(boss->GetVictim() == bot) /*&& !bot->HasAura(69762)*/)
{
if (botAI->IsRanged(bot))
{
float const TOLERANCE = 15.0f; // 15 yard tolerance
float const MAX_STEP = 5.0f; // Maximum distance to move in one step
float distToTarget = bot->GetExactDist2d(ICC_SINDRAGOSA_RANGED_POSITION);
// Only move if outside tolerance
if (distToTarget > TOLERANCE)
{
// Calculate direction vector to target
float dirX = ICC_SINDRAGOSA_RANGED_POSITION.GetPositionX() - bot->GetPositionX();
float dirY = ICC_SINDRAGOSA_RANGED_POSITION.GetPositionY() - bot->GetPositionY();
// Normalize direction vector
float length = sqrt(dirX * dirX + dirY * dirY);
dirX /= length;
dirY /= length;
// Calculate intermediate point
float stepSize = std::min(MAX_STEP, distToTarget);
float moveX = bot->GetPositionX() + dirX * stepSize;
float moveY = bot->GetPositionY() + dirY * stepSize;
return MoveTo(bot->GetMapId(), moveX, moveY, ICC_SINDRAGOSA_RANGED_POSITION.GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
return false;
}
else
{
float const TOLERANCE = 10.0f; // 10 yard tolerance for melee
float const MAX_STEP = 5.0f; // Maximum distance to move in one step
float distToTarget = bot->GetExactDist2d(ICC_SINDRAGOSA_MELEE_POSITION);
// Only move if outside tolerance
if (distToTarget > TOLERANCE)
{
// Calculate direction vector to target
float dirX = ICC_SINDRAGOSA_MELEE_POSITION.GetPositionX() - bot->GetPositionX();
float dirY = ICC_SINDRAGOSA_MELEE_POSITION.GetPositionY() - bot->GetPositionY();
// Normalize direction vector
float length = sqrt(dirX * dirX + dirY * dirY);
dirX /= length;
dirY /= length;
// Calculate intermediate point
float stepSize = std::min(MAX_STEP, distToTarget);
float moveX = bot->GetPositionX() + dirX * stepSize;
float moveY = bot->GetPositionY() + dirY * stepSize;
return MoveTo(bot->GetMapId(), moveX, moveY, ICC_SINDRAGOSA_MELEE_POSITION.GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
return false;
}
}
return false;
}
bool IccSindragosaTankSwapPositionAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "sindragosa");
if (!boss)
return false;
// Only for assist tank
if (!botAI->IsAssistTank(bot))
return false;
float distToTankPos = bot->GetExactDist2d(ICC_SINDRAGOSA_TANK_POSITION);
// Move to tank position
if (distToTankPos > 3.0f) // Tighter tolerance for tank swap
{
return MoveTo(bot->GetMapId(), ICC_SINDRAGOSA_TANK_POSITION.GetPositionX(),
ICC_SINDRAGOSA_TANK_POSITION.GetPositionY(),
ICC_SINDRAGOSA_TANK_POSITION.GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_FORCED, true, false);
}
return false;
}
bool IccSindragosaFrostBeaconAction::Execute(Event event)
{
float const POSITION_TOLERANCE = 1.0f;
Unit* boss = AI_VALUE2(Unit*, "find target", "sindragosa");
if (!boss)
return false;
// Handle beaconed players
if (bot->HasAura(70126))
{
if (boss && boss->HealthBelowPct(35) && !boss->HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY))
{
// Only move if not already at position (with tolerance)
if (bot->GetExactDist2d(ICC_SINDRAGOSA_THOMBMB2_POSITION.GetPositionX(), ICC_SINDRAGOSA_THOMBMB2_POSITION.GetPositionY()) > POSITION_TOLERANCE)
{
return MoveTo(bot->GetMapId(),
ICC_SINDRAGOSA_THOMBMB2_POSITION.GetPositionX(),
ICC_SINDRAGOSA_THOMBMB2_POSITION.GetPositionY(),
ICC_SINDRAGOSA_THOMBMB2_POSITION.GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_FORCED, true, false);
}
return false;
}
else
{
Position const* tombPosition;
uint8 beaconIndex = 0;
bool foundSelf = false;
Group* group = bot->GetGroup();
if (!group)
return false;
// Find this bot's index among players with Frost Beacon
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->IsAlive() || !member->HasAura(70126)) // Only count alive players with Frost Beacon
continue;
if (member == bot)
{
foundSelf = true;
break;
}
beaconIndex++;
}
if (!foundSelf)
return false;
switch (beaconIndex) {
case 0:
tombPosition = &ICC_SINDRAGOSA_THOMB1_POSITION;
break;
case 1:
tombPosition = &ICC_SINDRAGOSA_THOMB2_POSITION;
break;
case 2:
tombPosition = &ICC_SINDRAGOSA_THOMB3_POSITION;
break;
case 3:
tombPosition = &ICC_SINDRAGOSA_THOMB4_POSITION;
break;
default:
tombPosition = &ICC_SINDRAGOSA_THOMB5_POSITION;
break;
}
// Only move if not already at position (with tolerance)
float dist = bot->GetExactDist2d(tombPosition->GetPositionX(), tombPosition->GetPositionY());
if (dist > POSITION_TOLERANCE)
{
return MoveTo(bot->GetMapId(), tombPosition->GetPositionX(),
tombPosition->GetPositionY(),
tombPosition->GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_FORCED, true, false);
}
return false;
}
}
// Handle non-beaconed players
else
{
float const MIN_SAFE_DISTANCE = 13.0f;
float const MAX_SAFE_DISTANCE = 30.0f;
float const MOVE_TOLERANCE = 2.0f; // Tolerance for movement to reduce jitter
GuidVector members = AI_VALUE(GuidVector, "group members");
std::vector<Unit*> beaconedPlayers;
for (auto& member : members)
{
Unit* player = botAI->GetUnit(member);
if (!player || player->GetGUID() == bot->GetGUID())
continue;
if (player->HasAura(70126)) // Frost Beacon
beaconedPlayers.push_back(player);
}
if (beaconedPlayers.empty())
return false;
// Different behavior for air phase
Difficulty diff = bot->GetRaidDifficulty();
if (boss->HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY) && (diff == RAID_DIFFICULTY_25MAN_NORMAL || diff == RAID_DIFFICULTY_25MAN_HEROIC))
{
if (!bot->HasAura(70126)) // If not beaconed, move to safe position
{
float dist = bot->GetExactDist2d(ICC_SINDRAGOSA_FBOMB_POSITION.GetPositionX(),
ICC_SINDRAGOSA_FBOMB_POSITION.GetPositionY());
if (dist > POSITION_TOLERANCE)
{
return MoveTo(bot->GetMapId(), ICC_SINDRAGOSA_FBOMB_POSITION.GetPositionX(),
ICC_SINDRAGOSA_FBOMB_POSITION.GetPositionY(),
ICC_SINDRAGOSA_FBOMB_POSITION.GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_FORCED, true, false);
}
}
return false;
}
else if (boss->HasUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY) && (diff == RAID_DIFFICULTY_10MAN_NORMAL || diff == RAID_DIFFICULTY_10MAN_HEROIC))
{
if (!bot->HasAura(70126)) // If not beaconed, move to safe position
{
float dist = bot->GetExactDist2d(ICC_SINDRAGOSA_FBOMB10_POSITION.GetPositionX(),
ICC_SINDRAGOSA_FBOMB10_POSITION.GetPositionY());
if (dist > POSITION_TOLERANCE)
{
return MoveTo(bot->GetMapId(), ICC_SINDRAGOSA_FBOMB10_POSITION.GetPositionX(),
ICC_SINDRAGOSA_FBOMB10_POSITION.GetPositionY(),
ICC_SINDRAGOSA_FBOMB10_POSITION.GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_FORCED, true, false);
}
}
return false;
}
else
{
// Ground phase - use existing vector-based movement
bool needToMove = false;
float moveX = 0, moveY = 0;
for (Unit* beaconedPlayer : beaconedPlayers)
{
float dist = bot->GetExactDist2d(beaconedPlayer);
if (dist < MIN_SAFE_DISTANCE + MOVE_TOLERANCE)
{
needToMove = true;
float angle = bot->GetAngle(beaconedPlayer);
float moveDistance = std::min(5.0f, MIN_SAFE_DISTANCE - dist + MOVE_TOLERANCE);
moveX += cos(angle + M_PI) * moveDistance;
moveY += sin(angle + M_PI) * moveDistance;
}
}
if (needToMove && !bot->HasAura(70126))
{
float posX = bot->GetPositionX() + moveX;
float posY = bot->GetPositionY() + moveY;
float posZ = bot->GetPositionZ();
bot->UpdateAllowedPositionZ(posX, posY, posZ);
// Only move if the change in position is significant
if (std::abs(moveX) > MOVE_TOLERANCE || std::abs(moveY) > MOVE_TOLERANCE)
{
return MoveTo(bot->GetMapId(), posX, posY, posZ,
false, false, false, false, MovementPriority::MOVEMENT_FORCED, true, false);
}
}
}
}
return false;
}
bool IccSindragosaBlisteringColdAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "sindragosa");
if (!boss)
return false;
// Only non-tanks should move out
if (botAI->IsMainTank(bot))
return false;
float dist = bot->GetDistance(boss);
// If we're already at safe distance, no need to move
if (dist >= 30.0f)
return false;
// Check boss health to determine movement target
bool isPhaseThree = boss->GetHealthPct() <= 35;
Position const& targetPos = isPhaseThree ? ICC_SINDRAGOSA_LOS2_POSITION : ICC_SINDRAGOSA_BLISTERING_COLD_POSITION;
// Only move if we're too close to the boss (< 30 yards)
if (dist < 30.0f)
{
// If in phase 3, check if already at LOS2 position
if (isPhaseThree && bot->IsWithinDist2d(targetPos.GetPositionX(), targetPos.GetPositionY(), 1.0f))
return false;
float const STEP_SIZE = 10.0f;
float distToTarget = bot->GetDistance2d(targetPos.GetPositionX(), targetPos.GetPositionY());
if (distToTarget > 0.1f) // Avoid division by zero
{
// Calculate direction vector
float dirX = targetPos.GetPositionX() - bot->GetPositionX();
float dirY = targetPos.GetPositionY() - bot->GetPositionY();
// Normalize direction vector
float length = sqrt(dirX * dirX + dirY * dirY);
dirX /= length;
dirY /= length;
// Move STEP_SIZE yards in that direction
float moveX = bot->GetPositionX() + dirX * STEP_SIZE;
float moveY = bot->GetPositionY() + dirY * STEP_SIZE;
return MoveTo(bot->GetMapId(), moveX, moveY, bot->GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_FORCED, true, false);
}
}
return false;
}
bool IccSindragosaUnchainedMagicAction::Execute(Event event)
{
if (bot->HasAura(69762)) // unchained magic
if (Aura* aura = bot->GetAura(69766))
{
if (aura->GetStackAmount() >= 3)
return true; // Stop casting spells
}
return false;
}
bool IccSindragosaChilledToTheBoneAction::Execute(Event event)
{
if (bot->HasAura(70106)) // Chilled to the Bone
{
if (Aura* aura = bot->GetAura(70106))
{
if (aura->GetStackAmount() >= 8)
{
bot->AttackStop();
return true; // Stop casting spells
}
}
}
return false;
}
bool IccSindragosaMysticBuffetAction::Execute(Event event)
{
// Get boss to check if it exists
Unit* boss = AI_VALUE2(Unit*, "find target", "sindragosa");
if (!boss || !bot || !bot->IsAlive())
return false;
// Check if we have Mystic Buffet
Aura* aura = botAI->GetAura("mystic buffet", bot, false, true);
if (!aura)
return false;
// Skip if we have Frost Beacon
if (bot->HasAura(70126))
return false;
uint8 stacks = aura->GetStackAmount();
// Check if already at LOS2 position
if (bot->IsWithinDist2d(ICC_SINDRAGOSA_LOS2_POSITION.GetPositionX(),
ICC_SINDRAGOSA_LOS2_POSITION.GetPositionY(), 1.0f))
{
return false;
}
// Find nearest ice tomb
Group* group = bot->GetGroup();
if (!group)
return false;
Unit* nearestTomb = nullptr;
float minDist = 150.0f;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive() || member == bot)
continue;
if (member->HasAura(70157)) // Ice Tomb
{
float dist = bot->GetDistance(member);
if (dist < minDist)
{
minDist = dist;
nearestTomb = member;
}
}
}
// If no tombs found or tomb not at MB2 position, don't move
if (!nearestTomb || !nearestTomb->IsWithinDist2d(ICC_SINDRAGOSA_THOMBMB2_POSITION.GetPositionX(),
ICC_SINDRAGOSA_THOMBMB2_POSITION.GetPositionY(), 1.0f))
return false;
// Move to LOS2 position
return MoveTo(bot->GetMapId(),
ICC_SINDRAGOSA_LOS2_POSITION.GetPositionX(),
ICC_SINDRAGOSA_LOS2_POSITION.GetPositionY(),
ICC_SINDRAGOSA_LOS2_POSITION.GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_FORCED);
}
bool IccSindragosaFrostBombAction::Execute(Event event)
{
if (!bot || !bot->IsAlive() || bot->HasAura(70157)) // Skip if dead or in Ice Tomb
return false;
Group* group = bot->GetGroup();
if (!group)
return false;
// Find frost bomb marker and tombs
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
const uint32 tombEntries[] = {36980, 38320, 38321, 38322}; // tomb id's
Unit* marker = nullptr;
GuidVector tombGuids;
// Process all NPCs
for (const ObjectGuid& guid : npcs)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive())
continue;
if (unit->HasAura(70022)) // Frost bomb visual
marker = unit;
// Check if unit is a tomb
for (uint32 entry : tombEntries)
{
if (unit->GetEntry() == entry)
{
tombGuids.push_back(guid);
break;
}
}
}
// Exit if required elements aren't found
if (!marker || tombGuids.empty())
return false;
// Sort tomb GUIDs by health (highest first)
std::sort(tombGuids.begin(), tombGuids.end(),
[this](const ObjectGuid& a, const ObjectGuid& b)
{
Unit* unitA = botAI->GetUnit(a);
Unit* unitB = botAI->GetUnit(b);
if (!unitA || !unitB)
return false;
return unitA->GetHealthPct() > unitB->GetHealthPct();
});
// Get the tomb with highest HP for LOS
Unit* highestHPTomb = botAI->GetUnit(tombGuids[0]);
// Handle moon marking (much simpler now)
ObjectGuid currentMoon = group->GetTargetIcon(4);
// Check if current moon mark is still valid
bool moonMarkValid = false;
if (!currentMoon.IsEmpty())
{
for (const ObjectGuid& tombGuid : tombGuids)
{
if (tombGuid == currentMoon)
{
Unit* tomb = botAI->GetUnit(tombGuid);
if (tomb && tomb->IsAlive())
{
moonMarkValid = true;
break;
}
}
}
}
// If no valid moon mark exists, mark the first tomb
if (!moonMarkValid && !tombGuids.empty())
{
Unit* tombToMark = botAI->GetUnit(tombGuids[0]);
if (tombToMark)
{
group->SetTargetIcon(4, bot->GetGUID(), tombToMark->GetGUID()); // Moon
// Reset bot's target after marking
bot->SetTarget(ObjectGuid::Empty);
}
}
// Use marked tomb or highest HP tomb for LOS check
Unit* losTarget = nullptr;
if (moonMarkValid)
{
losTarget = botAI->GetUnit(currentMoon);
}
else
{
losTarget = highestHPTomb;
}
// Position handling using highest HP tomb
float angle = marker->GetAngle(losTarget);
float posX = losTarget->GetPositionX() + cos(angle) * 1.0f;
float posY = losTarget->GetPositionY() + sin(angle) * 1.0f;
float posZ = losTarget->GetPositionZ();
if (bot->GetDistance2d(posX, posY) > 2.0f)
return MoveTo(bot->GetMapId(), posX, posY, posZ, false, false, false, true, MovementPriority::MOVEMENT_FORCED);
return false;
}
bool IccLichKingShadowTrapAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "the lich king");
if (!boss)
return false;
if (!botAI->IsRanged(bot))
return false;
// search for all nearby traps
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
std::vector<Unit*> nearbyTraps;
bool needToMove = false;
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (!unit || !unit->IsAlive())
continue;
if (unit->GetEntry() == 39137) // shadow trap
{
float distance = bot->GetDistance(unit);
if (distance < 7.0f)
{
needToMove = true;
nearbyTraps.push_back(unit);
// Immediate danger check - if we're very close to any trap, move away faster
if (distance < 3.0f)
{
float angle = bot->GetAngle(unit);
float x = bot->GetPositionX() + cos(angle + M_PI) * 5.0f; // Move opposite direction
float y = bot->GetPositionY() + sin(angle + M_PI) * 5.0f;
float z = bot->GetPositionZ();
bot->UpdateAllowedPositionZ(x, y, z);
if (bot->IsWithinLOS(x, y, z))
{
botAI->Reset();
return MoveTo(bot->GetMapId(), x, y, z, false, false, false, true,
MovementPriority::MOVEMENT_FORCED, true, false);
}
}
}
}
}
if (!needToMove || nearbyTraps.empty())
return false;
// Try different angles to find a safe spot
float const MOVE_DISTANCE = 5.0f;
float const ANGLE_INCREMENT = M_PI / 4;
float bestAngle = 0;
float maxMinDistance = 0;
bool foundSafeSpot = false;
// Try 8 primary directions first (faster evaluation)
for (int i = 0; i < 8; i++)
{
float tryAngle = i * ANGLE_INCREMENT;
float testX = bot->GetPositionX() + cos(tryAngle) * MOVE_DISTANCE;
float testY = bot->GetPositionY() + sin(tryAngle) * MOVE_DISTANCE;
float testZ = bot->GetPositionZ(); // Use current Z as base
bot->UpdateAllowedPositionZ(testX, testY, testZ);
// Skip invalid positions
if (!bot->IsWithinLOS(testX, testY, testZ))
continue;
// Find minimum distance to any trap from this position
float minTrapDistance = FLT_MAX;
for (Unit* trap : nearbyTraps)
{
float distToTrap = sqrt(pow(testX - trap->GetPositionX(), 2) + pow(testY - trap->GetPositionY(), 2));
minTrapDistance = std::min(minTrapDistance, distToTrap);
}
// If this position gets us to safety, move there immediately
if (minTrapDistance >= 7.0f)
{
bestAngle = tryAngle;
foundSafeSpot = true;
break;
}
// Otherwise track the best option
if (minTrapDistance > maxMinDistance)
{
maxMinDistance = minTrapDistance;
bestAngle = tryAngle;
}
}
// If we didn't find a completely safe spot but can improve our situation
if (!foundSafeSpot && maxMinDistance > bot->GetDistance(nearbyTraps[0]))
{
foundSafeSpot = true;
}
// Move to the selected position
if (foundSafeSpot)
{
float x = bot->GetPositionX() + cos(bestAngle) * MOVE_DISTANCE;
float y = bot->GetPositionY() + sin(bestAngle) * MOVE_DISTANCE;
float z = bot->GetPositionZ();
bot->UpdateAllowedPositionZ(x, y, z);
if (bot->IsWithinLOS(x, y, z))
{
botAI->Reset();
return MoveTo(bot->GetMapId(), x, y, z, false, false, false, true, MovementPriority::MOVEMENT_FORCED, true,
false);
}
}
// Fallback: Just move backward if all else fails
float angle = bot->GetAngle(nearbyTraps[0]);
float x = bot->GetPositionX() + cos(angle + M_PI) * 5.0f;
float y = bot->GetPositionY() + sin(angle + M_PI) * 5.0f;
float z = bot->GetPositionZ();
bot->UpdateAllowedPositionZ(x, y, z);
botAI->Reset();
return MoveTo(bot->GetMapId(), x, y, z, false, false, false, true, MovementPriority::MOVEMENT_FORCED, true, false);
return false;
}
bool IccLichKingNecroticPlagueAction::Execute(Event event)
{
bool hasPlague = botAI->HasAura("Necrotic Plague", bot);
// Only execute if we have the plague
if (!hasPlague)
return false;
// Find closest shambling and nearest shadow trap
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
Unit* closestHorror = nullptr;
Unit* nearestTrap = nullptr;
float minHorrorDist = 100.0f;
float minTrapDist = 100.0f;
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (!unit || !unit->IsAlive())
continue;
uint32 entry = unit->GetEntry();
if (entry == 37698 || entry == 39299 || entry == 39300 || entry == 39301) //shambling horror
{
float distance = bot->GetDistance(unit);
if (distance < minHorrorDist)
{
minHorrorDist = distance;
closestHorror = unit;
}
}
else if (entry == 39137) //shadow trap
{
float distance = bot->GetDistance(unit);
if (distance < minTrapDist)
{
minTrapDist = distance;
nearestTrap = unit;
}
}
}
// If we found a shambling and we're not close enough, move to it
if (closestHorror)
{
if (closestHorror->isInFront(bot))
return FleePosition(closestHorror->GetPosition(), 2.0f, 250U);
// If we're too far, run to it
if (minHorrorDist > 2.0f)
{
// Check if there's a trap in our path
if (nearestTrap && minTrapDist < 9.0f)
{
// Calculate a safe position that avoids the trap
float angle = nearestTrap->GetAngle(closestHorror);
float safeX = nearestTrap->GetPositionX() + cos(angle + M_PI_2) * 10.0f;
float safeY = nearestTrap->GetPositionY() + sin(angle + M_PI_2) * 10.0f;
float safeZ = 840.857f;
// Move to safe position first
botAI->Reset();
return MoveTo(bot->GetMapId(), safeX, safeY, safeZ,
false, false, false, false, MovementPriority::MOVEMENT_FORCED);
}
// No traps nearby, move directly to horror
botAI->Reset();
return MoveTo(closestHorror, 3.0f, MovementPriority::MOVEMENT_FORCED);
}
else
{
// We're close enough, stop moving
bot->StopMoving();
return true;
}
}
return false;
}
bool IccLichKingWinterAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "the lich king");
if (!boss)
return false;
float currentDistance = bot->GetDistance2d(boss);
// Move behind target if bot is not tank, is close, and is in front
Unit* currentTarget = AI_VALUE(Unit*, "current target");
if (!currentTarget)
{}
else if (!botAI->IsRanged(bot) && currentTarget->isInFront(bot) && currentTarget->IsAlive() && !botAI->IsTank(bot) && currentTarget->GetEntry() != 36597 &&
currentTarget->GetEntry() != 36633 && currentTarget->GetEntry() != 39305 && currentTarget->GetEntry() != 39306 && currentTarget->GetEntry() != 39307)
{
float orientation = currentTarget->GetOrientation() + M_PI + M_PI / 8;
float x = currentTarget->GetPositionX();
float y = currentTarget->GetPositionY();
float z = currentTarget->GetPositionZ();
float rx = x + cos(orientation) * 4.0f;
float ry = y + sin(orientation) * 4.0f;
return MoveTo(bot->GetMapId(), rx, ry, z, false, false, false, false, MovementPriority::MOVEMENT_COMBAT,
true, false);
}
if (botAI->IsRanged(bot))
{
// Calculate distances to group positions
float dist1 =
bot->GetDistance2d(ICC_LK_FROSTR1_POSITION.GetPositionX(), ICC_LK_FROSTR1_POSITION.GetPositionY());
float dist2 =
bot->GetDistance2d(ICC_LK_FROSTR2_POSITION.GetPositionX(), ICC_LK_FROSTR2_POSITION.GetPositionY());
float dist3 =
bot->GetDistance2d(ICC_LK_FROSTR3_POSITION.GetPositionX(), ICC_LK_FROSTR3_POSITION.GetPositionY());
const Position* targetPos = &ICC_LK_FROSTR1_POSITION;
if (dist2 < dist1 && dist2 < dist3)
targetPos = &ICC_LK_FROSTR2_POSITION;
else if (dist3 < dist1 && dist3 < dist2)
targetPos = &ICC_LK_FROSTR3_POSITION;
float distToTarget = bot->GetDistance2d(targetPos->GetPositionX(), targetPos->GetPositionY());
if (distToTarget > 3.0f)
{
float angle = bot->GetAngle(targetPos);
float posX = bot->GetPositionX() + cos(angle) * 2.0f;
float posY = bot->GetPositionY() + sin(angle) * 2.0f;
return MoveTo(bot->GetMapId(), posX, posY, 840.857f, false, false, false, true,
MovementPriority::MOVEMENT_FORCED, true, false);
}
}
else
{
// Calculate distances to tank and melee positions
float dist1 = bot->GetDistance2d(ICC_LK_FROST1_POSITION.GetPositionX(), ICC_LK_FROST1_POSITION.GetPositionY());
float dist2 = bot->GetDistance2d(ICC_LK_FROST2_POSITION.GetPositionX(), ICC_LK_FROST2_POSITION.GetPositionY());
float dist3 = bot->GetDistance2d(ICC_LK_FROST3_POSITION.GetPositionX(), ICC_LK_FROST3_POSITION.GetPositionY());
const Position* targetPos = &ICC_LK_FROST1_POSITION;
if (dist2 < dist1 && dist2 < dist3)
targetPos = &ICC_LK_FROST2_POSITION;
else if (dist3 < dist1 && dist3 < dist2)
targetPos = &ICC_LK_FROST3_POSITION;
float distToTarget = bot->GetDistance2d(targetPos->GetPositionX(), targetPos->GetPositionY());
if (distToTarget > 6.0f && !botAI->IsTank(bot))
{
float angle = bot->GetAngle(targetPos);
float posX = bot->GetPositionX() + cos(angle) * 3.0f;
float posY = bot->GetPositionY() + sin(angle) * 3.0f;
return MoveTo(bot->GetMapId(), posX, posY, 840.857f, false, false, false, false,
MovementPriority::MOVEMENT_FORCED, true, false);
}
if (botAI->IsAssistTank(bot) && distToTarget < 10)
{
// Actively look for any shambling/spirit/ghoul that isn't targeting our tank
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
for (auto i = targets.begin(); i != targets.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (unit && unit->IsAlive() &&
(unit->GetEntry() == 37698 || unit->GetEntry() == 39299 || unit->GetEntry() == 39300 ||
unit->GetEntry() == 39301 || // Shambling entry
unit->GetEntry() == 36701 || unit->GetEntry() == 39302 || unit->GetEntry() == 39303 ||
unit->GetEntry() == 39304 || // Spirits entry
unit->GetEntry() == 37695 || unit->GetEntry() == 39309 || unit->GetEntry() == 39310 ||
unit->GetEntry() == 39311)) // Drudge Ghouls entry
{
Unit* mt = AI_VALUE(Unit*, "main tank");
if (unit->GetVictim() != mt)
{
bot->SetFacingToObject(unit);
return Attack(unit); // Attack any shambling that isn't targeting a tank
}
}
}
}
if (botAI->IsMainTank(bot))
{
// Actively look for any shambling/spirit/ghoul that isn't targeting our tank
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
for (auto i = targets.begin(); i != targets.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (unit && unit->IsAlive() &&
(unit->GetEntry() == 37698 || unit->GetEntry() == 39299 || unit->GetEntry() == 39300 ||
unit->GetEntry() == 39301 || // Shambling entry
unit->GetEntry() == 36701 || unit->GetEntry() == 39302 || unit->GetEntry() == 39303 ||
unit->GetEntry() == 39304 || // Spirits entry
unit->GetEntry() == 37695 || unit->GetEntry() == 39309 || unit->GetEntry() == 39310 ||
unit->GetEntry() == 39311)) // Drudge Ghouls entry
{
Unit* mt = AI_VALUE(Unit*, "main tank");
if (unit->GetVictim() != mt && unit->GetDistance2d(targetPos->GetPositionX(), targetPos->GetPositionY()) < 3.0f)
{
bot->SetFacingToObject(unit);
return Attack(unit); // Attack any shambling that isn't targeting a tank
}
}
}
}
if (distToTarget > 2.0f && botAI->IsTank(bot))
{
float angle = bot->GetAngle(targetPos);
float posX = bot->GetPositionX() + cos(angle) * 1.5f;
float posY = bot->GetPositionY() + sin(angle) * 1.5f;
return MoveTo(bot->GetMapId(), posX, posY, 840.857f, false, false, false, true,
MovementPriority::MOVEMENT_FORCED, true, false);
}
}
// Check for spheres if we're at a safe distance
if (botAI->IsRangedDps(bot))
{
// First check if the group has a hunter
bool hasHunter = false;
Group* group = bot->GetGroup();
if (group)
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (member && member->IsAlive() && member->IsInWorld() && member->getClass() == CLASS_HUNTER)
{
hasHunter = true;
break;
}
}
}
// If the bot is a hunter or the group has no hunter, allow attacking spheres
if (bot->getClass() == CLASS_HUNTER || !hasHunter)
{
Unit* closestSphere = nullptr;
float closestDist = 100.0f;
GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (!unit || !unit->IsAlive())
continue;
uint32 entry = unit->GetEntry();
if (entry == 36633 || entry == 39305 || entry == 39306 || entry == 39307)
{
float dist = bot->GetDistance(unit);
if (!closestSphere || dist < closestDist)
{
closestSphere = unit;
closestDist = dist;
}
}
}
if (closestSphere)
{
botAI->Reset();
bot->SetFacingToObject(closestSphere);
return Attack(closestSphere);
}
}
}
return false;
}
bool IccLichKingAddsAction::Execute(Event event)
{
if (bot->HasAura(68985) || !bot->IsAlive()) // Don't process actions if bot is picked up by Val'kyr or is dead
return false;
Unit* boss = AI_VALUE2(Unit*, "find target", "the lich king");
Unit* spiritWarden = AI_VALUE2(Unit*, "find target", "spirit warden");
bool hasPlague = botAI->HasAura("Necrotic Plague", bot);
if (bot->HasAura(30440)) // Random aura tracking whether bot has fallen off edge / been thrown by Val'kyr
{
if (bot->GetPositionZ() > 779.0f)
return JumpTo(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), 740.01f);
else
{
bot->KillPlayer(); // If bot has jumped past the kill Z (780), kill
return true;
}
}
if (!boss)
{}
else
{
bool hasWinterAura = boss->HasAura(72259) || boss->HasAura(74273) || boss->HasAura(74274) || boss->HasAura(74275);
bool hasWinter2Aura = boss->HasAura(68981) || boss->HasAura(74270) || boss->HasAura(74271) || boss->HasAura(74272);
if (boss && boss->GetHealthPct() < 70 && boss->GetHealthPct() > 40 && !hasWinterAura &&
!hasWinter2Aura) // If boss is in p2, check if bot has been thrown off platform
{
float dx = bot->GetPositionX() - 503.0f;
float dy = bot->GetPositionY() - (-2124.0f);
float distance = sqrt(dx * dx + dy * dy); // Calculate distance from the center of the platform
if (distance > 52.0f && distance < 70.0f &&
bot->GetPositionZ() > 844) // If bot has fallen off edge, distance is over 52
{
bot->AddAura(30440, bot); // Apply random 30 sec aura to track that we've initiated a jump
return JumpTo(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(),
740.01f); // Start jumping to the abyss
}
}
}
//temp solution for bots going underground due to buggy ice platfroms and adds that go underground
if (abs(bot->GetPositionZ() - 840.857f) > 1.0f)
return bot->TeleportTo(bot->GetMapId(), bot->GetPositionX(),
bot->GetPositionY(), 840.857f, bot->GetOrientation());
//temp soultion for bots when they get teleport far away into another dimension (they are unable to attack spirit warden) in heroic they will be in safe spot while player is surviving vile spirits
Difficulty diff = bot->GetRaidDifficulty();
if (!(diff == RAID_DIFFICULTY_10MAN_HEROIC || diff == RAID_DIFFICULTY_25MAN_HEROIC) && abs(bot->GetPositionY() - -2095.7915f) > 200.0f)
{
return bot->TeleportTo(bot->GetMapId(), ICC_LICH_KING_ADDS_POSITION.GetPositionX(),
ICC_LICH_KING_ADDS_POSITION.GetPositionY(), ICC_LICH_KING_ADDS_POSITION.GetPositionZ(), bot->GetOrientation());
}
if (boss && boss->HasUnitState(UNIT_STATE_CASTING) && boss->FindCurrentSpellBySpellId(72262) && bot->GetExactDist2d(boss) > 20.0f) //quake
{
float angle = bot->GetAngle(boss);
float posX = bot->GetPositionX() + cos(angle) * 10.0f;
float posY = bot->GetPositionY() + sin(angle) * 10.0f;
return MoveTo(bot->GetMapId(), posX, posY, boss->GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
// Find closest shambling horror
GuidVector npcs2 = AI_VALUE(GuidVector, "nearest hostile npcs");
Unit* closestHorror = nullptr;
float minHorrorDistance = std::numeric_limits<float>::max();
for (auto& npc : npcs2)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->IsAlive() &&
(unit->GetEntry() == 37698 || unit->GetEntry() == 39299 || unit->GetEntry() == 39300 ||
unit->GetEntry() == 39301)) // Shambling horror entries
{
float distance = bot->GetDistance(unit);
if (distance < minHorrorDistance)
{
minHorrorDistance = distance;
closestHorror = unit;
}
}
}
if (!closestHorror || hasPlague)
{}
else if (!hasPlague && closestHorror->isInFront(bot) && closestHorror->IsAlive() && !botAI->IsTank(bot) && bot->GetDistance2d(closestHorror) < 3.0f)
return FleePosition(closestHorror->GetPosition(), 2.0f, 250U);
// If bot is hunter and shambling is enraged, use Tranquilizing Shot
if (bot->getClass() == CLASS_HUNTER && closestHorror && botAI->HasAura("Enrage", closestHorror))
return botAI->CastSpell("Tranquilizing Shot", closestHorror);
// Handle assist tanks - keep them at adds position
if (botAI->IsAssistTank(bot) && !boss->HealthBelowPct(71))
{
// Actively look for any shambling/spirit/ghoul that isn't targeting us
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
for (auto i = targets.begin(); i != targets.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (unit && unit->IsAlive() &&
(unit->GetEntry() == 37698 || unit->GetEntry() == 39299 || unit->GetEntry() == 39300 ||
unit->GetEntry() == 39301 || // Shambling entry
unit->GetEntry() == 36701 || unit->GetEntry() == 39302 || unit->GetEntry() == 39303 ||
unit->GetEntry() == 39304 || // Spirits entry
unit->GetEntry() == 37695 || unit->GetEntry() == 39309 || unit->GetEntry() == 39310 ||
unit->GetEntry() == 39311)) // Drudge Ghouls entry
{
if (!unit->GetVictim() || unit->GetVictim() != bot)
{
bot->SetFacingToObject(unit);
return Attack(unit); // Pick up any shambling that isn't targeting us
}
}
}
// Return to adds position if we're too far
if (bot->GetExactDist2d(ICC_LICH_KING_ADDS_POSITION) > 1.0f && !boss->HealthBelowPct(71))
{
return MoveTo(bot->GetMapId(), ICC_LICH_KING_ADDS_POSITION.GetPositionX(),
ICC_LICH_KING_ADDS_POSITION.GetPositionY(), ICC_LICH_KING_ADDS_POSITION.GetPositionZ(), false,
false, false, true, MovementPriority::MOVEMENT_FORCED, true, false);
}
return false; // Stay in position and keep facing current target
}
if (botAI->IsMelee(bot) && !botAI->IsAssistTank(bot) && !boss->HealthBelowPct(71) && !hasPlague)
{
float currentDist = bot->GetDistance(ICC_LICH_KING_MELEE_POSITION);
if (currentDist > 2.0f)
{
return MoveTo(bot->GetMapId(), ICC_LICH_KING_MELEE_POSITION.GetPositionX(),
ICC_LICH_KING_MELEE_POSITION.GetPositionY(), ICC_LICH_KING_MELEE_POSITION.GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_FORCED, true, false);
}
}
if (botAI->IsRanged(bot) && !boss->HealthBelowPct(71) && !hasPlague && !(diff == RAID_DIFFICULTY_10MAN_HEROIC || diff == RAID_DIFFICULTY_25MAN_HEROIC))
{
float currentDist = bot->GetDistance(ICC_LICH_KING_RANGED_POSITION);
if (currentDist > 2.0f)
{
return MoveTo(bot->GetMapId(), ICC_LICH_KING_RANGED_POSITION.GetPositionX(),
ICC_LICH_KING_RANGED_POSITION.GetPositionY(), ICC_LICH_KING_RANGED_POSITION.GetPositionZ(),
false, false, false, true, MovementPriority::MOVEMENT_FORCED, true, false);
}
}
std::vector<Unit*> defiles;
Unit* closestDefile = nullptr;
float closestDistance = std::numeric_limits<float>::max();
// First gather all defiles
GuidVector npcs1 = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs1)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->IsAlive() && unit->GetEntry() == 38757)
{
defiles.push_back(unit);
float dist = bot->GetDistance(unit);
if (dist < closestDistance)
{
closestDistance = dist;
closestDefile = unit;
}
}
}
if (!defiles.empty())
{
float baseRadius = 6.0f;
float safetyMargin = 3.0f; // Fixed 3-yard safety margin
// First, find if we need to move from any defile
bool needToMove = false;
float bestAngle = 0.0f;
float maxSafeDistance = 0.0f;
// Check all defiles first to see if we need to move
for (Unit* defile : defiles)
{
if (!defile || !defile->IsAlive())
continue;
float currentRadius = baseRadius;
Aura* growAura = defile->GetAura(72756);
if (!growAura)
{
growAura = defile->GetAura(74162);
if (!growAura)
growAura = defile->GetAura(74163);
if (!growAura)
growAura = defile->GetAura(74164); // 25hc mabye 74164
}
if (growAura)
{
uint8 stacks = growAura->GetStackAmount();
if (diff == RAID_DIFFICULTY_10MAN_HEROIC || diff == RAID_DIFFICULTY_10MAN_NORMAL)
currentRadius = baseRadius + (stacks * 1.4f);
else
currentRadius = baseRadius + (stacks * 0.95f);
}
float dx = bot->GetPositionX() - defile->GetPositionX();
float dy = bot->GetPositionY() - defile->GetPositionY();
float distanceToCenter = sqrt(dx * dx + dy * dy);
if (distanceToCenter < (currentRadius + safetyMargin))
{
needToMove = true;
break;
}
}
// If we need to move, find the safest direction
if (needToMove)
{
// Try 16 different angles for more precise movement
for (int i = 0; i < 16; i++)
{
float testAngle = i * M_PI / 8;
float moveDistance = 5.0f; // Move in 5-yard increments
float testX = bot->GetPositionX() + moveDistance * cos(testAngle);
float testY = bot->GetPositionY() + moveDistance * sin(testAngle);
float testZ = 840.857f;
bot->UpdateAllowedPositionZ(testX, testY, testZ);
// Skip if not in LOS or too much height difference
if (!bot->IsWithinLOS(testX, testY, testZ) ||
fabs(testZ - bot->GetPositionZ()) >= 5.0f)
{
continue;
}
// Calculate minimum distance to any defile from this position
float minDefileDistance = std::numeric_limits<float>::max();
float distanceToBoss = boss->GetDistance2d(testX, testY);
for (Unit* defile : defiles)
{
if (!defile || !defile->IsAlive())
continue;
float dx = testX - defile->GetPositionX();
float dy = testY - defile->GetPositionY();
float dist = sqrt(dx * dx + dy * dy);
minDefileDistance = std::min(minDefileDistance, dist);
}
// Favor positions that are both safe from defiles and closer to the boss
float safetyScore = minDefileDistance;
float bossScore = 100.0f - std::min(100.0f, distanceToBoss); // Convert distance to a 0-100 score
float totalScore = safetyScore + (bossScore * 0.5f); // Weight safety more than boss proximity
// If this position is better than our previous best, update it
if (totalScore > maxSafeDistance)
{
maxSafeDistance = totalScore;
bestAngle = testAngle;
}
}
// Move in the best direction found
if (maxSafeDistance > 0)
{
float moveDistance = 5.0f;
float testX = bot->GetPositionX() + moveDistance * cos(bestAngle);
float testY = bot->GetPositionY() + moveDistance * sin(bestAngle);
float testZ = 840.857f;
bot->UpdateAllowedPositionZ(testX, testY, testZ);
return MoveTo(bot->GetMapId(), testX, testY, testZ,
false, false, false, true, MovementPriority::MOVEMENT_FORCED);
}
}
}
// Check if LK is casting Defile - make bots spread
if (boss && boss->HasUnitState(UNIT_STATE_CASTING) && boss->FindCurrentSpellBySpellId(72762))
{
uint32 playerCount = 0;
uint32 botIndex = 0;
uint32 currentIndex = 0;
Map::PlayerList const& players = bot->GetMap()->GetPlayers();
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
{
Player* player = itr->GetSource();
if (!player || !player->IsAlive())
continue;
if (player == bot)
botIndex = currentIndex;
currentIndex++;
playerCount++;
}
// Calculate this bot's preferred angle based on its index
float preferredAngle = (float(botIndex) / float(playerCount)) * 2 * M_PI;
float moveDistance = 12.0f; // Fixed distance for consistent spread
// Start checking from preferred angle, then try adjacent angles if blocked
float bestAngle = preferredAngle;
bool foundSafeSpot = false;
// Try positions at increasing offsets from preferred angle
for (int offset = 0; offset <= 8; offset++) // Try up to 8 positions on each side
{
for (int direction = -1; direction <= 1; direction += 2) // Check both clockwise and counterclockwise
{
if (offset == 0 && direction > 0) // Skip second check of preferred angle
continue;
float testAngle = preferredAngle + (direction * offset * M_PI / 16);
float testX = bot->GetPositionX() + moveDistance * cos(testAngle);
float testY = bot->GetPositionY() + moveDistance * sin(testAngle);
float testZ = 840.857f;
bot->UpdateAllowedPositionZ(testX, testY, testZ);
if (!bot->IsWithinLOS(testX, testY, testZ) ||
fabs(testZ - bot->GetPositionZ()) >= 5.0f)
{
continue;
}
// Check if position is safe from defiles
bool isSafeFromDefiles = true;
for (Unit* defile : defiles)
{
if (!defile || !defile->IsAlive())
continue;
float currentRadius = 6.0f;
Aura* growAura = defile->GetAura(72756);
if (!growAura)
{
growAura = defile->GetAura(74162);
if (!growAura)
growAura = defile->GetAura(74163);
if (!growAura)
growAura = defile->GetAura(74164);
}
if (growAura)
{
uint8 stacks = growAura->GetStackAmount();
if (diff == RAID_DIFFICULTY_10MAN_HEROIC || diff == RAID_DIFFICULTY_10MAN_NORMAL)
currentRadius = 6.0f + (stacks * 1.4f);
else
currentRadius = 6.0f + (stacks * 0.95f);
}
float dx = testX - defile->GetPositionX();
float dy = testY - defile->GetPositionY();
float distToDefile = sqrt(dx * dx + dy * dy);
if (distToDefile < (currentRadius + 3.0f))
{
isSafeFromDefiles = false;
break;
}
}
if (!isSafeFromDefiles)
continue;
// Check distance to other players
bool tooCloseToPlayers = false;
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
{
Player* player = itr->GetSource();
if (!player || !player->IsAlive() || player == bot)
continue;
float dx = testX - player->GetPositionX();
float dy = testY - player->GetPositionY();
float dist = sqrt(dx * dx + dy * dy);
if (dist < 5.0f) // Minimum spacing between players
{
tooCloseToPlayers = true;
break;
}
}
if (tooCloseToPlayers)
continue;
float distanceToBoss = boss->GetDistance2d(testX, testY);
if (distanceToBoss > 40.0f)
continue;
// We found a safe spot
bestAngle = testAngle;
foundSafeSpot = true;
break;
}
if (foundSafeSpot)
break;
}
if (foundSafeSpot)
{
float testX = bot->GetPositionX() + moveDistance * cos(bestAngle);
float testY = bot->GetPositionY() + moveDistance * sin(bestAngle);
float testZ = 840.857f;
bot->UpdateAllowedPositionZ(testX, testY, testZ);
return MoveTo(bot->GetMapId(), testX, testY, testZ,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
// Check for Val'kyr Shadowguards grabbing units
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
Unit* highestPriorityValkyr = nullptr;
float closestValkyrDistance = std::numeric_limits<float>::max();
// First pass: Find all Val'kyrs and identify the highest priority target
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (!unit || !unit->IsAlive())
continue;
// Check if this is a Val'kyr Shadowguard
if (unit->GetEntry() == 36609 || unit->GetEntry() == 39120 || unit->GetEntry() == 39121 ||
unit->GetEntry() == 39122)
{
float currentDistance = bot->GetDistance(unit);
// Check if this Val'kyr is grabbing someone (aura 68985)
bool isGrabbing = unit->HasAura(68985);
// Prioritize Val'kyrs that are currently grabbing someone, then the closest one
if (!highestPriorityValkyr ||
(isGrabbing && (!highestPriorityValkyr->HasAura(68985) || currentDistance < closestValkyrDistance)) ||
(!highestPriorityValkyr->HasAura(68985) && currentDistance < closestValkyrDistance))
{
highestPriorityValkyr = unit;
closestValkyrDistance = currentDistance;
}
}
}
// Second pass: Handle the highest priority Val'kyr
if (highestPriorityValkyr && !botAI->IsMainTank(bot) && !botAI->IsHeal(bot))
{
// Try to CC the Val'kyr based on class priority
bool ccAttempted = false;
if (bot->getClass() == CLASS_MAGE && !botAI->HasAura("Frost Nova", highestPriorityValkyr))
{
ccAttempted = botAI->CastSpell("Frost Nova", highestPriorityValkyr);
}
else if (bot->getClass() == CLASS_DRUID && !botAI->HasAura("Entangling Roots", highestPriorityValkyr))
{
ccAttempted = botAI->CastSpell("Entangling Roots", highestPriorityValkyr);
}
else if (bot->getClass() == CLASS_PALADIN && !botAI->HasAura("Hammer of Justice", highestPriorityValkyr))
{
ccAttempted = botAI->CastSpell("Hammer of Justice", highestPriorityValkyr);
}
else if (bot->getClass() == CLASS_WARRIOR && !botAI->HasAura("Hamstring", highestPriorityValkyr))
{
ccAttempted = botAI->CastSpell("Hamstring", highestPriorityValkyr);
}
else if (bot->getClass() == CLASS_HUNTER && !botAI->HasAura("Concussive Shot", highestPriorityValkyr))
{
ccAttempted = botAI->CastSpell("Concussive Shot", highestPriorityValkyr);
}
else if (bot->getClass() == CLASS_ROGUE && !botAI->HasAura("Kidney Shot", highestPriorityValkyr))
{
ccAttempted = botAI->CastSpell("Kidney Shot", highestPriorityValkyr);
}
else if (bot->getClass() == CLASS_SHAMAN && !botAI->HasAura("Frost Shock", highestPriorityValkyr))
{
ccAttempted = botAI->CastSpell("Frost Shock", highestPriorityValkyr);
}
else if (bot->getClass() == CLASS_DEATH_KNIGHT && !botAI->HasAura("Chains of Ice", highestPriorityValkyr))
{
ccAttempted = botAI->CastSpell("Chains of Ice", highestPriorityValkyr);
}
// If CC was attempted (success or fail) or if no CC available, attack the Val'kyr
if (ccAttempted)
{
bot->SetFacingToObject(highestPriorityValkyr);
return Attack(highestPriorityValkyr);
}
return false;
}
const float radiusvile = 12.0f;
// Get the nearest hostile NPCs
GuidVector npcs3 = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs3)
{
Unit* unit = botAI->GetUnit(npc);
if (!unit || unit->GetEntry() != 37799 || unit->GetEntry() != 39284 || unit->GetEntry() != 39285 ||
unit->GetEntry() != 39286) // vile spirit ID
continue;
// Only run away if the spirit is targeting us
// Check by GUID comparison to ensure we're accurately identifying the specific spirit in 25HC multiple spirits spawn
if (unit->GetVictim() && unit->GetVictim()->GetGUID() == bot->GetGUID())
{
float currentDistance = bot->GetDistance2d(unit);
// Move away from the spirit if the bot is too close
if (currentDistance < radiusvile)
{
botAI->Reset(); // forces bot to stop channeling or getting locked by any other action
return MoveAway(unit, radiusvile - currentDistance);
}
}
}
return false;
}