Files
mod-playerbots/src/Ai/Raid/GruulsLair/Action/RaidGruulsLairActions.cpp

697 lines
24 KiB
C++

#include "RaidGruulsLairActions.h"
#include "RaidGruulsLairHelpers.h"
#include "CreatureAI.h"
#include "Playerbots.h"
#include "Unit.h"
using namespace GruulsLairHelpers;
// High King Maulgar Actions
// Main tank on Maulgar
bool HighKingMaulgarMainTankAttackMaulgarAction::Execute(Event event)
{
Unit* maulgar = AI_VALUE2(Unit*, "find target", "high king maulgar");
MarkTargetWithSquare(bot, maulgar);
SetRtiTarget(botAI, "square", maulgar);
if (bot->GetVictim() != maulgar)
return Attack(maulgar);
if (maulgar->GetVictim() == bot)
{
const Location& tankPosition = GruulsLairLocations::MaulgarTankPosition;
const float maxDistance = 3.0f;
float distanceToTankPosition = bot->GetExactDist2d(tankPosition.x, tankPosition.y);
if (distanceToTankPosition > maxDistance)
{
float dX = tankPosition.x - bot->GetPositionX();
float dY = tankPosition.y - bot->GetPositionY();
float dist = sqrt(dX * dX + dY * dY);
float moveX = bot->GetPositionX() + (dX / dist) * maxDistance;
float moveY = bot->GetPositionY() + (dY / dist) * maxDistance;
return MoveTo(bot->GetMapId(), moveX, moveY, tankPosition.z, false, false, false, false,
MovementPriority::MOVEMENT_COMBAT, true, false);
}
float orientation = atan2(maulgar->GetPositionY() - bot->GetPositionY(),
maulgar->GetPositionX() - bot->GetPositionX());
bot->SetFacingTo(orientation);
}
else if (!bot->IsWithinMeleeRange(maulgar))
{
return MoveTo(maulgar->GetMapId(), maulgar->GetPositionX(), maulgar->GetPositionY(),
maulgar->GetPositionZ(), false, false, false, false,
MovementPriority::MOVEMENT_COMBAT, true, false);
}
return false;
}
// First offtank on Olm
bool HighKingMaulgarFirstAssistTankAttackOlmAction::Execute(Event event)
{
Unit* olm = AI_VALUE2(Unit*, "find target", "olm the summoner");
MarkTargetWithCircle(bot, olm);
SetRtiTarget(botAI, "circle", olm);
if (bot->GetVictim() != olm)
return Attack(olm);
if (olm->GetVictim() == bot)
{
const Location& tankPosition = GruulsLairLocations::OlmTankPosition;
const float maxDistance = 3.0f;
const float olmTankLeeway = 30.0f;
float distanceOlmToTankPosition = olm->GetExactDist2d(tankPosition.x, tankPosition.y);
if (distanceOlmToTankPosition > olmTankLeeway)
{
float dX = tankPosition.x - bot->GetPositionX();
float dY = tankPosition.y - bot->GetPositionY();
float dist = sqrt(dX * dX + dY * dY);
float moveX = bot->GetPositionX() + (dX / dist) * maxDistance;
float moveY = bot->GetPositionY() + (dY / dist) * maxDistance;
return MoveTo(bot->GetMapId(), moveX, moveY, tankPosition.z, false, false, false, false,
MovementPriority::MOVEMENT_COMBAT, true, false);
}
}
else if (!bot->IsWithinMeleeRange(olm))
{
return MoveTo(olm->GetMapId(), olm->GetPositionX(), olm->GetPositionY(),
olm->GetPositionZ(), false, false, false, false,
MovementPriority::MOVEMENT_COMBAT, true, false);
}
return false;
}
// Second offtank on Blindeye
bool HighKingMaulgarSecondAssistTankAttackBlindeyeAction::Execute(Event event)
{
Unit* blindeye = AI_VALUE2(Unit*, "find target", "blindeye the seer");
MarkTargetWithStar(bot, blindeye);
SetRtiTarget(botAI, "star", blindeye);
if (bot->GetVictim() != blindeye)
return Attack(blindeye);
if (blindeye->GetVictim() == bot)
{
const Location& tankPosition = GruulsLairLocations::BlindeyeTankPosition;
const float maxDistance = 3.0f;
float distanceToTankPosition = bot->GetExactDist2d(tankPosition.x, tankPosition.y);
if (distanceToTankPosition > maxDistance)
{
float dX = tankPosition.x - bot->GetPositionX();
float dY = tankPosition.y - bot->GetPositionY();
float dist = sqrt(dX * dX + dY * dY);
float moveX = bot->GetPositionX() + (dX / dist) * maxDistance;
float moveY = bot->GetPositionY() + (dY / dist) * maxDistance;
return MoveTo(bot->GetMapId(), moveX, moveY, tankPosition.z, false, false, false, false,
MovementPriority::MOVEMENT_COMBAT, true, false);
}
float orientation = atan2(blindeye->GetPositionY() - bot->GetPositionY(),
blindeye->GetPositionX() - bot->GetPositionX());
bot->SetFacingTo(orientation);
}
else if (!bot->IsWithinMeleeRange(blindeye))
{
return MoveTo(blindeye->GetMapId(), blindeye->GetPositionX(), blindeye->GetPositionY(),
blindeye->GetPositionZ(), false, false, false, false,
MovementPriority::MOVEMENT_COMBAT, true, false);
}
return false;
}
// Mage with highest max HP on Krosh
bool HighKingMaulgarMageTankAttackKroshAction::Execute(Event event)
{
Unit* krosh = AI_VALUE2(Unit*, "find target", "krosh firehand");
MarkTargetWithTriangle(bot, krosh);
SetRtiTarget(botAI, "triangle", krosh);
if (krosh->HasAura(SPELL_SPELL_SHIELD) && botAI->CanCastSpell("spellsteal", krosh))
return botAI->CastSpell("spellsteal", krosh);
if (!bot->HasAura(SPELL_SPELL_SHIELD) && botAI->CanCastSpell("fire ward", bot))
return botAI->CastSpell("fire ward", bot);
if (bot->GetTarget() != krosh->GetGUID())
{
bot->SetSelection(krosh->GetGUID());
return true;
}
if (krosh->GetVictim() == bot)
{
const Location& tankPosition = GruulsLairLocations::KroshTankPosition;
float distanceToKrosh = krosh->GetExactDist2d(tankPosition.x, tankPosition.y);
const float minDistance = 16.0f;
const float maxDistance = 29.0f;
const float tankPositionLeeway = 1.0f;
if (distanceToKrosh > minDistance && distanceToKrosh < maxDistance)
{
if (!bot->IsWithinDist2d(tankPosition.x, tankPosition.y, tankPositionLeeway))
{
return MoveTo(bot->GetMapId(), tankPosition.x, tankPosition.y, tankPosition.z, false,
false, false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
float orientation = atan2(krosh->GetPositionY() - bot->GetPositionY(),
krosh->GetPositionX() - bot->GetPositionX());
bot->SetFacingTo(orientation);
}
else
{
Position safePos;
if (TryGetNewSafePosition(botAI, bot, safePos))
{
return MoveTo(krosh->GetMapId(), safePos.m_positionX, safePos.m_positionY, safePos.m_positionZ,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
}
}
return false;
}
// Moonkin with highest max HP on Kiggler
bool HighKingMaulgarMoonkinTankAttackKigglerAction::Execute(Event event)
{
Unit* kiggler = AI_VALUE2(Unit*, "find target", "kiggler the crazed");
MarkTargetWithDiamond(bot, kiggler);
SetRtiTarget(botAI, "diamond", kiggler);
if (bot->GetTarget() != kiggler->GetGUID())
{
bot->SetSelection(kiggler->GetGUID());
return true;
}
Position safePos;
if (TryGetNewSafePosition(botAI, bot, safePos))
{
return MoveTo(kiggler->GetMapId(), safePos.m_positionX, safePos.m_positionY, safePos.m_positionZ,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
return false;
}
bool HighKingMaulgarAssignDPSPriorityAction::Execute(Event event)
{
// Target priority 1: Blindeye
Unit* blindeye = AI_VALUE2(Unit*, "find target", "blindeye the seer");
if (blindeye && blindeye->IsAlive())
{
Position safePos;
if (TryGetNewSafePosition(botAI, bot, safePos))
{
bot->AttackStop();
bot->InterruptNonMeleeSpells(false);
return MoveTo(blindeye->GetMapId(), safePos.m_positionX, safePos.m_positionY, safePos.m_positionZ,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
SetRtiTarget(botAI, "star", blindeye);
if (bot->GetTarget() != blindeye->GetGUID())
{
bot->SetSelection(blindeye->GetGUID());
return Attack(blindeye);
}
return false;
}
// Target priority 2: Olm
Unit* olm = AI_VALUE2(Unit*, "find target", "olm the summoner");
if (olm && olm->IsAlive())
{
Position safePos;
if (TryGetNewSafePosition(botAI, bot, safePos))
{
bot->AttackStop();
bot->InterruptNonMeleeSpells(false);
return MoveTo(olm->GetMapId(), safePos.m_positionX, safePos.m_positionY, safePos.m_positionZ,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
SetRtiTarget(botAI, "circle", olm);
if (bot->GetTarget() != olm->GetGUID())
{
bot->SetSelection(olm->GetGUID());
return Attack(olm);
}
return false;
}
// Target priority 3a: Krosh (ranged only)
Unit* krosh = AI_VALUE2(Unit*, "find target", "krosh firehand");
if (krosh && krosh->IsAlive() && botAI->IsRanged(bot))
{
Position safePos;
if (TryGetNewSafePosition(botAI, bot, safePos))
{
bot->AttackStop();
bot->InterruptNonMeleeSpells(false);
return MoveTo(krosh->GetMapId(), safePos.m_positionX, safePos.m_positionY, safePos.m_positionZ,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
SetRtiTarget(botAI, "triangle", krosh);
if (bot->GetTarget() != krosh->GetGUID())
{
bot->SetSelection(krosh->GetGUID());
return Attack(krosh);
}
return false;
}
// Target priority 3b: Kiggler
Unit* kiggler = AI_VALUE2(Unit*, "find target", "kiggler the crazed");
if (kiggler && kiggler->IsAlive())
{
Position safePos;
if (TryGetNewSafePosition(botAI, bot, safePos))
{
bot->AttackStop();
bot->InterruptNonMeleeSpells(false);
return MoveTo(kiggler->GetMapId(), safePos.m_positionX, safePos.m_positionY, safePos.m_positionZ,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
SetRtiTarget(botAI, "diamond", kiggler);
if (bot->GetTarget() != kiggler->GetGUID())
{
bot->SetSelection(kiggler->GetGUID());
return Attack(kiggler);
}
return false;
}
// Target priority 4: Maulgar
Unit* maulgar = AI_VALUE2(Unit*, "find target", "high king maulgar");
if (maulgar && maulgar->IsAlive())
{
Position safePos;
if (TryGetNewSafePosition(botAI, bot, safePos))
{
bot->AttackStop();
bot->InterruptNonMeleeSpells(false);
return MoveTo(maulgar->GetMapId(), safePos.m_positionX, safePos.m_positionY, safePos.m_positionZ,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
SetRtiTarget(botAI, "square", maulgar);
if (bot->GetTarget() != maulgar->GetGUID())
{
bot->SetSelection(maulgar->GetGUID());
return Attack(maulgar);
}
}
return false;
}
// Avoid Whirlwind and Blast Wave and generally try to stay near the center of the room
bool HighKingMaulgarHealerFindSafePositionAction::Execute(Event event)
{
const Location& fightCenter = GruulsLairLocations::MaulgarRoomCenter;
const float maxDistanceFromFight = 50.0f;
float distToFight = bot->GetExactDist2d(fightCenter.x, fightCenter.y);
if (distToFight > maxDistanceFromFight)
{
float angle = atan2(bot->GetPositionY() - fightCenter.y, bot->GetPositionX() - fightCenter.x);
float destX = fightCenter.x + 40.0f * cos(angle);
float destY = fightCenter.y + 40.0f * sin(angle);
float destZ = fightCenter.z;
if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
bot->GetPositionZ(), destX, destY, destZ))
return false;
return MoveTo(bot->GetMapId(), destX, destY, destZ, false, false, false, false,
MovementPriority::MOVEMENT_COMBAT, true, false);
}
Position safePos;
if (TryGetNewSafePosition(botAI, bot, safePos))
{
bot->AttackStop();
bot->InterruptNonMeleeSpells(false);
return MoveTo(bot->GetMapId(), safePos.m_positionX, safePos.m_positionY, safePos.m_positionZ,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
return false;
}
// Run away from Maulgar during Whirlwind (logic for after all other ogres are dead)
bool HighKingMaulgarRunAwayFromWhirlwindAction::Execute(Event event)
{
Unit* maulgar = AI_VALUE2(Unit*, "find target", "high king maulgar");
const float safeDistance = 10.0f;
float distance = bot->GetExactDist2d(maulgar);
if (distance < safeDistance)
{
float angle = atan2(bot->GetPositionY() - maulgar->GetPositionY(),
bot->GetPositionX() - maulgar->GetPositionX());
float destX = maulgar->GetPositionX() + safeDistance * cos(angle);
float destY = maulgar->GetPositionY() + safeDistance * sin(angle);
float destZ = bot->GetPositionZ();
if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(), bot->GetPositionY(),
bot->GetPositionZ(), destX, destY, destZ))
return false;
float destDist = maulgar->GetExactDist2d(destX, destY);
if (destDist >= safeDistance - 0.1f)
{
bot->AttackStop();
bot->InterruptNonMeleeSpells(true);
return MoveTo(maulgar->GetMapId(), destX, destY, destZ, false, false, false, false,
MovementPriority::MOVEMENT_COMBAT, true, false);
}
}
return false;
}
bool HighKingMaulgarBanishFelstalkerAction::Execute(Event event)
{
Group* group = bot->GetGroup();
if (!group)
return false;
const GuidVector& npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
std::vector<Unit*> felStalkers;
for (auto const& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == NPC_WILD_FEL_STALKER && unit->IsAlive())
felStalkers.push_back(unit);
}
std::vector<Player*> warlocks;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && member->IsAlive() && member->getClass() == CLASS_WARLOCK && GET_PLAYERBOT_AI(member))
warlocks.push_back(member);
}
int warlockIndex = -1;
for (size_t i = 0; i < warlocks.size(); ++i)
{
if (warlocks[i] == bot)
{
warlockIndex = static_cast<int>(i);
break;
}
}
if (warlockIndex >= 0 && warlockIndex < felStalkers.size())
{
Unit* assignedFelStalker = felStalkers[warlockIndex];
if (!assignedFelStalker->HasAura(SPELL_BANISH) && botAI->CanCastSpell(SPELL_BANISH, assignedFelStalker, true))
return botAI->CastSpell("banish", assignedFelStalker);
}
return false;
}
// Hunter 1: Misdirect Olm to first offtank and have pet attack Blindeye
// Hunter 2: Misdirect Blindeye to second offtank
bool HighKingMaulgarMisdirectOlmAndBlindeyeAction::Execute(Event event)
{
Group* group = bot->GetGroup();
if (!group)
return false;
std::vector<Player*> hunters;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (member && member->IsAlive() && member->getClass() == CLASS_HUNTER && GET_PLAYERBOT_AI(member))
hunters.push_back(member);
}
int hunterIndex = -1;
for (size_t i = 0; i < hunters.size(); ++i)
{
if (hunters[i] == bot)
{
hunterIndex = static_cast<int>(i);
break;
}
}
Unit* olm = AI_VALUE2(Unit*, "find target", "olm the summoner");
Unit* blindeye = AI_VALUE2(Unit*, "find target", "blindeye the seer");
Player* olmTank = nullptr;
Player* blindeyeTank = nullptr;
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive())
continue;
else if (botAI->IsAssistTankOfIndex(member, 0)) olmTank = member;
else if (botAI->IsAssistTankOfIndex(member, 1)) blindeyeTank = member;
}
switch (hunterIndex)
{
case 0:
botAI->CastSpell("misdirection", olmTank);
if (bot->HasAura(SPELL_MISDIRECTION))
{
Pet* pet = bot->GetPet();
if (pet && pet->IsAlive() && pet->GetVictim() != blindeye)
{
pet->ClearUnitState(UNIT_STATE_FOLLOW);
pet->AttackStop();
pet->SetTarget(blindeye->GetGUID());
if (pet->GetCharmInfo())
{
pet->GetCharmInfo()->SetIsCommandAttack(true);
pet->GetCharmInfo()->SetIsAtStay(false);
pet->GetCharmInfo()->SetIsFollowing(false);
pet->GetCharmInfo()->SetIsCommandFollow(false);
pet->GetCharmInfo()->SetIsReturning(false);
}
pet->ToCreature()->AI()->AttackStart(blindeye);
}
return botAI->CastSpell("steady shot", olm);
}
break;
case 1:
botAI->CastSpell("misdirection", blindeyeTank);
if (bot->HasAura(SPELL_MISDIRECTION))
return botAI->CastSpell("steady shot", blindeye);
break;
default:
break;
}
return false;
}
// Gruul the Dragonkiller Actions
// Position in center of the room
bool GruulTheDragonkillerMainTankPositionBossAction::Execute(Event event)
{
Unit* gruul = AI_VALUE2(Unit*, "find target", "gruul the dragonkiller");
if (bot->GetVictim() != gruul)
return Attack(gruul);
if (gruul->GetVictim() == bot)
{
const Location& tankPosition = GruulsLairLocations::GruulTankPosition;
const float maxDistance = 3.0f;
float dX = tankPosition.x - bot->GetPositionX();
float dY = tankPosition.y - bot->GetPositionY();
float distanceToTankPosition = bot->GetExactDist2d(tankPosition.x, tankPosition.y);
if (distanceToTankPosition > maxDistance)
{
float step = std::min(maxDistance, distanceToTankPosition);
float moveX = bot->GetPositionX() + (dX / distanceToTankPosition) * maxDistance;
float moveY = bot->GetPositionY() + (dY / distanceToTankPosition) * maxDistance;
const float moveZ = tankPosition.z;
return MoveTo(bot->GetMapId(), moveX, moveY, moveZ, false, false, false, false,
MovementPriority::MOVEMENT_COMBAT, true, false);
}
float orientation = atan2(gruul->GetPositionY() - bot->GetPositionY(),
gruul->GetPositionX() - bot->GetPositionX());
bot->SetFacingTo(orientation);
}
else if (!bot->IsWithinMeleeRange(gruul))
{
return MoveTo(gruul->GetMapId(), gruul->GetPositionX(), gruul->GetPositionY(), gruul->GetPositionZ(),
false, false, false, false, MovementPriority::MOVEMENT_COMBAT, true, false);
}
return false;
}
// Ranged will take initial positions around the middle of the room, 25-40 yards from center
// Ranged should spread out 10 yards from each other
bool GruulTheDragonkillerSpreadRangedAction::Execute(Event event)
{
Group* group = bot->GetGroup();
if (!group)
return false;
static std::unordered_map<ObjectGuid, Position> initialPositions;
static std::unordered_map<ObjectGuid, bool> hasReachedInitialPosition;
Unit* gruul = AI_VALUE2(Unit*, "find target", "gruul the dragonkiller");
if (gruul && gruul->IsAlive() && gruul->GetHealth() == gruul->GetMaxHealth())
{
initialPositions.clear();
hasReachedInitialPosition.clear();
}
const Location& tankPosition = GruulsLairLocations::GruulTankPosition;
const float centerX = tankPosition.x;
const float centerY = tankPosition.y;
float centerZ = bot->GetPositionZ();
const float minRadius = 25.0f;
const float maxRadius = 40.0f;
std::vector<Player*> members;
Player* closestMember = nullptr;
float closestDist = std::numeric_limits<float>::max();
for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
{
Player* member = ref->GetSource();
if (!member || !member->IsAlive())
continue;
members.push_back(member);
if (member != bot)
{
float dist = bot->GetExactDist2d(member);
if (dist < closestDist)
{
closestDist = dist;
closestMember = member;
}
}
}
if (!initialPositions.count(bot->GetGUID()))
{
auto it = std::find(members.begin(), members.end(), bot);
uint8 botIndex = (it != members.end()) ? std::distance(members.begin(), it) : 0;
uint8 count = members.size();
float angle = 2 * M_PI * botIndex / count;
float radius = minRadius + static_cast<float>(rand()) /
static_cast<float>(RAND_MAX) * (maxRadius - minRadius);
float targetX = centerX + radius * cos(angle);
float targetY = centerY + radius * sin(angle);
initialPositions[bot->GetGUID()] = Position(targetX, targetY, centerZ);
hasReachedInitialPosition[bot->GetGUID()] = false;
}
Position targetPosition = initialPositions[bot->GetGUID()];
if (!hasReachedInitialPosition[bot->GetGUID()])
{
if (!bot->IsWithinDist2d(targetPosition.GetPositionX(), targetPosition.GetPositionY(), 2.0f))
{
float destX = targetPosition.GetPositionX();
float destY = targetPosition.GetPositionY();
float destZ = targetPosition.GetPositionZ();
if (!bot->GetMap()->CheckCollisionAndGetValidCoords(bot, bot->GetPositionX(),
bot->GetPositionY(), bot->GetPositionZ(), destX, destY, destZ))
return false;
return MoveTo(bot->GetMapId(), destX, destY, destZ, false, false, false, false,
MovementPriority::MOVEMENT_COMBAT, true, false);
}
hasReachedInitialPosition[bot->GetGUID()] = true;
}
const float minSpreadDistance = 10.0f;
const float movementThreshold = 2.0f;
if (closestMember && closestDist < minSpreadDistance - movementThreshold)
{
return FleePosition(Position(closestMember->GetPositionX(), closestMember->GetPositionY(),
closestMember->GetPositionZ()), minSpreadDistance, 0);
}
return false;
}
// Try to get away from other group members when Ground Slam is cast
bool GruulTheDragonkillerShatterSpreadAction::Execute(Event event)
{
Group* group = bot->GetGroup();
if (!group)
return false;
GuidVector members = AI_VALUE(GuidVector, "group members");
Unit* closestMember = nullptr;
float closestDist = std::numeric_limits<float>::max();
for (auto& member : members)
{
Unit* unit = botAI->GetUnit(member);
if (!unit || bot->GetGUID() == member)
continue;
const float dist = bot->GetExactDist2d(unit);
if (dist < closestDist)
{
closestDist = dist;
closestMember = unit;
}
}
if (closestMember)
{
return FleePosition(Position(closestMember->GetPositionX(), closestMember->GetPositionY(),
closestMember->GetPositionZ()), 6.0f, 0);
}
return false;
}