Files
mod-playerbots/src/strategy/raids/icecrown/RaidIccActions.h
Noscopezz db33cecf36 ICC minor update (#950)
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 of 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
2025-02-07 18:45:26 +01:00

459 lines
16 KiB
C++

#ifndef _PLAYERBOT_RAIDICCACTIONS_H
#define _PLAYERBOT_RAIDICCACTIONS_H
#include "Action.h"
#include "MovementActions.h"
#include "PlayerbotAI.h"
#include "Playerbots.h"
#include "AttackAction.h"
#include "LastMovementValue.h"
#include "ObjectGuid.h"
#include "PlayerbotAIConfig.h"
#include "RaidIccStrategy.h"
#include "ScriptedCreature.h"
#include "SharedDefines.h"
const Position ICC_LM_TANK_POSITION = Position(-391.0f, 2259.0f, 42.0f);
const Position ICC_DARK_RECKONING_SAFE_POSITION = Position(-523.33386f, 2211.2031f, 62.823116f);
const Position ICC_LDW_TANK_POSTION = Position(-589.9879f, 2211.2456f, 49.476616f);
const Position ICC_ROTTING_FROST_GIANT_TANK_POSITION = Position(-265.90125f, 2209.0605f, 199.97006f);
const Position ICC_GUNSHIP_TELEPORT_ALLY = Position (-370.04645f, 1993.3536f, 466.65656f);
const Position ICC_GUNSHIP_TELEPORT_ALLY2 = Position (-392.66208f, 2064.893f, 466.5672f, 5.058196f);
const Position ICC_GUNSHIP_TELEPORT_HORDE = Position (-449.5343f, 2477.2024f, 470.17648f);
const Position ICC_GUNSHIP_TELEPORT_HORDE2 = Position (-429.81586f, 2400.6804f, 471.56537f);
const Position ICC_DBS_TANK_POSITION = Position(-494.26517f, 2211.549f, 541.11414f);
const Position ICC_FESTERGUT_TANK_POSITION = Position(4269.1772f, 3144.7673f, 360.38577f);
const Position ICC_FESTERGUT_RANGED_SPORE = Position(4261.143f, 3109.4146f, 360.38605f);
const Position ICC_FESTERGUT_MELEE_SPORE = Position(4269.1772f, 3144.7673f, 360.38577f);
const Position ICC_ROTFACE_TANK_POSITION = Position(4447.061f, 3150.9758f, 360.38568f);
const Position ICC_ROTFACE_BIG_OOZE_POSITION = Position(4432.687f, 3142.3035f, 360.38623f);
const Position ICC_ROTFACE_SAFE_POSITION = Position(4446.557f, 3065.6594f, 360.51843f);
//const Position ICC_PUTRICIDE_TANK_OOZE_POSITION = Position(4362.709f, 3229.1448f, 389.4083f);
//const Position ICC_PUTRICIDE_TANK_GAS_CLOUD_POSITION = Position(4397.0386f, 3221.385f, 389.3999f);
//const Position ICC_PUTRICIDE_GAS1_POSITION = Position(4350.772f, 3249.9773f, 389.39508f);
//const Position ICC_PUTRICIDE_GAS2_POSITION = Position(4390.002f, 3204.8855f, 389.39938f);
//const Position ICC_PUTRICIDE_GAS3_POSITION = Position(4367.753f, 3177.5894f, 389.39575f);
//const Position ICC_PUTRICIDE_GAS4_POSITION = Position(4321.8486f, 3206.464f, 389.3982f);
const Position ICC_BPC_OT_POSITION = Position(4649.2236f, 2796.0972f, 361.1815f);
const Position ICC_BPC_MT_POSITION = Position(4648.5674f, 2744.847f, 361.18222f);
const Position ICC_BQL_CENTER_POSITION = Position(4595.0f, 2769.0f, 400.0f);
const Position ICC_BQL_TANK_POSITION = Position(4616.102f, 2768.9167f, 400.13797f);
const Position ICC_VDW_GROUP_POSITION = Position(4204.839f, 2484.9338f, 364.87f);
const Position ICC_SINDRAGOSA_TANK_POSITION = Position(4408.016f, 2508.0647f, 203.37955f);
const Position ICC_SINDRAGOSA_RANGED_POSITION = Position(4373.7686f, 2498.0042f, 203.38176f);
const Position ICC_SINDRAGOSA_MELEE_POSITION = Position(4389.22f, 2499.5237f, 203.38033f);
const Position ICC_SINDRAGOSA_BLISTERING_COLD_POSITION = Position(4345.922f, 2484.708f, 206.22516f);
const Position ICC_SINDRAGOSA_THOMB1_POSITION = Position(4381.819f, 2471.1448f, 203.37704f); // Westmost position
const Position ICC_SINDRAGOSA_THOMB2_POSITION = Position(4381.819f, 2483.1448f, 203.37704f); // 12y east from pos1
const Position ICC_SINDRAGOSA_THOMB3_POSITION = Position(4381.819f, 2471.1448f, 203.37704f); // Same as pos1
const Position ICC_SINDRAGOSA_THOMB4_POSITION = Position(4381.819f, 2483.1448f, 203.37704f); // Same as pos2
const Position ICC_SINDRAGOSA_THOMB5_POSITION = Position(4381.819f, 2495.1448f, 203.37704f); // 12y east from pos2/4
const Position ICC_SINDRAGOSA_CENTER_POSITION = Position(4408.0464f, 2484.478f, 203.37529f);
const Position ICC_SINDRAGOSA_THOMBMB2_POSITION = Position(4382.6113f, 2505.4922f, 203.38197f);
const Position ICC_SINDRAGOSA_FBOMB_POSITION = Position(4400.031f, 2507.0295f, 203.37929f); //old 4400.031f, 2507.0295f, 203.37929f //alternate for 10 man 4366.0225f, 2501.569f, 203.38226f
const Position ICC_SINDRAGOSA_FBOMB10_POSITION = Position(4366.0225f, 2501.569f, 203.38226f);
const Position ICC_SINDRAGOSA_LOS2_POSITION = Position(4376.0938f, 2511.103f, 203.38303f);
const Position ICC_LICH_KING_ADDS_POSITION = Position(486.63647f, -2095.7915f, 840.857f);
const Position ICC_LK_FROST1_POSITION = Position(503.96548f, -2183.216f, 840.857f);
const Position ICC_LK_FROST2_POSITION = Position(563.07166f, -2125.7578f, 840.857f);
const Position ICC_LK_FROST3_POSITION = Position(503.40182f, -2067.3435f, 840.857f);
const Position ICC_LK_FROSTR1_POSITION = Position(481.168f, -2177.8723f, 840.857f);
const Position ICC_LK_FROSTR2_POSITION = Position(562.20807f, -2100.2393f, 840.857f);
const Position ICC_LK_FROSTR3_POSITION = Position(526.35297f, -2071.0317f, 840.857f);
//Lord Marrogwar
class IccLmTankPositionAction : public AttackAction
{
public:
IccLmTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc lm tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccSpikeAction : public AttackAction
{
public:
IccSpikeAction(PlayerbotAI* botAI) : AttackAction(botAI, "icc spike") {}
bool Execute(Event event) override;
};
//Lady Deathwhisper
class IccDarkReckoningAction : public MovementAction
{
public:
IccDarkReckoningAction(PlayerbotAI* botAI, std::string const name = "icc dark reckoning")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccRangedPositionLadyDeathwhisperAction : public AttackAction
{
public:
IccRangedPositionLadyDeathwhisperAction(PlayerbotAI* botAI, std::string const name = "icc ranged position lady deathwhisper")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccAddsLadyDeathwhisperAction : public AttackAction
{
public:
IccAddsLadyDeathwhisperAction(PlayerbotAI* botAI, std::string const name = "icc adds lady deathwhisper")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccShadeLadyDeathwhisperAction : public MovementAction
{
public:
IccShadeLadyDeathwhisperAction(PlayerbotAI* botAI, std::string const name = "icc shade lady deathwhisper")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
//Gunship Battle
class IccRottingFrostGiantTankPositionAction : public AttackAction
{
public:
IccRottingFrostGiantTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc rotting frost giant tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccCannonFireAction : public Action
{
public:
IccCannonFireAction(PlayerbotAI* botAI, std::string const name = "icc cannon fire")
: Action(botAI, name) {}
bool Execute(Event event) override;
};
class IccGunshipEnterCannonAction : public MovementAction
{
public:
IccGunshipEnterCannonAction(PlayerbotAI* botAI, std::string const name = "icc gunship enter cannon")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
bool EnterVehicle(Unit* vehicleBase, bool moveIfFar);
};
class IccGunshipTeleportAllyAction : public AttackAction
{
public:
IccGunshipTeleportAllyAction(PlayerbotAI* botAI, std::string const name = "icc gunship teleport ally")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccGunshipTeleportHordeAction : public AttackAction
{
public:
IccGunshipTeleportHordeAction(PlayerbotAI* botAI, std::string const name = "icc gunship teleport horde")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
//DBS
class IccDbsTankPositionAction : public AttackAction
{
public:
IccDbsTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc dbs tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccAddsDbsAction : public AttackAction
{
public:
IccAddsDbsAction(PlayerbotAI* botAI, std::string const name = "icc adds dbs")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
//FESTERGUT
class IccFestergutTankPositionAction : public AttackAction
{
public:
IccFestergutTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc festergut tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccFestergutSporeAction : public AttackAction
{
public:
IccFestergutSporeAction(PlayerbotAI* botAI, std::string const name = "icc festergut spore")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
//Rotface
class IccRotfaceTankPositionAction : public AttackAction
{
public:
IccRotfaceTankPositionAction(PlayerbotAI* botAI, std::string const name = "icc rotface tank position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccRotfaceGroupPositionAction : public AttackAction
{
public:
IccRotfaceGroupPositionAction(PlayerbotAI* botAI, std::string const name = "icc rotface group position")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccRotfaceMoveAwayFromExplosionAction : public MovementAction
{
public:
IccRotfaceMoveAwayFromExplosionAction(PlayerbotAI* botAI, std::string const name = "icc rotface move away from explosion")
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
//PP
class IccPutricideGrowingOozePuddleAction : public AttackAction
{
public:
IccPutricideGrowingOozePuddleAction(PlayerbotAI* botAI, std::string const name = "icc putricide growing ooze puddle")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccPutricideVolatileOozeAction : public AttackAction
{
public:
IccPutricideVolatileOozeAction(PlayerbotAI* botAI, std::string const name = "icc putricide volatile ooze")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class IccPutricideGasCloudAction : public AttackAction
{
public:
IccPutricideGasCloudAction(PlayerbotAI* botAI, std::string const name = "icc putricide gas cloud")
: AttackAction(botAI, name) {}
bool Execute(Event event) override;
};
class AvoidMalleableGooAction : public MovementAction
{
public:
AvoidMalleableGooAction(PlayerbotAI* botAI, std::string const name = "avoid malleable goo" )
: MovementAction(botAI, name) {}
bool Execute(Event event) override;
};
//BPC
class IccBpcKelesethTankAction : public AttackAction
{
public:
IccBpcKelesethTankAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bpc keleseth tank") {}
bool Execute(Event event) override;
};
class IccBpcNucleusAction : public AttackAction
{
public:
IccBpcNucleusAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bpc nucleus") {}
bool Execute(Event event) override;
};
class IccBpcMainTankAction : public AttackAction
{
public:
IccBpcMainTankAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bpc main tank") {}
bool Execute(Event event) override;
};
class IccBpcEmpoweredVortexAction : public MovementAction
{
public:
IccBpcEmpoweredVortexAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc bpc empowered vortex") {}
bool Execute(Event event) override;
};
class IccBpcKineticBombAction : public AttackAction
{
public:
IccBpcKineticBombAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bpc kinetic bomb") {}
bool Execute(Event event) override;
};
//Blood Queen Lana'thel
class IccBqlTankPositionAction : public AttackAction
{
public:
IccBqlTankPositionAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bql tank position") {}
bool Execute(Event event) override;
};
class IccBqlPactOfDarkfallenAction : public MovementAction
{
public:
IccBqlPactOfDarkfallenAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc bql pact of darkfallen") {}
bool Execute(Event event) override;
};
class IccBqlVampiricBiteAction : public AttackAction
{
public:
IccBqlVampiricBiteAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc bql vampiric bite") {}
bool Execute(Event event) override;
};
//VDW
class IccValkyreSpearAction : public AttackAction
{
public:
IccValkyreSpearAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc valkyre spear") {}
bool Execute(Event event) override;
};
class IccSisterSvalnaAction : public AttackAction
{
public:
IccSisterSvalnaAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sister svalna") {}
bool Execute(Event event) override;
};
class IccValithriaPortalAction : public MovementAction
{
public:
IccValithriaPortalAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc valithria portal") {}
bool Execute(Event event) override;
};
class IccValithriaHealAction : public AttackAction
{
public:
IccValithriaHealAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc valithria heal") {}
bool Execute(Event event) override;
};
class IccValithriaDreamCloudAction : public MovementAction
{
public:
IccValithriaDreamCloudAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc valithria dream cloud") {}
bool Execute(Event event) override;
};
//Sindragosa
class IccSindragosaTankPositionAction : public AttackAction
{
public:
IccSindragosaTankPositionAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sindragosa tank position") {}
bool Execute(Event event) override;
};
class IccSindragosaFrostBeaconAction : public MovementAction
{
public:
IccSindragosaFrostBeaconAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc sindragosa frost beacon") {}
bool Execute(Event event) override;
};
class IccSindragosaBlisteringColdAction : public MovementAction
{
public:
IccSindragosaBlisteringColdAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc sindragosa blistering cold") {}
bool Execute(Event event) override;
};
class IccSindragosaUnchainedMagicAction : public AttackAction
{
public:
IccSindragosaUnchainedMagicAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sindragosa unchained magic") {}
bool Execute(Event event) override;
};
class IccSindragosaChilledToTheBoneAction : public AttackAction
{
public:
IccSindragosaChilledToTheBoneAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sindragosa chilled to the bone") {}
bool Execute(Event event) override;
};
class IccSindragosaMysticBuffetAction : public AttackAction
{
public:
IccSindragosaMysticBuffetAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc sindragosa mystic buffet") {}
bool Execute(Event event) override;
};
class IccSindragosaFrostBombAction : public MovementAction
{
public:
IccSindragosaFrostBombAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc sindragosa frost bomb") {}
bool Execute(Event event) override;
};
class IccSindragosaTankSwapPositionAction : public AttackAction
{
public:
IccSindragosaTankSwapPositionAction(PlayerbotAI* botAI)
: AttackAction(botAI, "sindragosa tank swap position") {}
bool Execute(Event event) override;
};
//LK
class IccLichKingShadowTrapAction : public MovementAction
{
public:
IccLichKingShadowTrapAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc lich king shadow trap") {}
bool Execute(Event event) override;
};
class IccLichKingNecroticPlagueAction : public MovementAction
{
public:
IccLichKingNecroticPlagueAction(PlayerbotAI* botAI)
: MovementAction(botAI, "icc lich king necrotic plague") {}
bool Execute(Event event) override;
};
class IccLichKingWinterAction : public AttackAction
{
public:
IccLichKingWinterAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc lich king winter") {}
bool Execute(Event event) override;
};
class IccLichKingAddsAction : public AttackAction
{
public:
IccLichKingAddsAction(PlayerbotAI* botAI)
: AttackAction(botAI, "icc lich king adds") {}
bool Execute(Event event) override;
};
#endif