Files
mod-playerbots/src/strategy/raids/icecrown/RaidIccActions.cpp
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

3720 lines
132 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;
bot->SetTarget(boss->GetGUID());
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 Attack(boss);
}
return Attack(boss);
}
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; }
Unit* currentTarget = AI_VALUE(Unit*, "current target");
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
Unit* spikeTarget = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (unit && (unit->GetEntry() == 36619 ||
unit->GetEntry() == 38711 ||
unit->GetEntry() == 38712))
{
spikeTarget = unit;
break;
}
}
// Prioritize attacking a bone spike if found
if (spikeTarget)
{
if (currentTarget != spikeTarget)
{
if (Attack(spikeTarget))
{
return Attack(spikeTarget);
}
}
return Attack(spikeTarget); // Already attacking a spike
}
// No bone spikes found, attack boss if not already targeting
if (currentTarget != boss)
{
if (Attack(boss))
{
return Attack(boss);
}
}
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)
{
if (botAI->IsRanged(bot) || botAI->IsHeal(bot))
{
float radius = 5.0f;
float moveIncrement = 3.0f;
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() < 98.0f)
{
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->IsMainTank(bot) || botAI->IsHeal(bot))
return false;
Unit* currentTarget = AI_VALUE(Unit*, "current target");
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
Unit* add = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (unit && (unit->GetEntry() == 37949 || //cult adherent
unit->GetEntry() == 38394 ||
unit->GetEntry() == 38625 ||
unit->GetEntry() == 38626 ||
unit->GetEntry() == 38010 ||
unit->GetEntry() == 38397 ||
unit->GetEntry() == 39000 ||
unit->GetEntry() == 39001 ||
unit->GetEntry() == 38136 ||
unit->GetEntry() == 38396 ||
unit->GetEntry() == 38632 ||
unit->GetEntry() == 38633 ||
unit->GetEntry() == 37890 || //cult fanatic
unit->GetEntry() == 38393 ||
unit->GetEntry() == 38628 ||
unit->GetEntry() == 38629 ||
unit->GetEntry() == 38135 ||
unit->GetEntry() == 38395 ||
unit->GetEntry() == 38634 ||
unit->GetEntry() == 38009 ||
unit->GetEntry() == 38398 ||
unit->GetEntry() == 38630 ||
unit->GetEntry() == 38631))
{
add = unit;
break;
}
}
// Prioritize attacking an add if found
if (add)
{
if (currentTarget != add)
{
if (Attack(add))
{
return Attack(add);
}
}
return Attack(add); // Already attacking an add
}
// No adds found, attack boss if not already targeting
if (currentTarget != boss)
{
if (Attack(boss))
{
return Attack(boss);
}
}
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
{
// Only run away if the shade is targeting us
if (unit->GetVictim() == bot)
{
float currentDistance = bot->GetDistance2d(unit);
// Move away from the Vengeful Shade if the bot is too close
if (currentDistance < radius)
{
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))
return true;
if (botAI->IsRanged(bot) || botAI->IsHeal(bot))
{
// 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 = 15.0f;
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;
}
bool IccAddsDbsAction::Execute(Event event)
{
if (botAI->IsHeal(bot))
return false;
Unit* boss = AI_VALUE2(Unit*, "find target", "deathbringer saurfang");
if (!boss)
return false;
if (!botAI->GetAura("Rune of Blood", bot) && botAI->IsMainTank(bot))
return false;
Unit* currentTarget = AI_VALUE(Unit*, "current target");
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
Unit* add = nullptr;
for (auto i = targets.begin(); i != targets.end(); ++i)
{
Unit* unit = botAI->GetUnit(*i);
if (unit && (unit->GetEntry() == 38508 || //blood beast
unit->GetEntry() == 38596 ||
unit->GetEntry() == 38597 ||
unit->GetEntry() == 38598))
{
add = unit;
break;
}
}
// Prioritize attacking an add if found
if (add && !botAI->IsHeal(bot))
{
if (currentTarget != add)
{
if (Attack(add))
{
return Attack(add);
}
}
return Attack(add); // Already attacking an add
}
// No adds found, attack boss if not already targeting
if (currentTarget != boss)
{
if (Attack(boss))
{
return Attack(boss);
}
}
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)
{
const float BASE_RADIUS = 2.0f;
const float STACK_MULTIPLIER = 0.5f;
const float MIN_DISTANCE = 0.1f; // Minimum distance to consider when bot is very close or inside puddle
// Get the nearest hostile NPCs
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
float closestDistance = FLT_MAX;
Unit* closestPuddle = nullptr;
float closestSafeDistance = BASE_RADIUS;
// Find the closest puddle and its safe distance
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->GetEntry() == 37690) //growing ooze puddle ID
{
// Use GetExactDist instead of GetDistance2d to handle Z-axis
float currentDistance = std::max(MIN_DISTANCE, bot->GetExactDist(unit));
if (currentDistance < closestDistance)
{
closestDistance = currentDistance;
closestPuddle = unit;
// Calculate safe distance for this puddle
if (Aura* grow = unit->GetAura(70347))
{
closestSafeDistance = BASE_RADIUS + (grow->GetStackAmount() * STACK_MULTIPLIER);
}
}
}
}
// If we found a puddle that's too close, move away from it
if (closestPuddle && closestDistance < closestSafeDistance)
{
float botX = bot->GetPositionX();
float botY = bot->GetPositionY();
float botZ = bot->GetPositionZ();
// 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;
}
// Try different angles to find a safe path
const int numAngles = 8;
float bestMoveX = botX;
float bestMoveY = botY;
bool foundPath = false;
float moveDistance = closestSafeDistance - closestDistance + 2.0f; // Add 2 yards buffer
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;
float testZ = botZ;
// Check if this move would put us too close to any other puddle
bool tooCloseToOtherPuddle = false;
for (auto& otherNpc : npcs)
{
Unit* otherUnit = botAI->GetUnit(otherNpc);
if (otherUnit && otherUnit->GetEntry() == 37690 && otherUnit != closestPuddle)
{
float otherSafeDistance = BASE_RADIUS;
if (Aura* grow = otherUnit->GetAura(70347))
{
otherSafeDistance = BASE_RADIUS + (grow->GetStackAmount() * STACK_MULTIPLIER);
}
float newDist = sqrt(pow(testX - otherUnit->GetPositionX(), 2) +
pow(testY - otherUnit->GetPositionY(), 2));
if (newDist < otherSafeDistance)
{
tooCloseToOtherPuddle = true;
break;
}
}
}
if (!tooCloseToOtherPuddle && bot->IsWithinLOS(testX, testY, testZ))
{
bestMoveX = testX;
bestMoveY = testY;
foundPath = true;
break;
}
}
if (foundPath)
{
return MoveTo(bot->GetMapId(), bestMoveX, bestMoveY, botZ,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
return false;
}
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)
{
// Only allow ranged DPS to handle bombs
if (!botAI->IsRangedDps(bot))
return false;
//for some reason they sometimes decide to move up in the air when they attack the kinetic bomb and that will make everyone tp to entrance...
if (bot->GetPositionZ() > 371.16473f)
return bot->TeleportTo(bot->GetMapId(), bot->GetPositionX(),
bot->GetPositionY(), 366.16473f, bot->GetOrientation());
Unit* currentTarget = AI_VALUE(Unit*, "current target");
// If we're already attacking a bomb and it's still in range, stick with it
if (currentTarget && currentTarget->IsAlive() && currentTarget->GetName() == "Kinetic Bomb")
{
float heightDiff = currentTarget->GetPositionZ() - bot->GetPositionZ();
if (heightDiff < 25.0f)
return false; // Continue current attack
}
GuidVector targets = AI_VALUE(GuidVector, "possible targets");
// Find the lowest reachable bomb
Unit* bestBomb = nullptr;
float lowestHeightDiff = 25.0f; // Maximum height we care about
for (auto& guid : targets)
{
Unit* unit = botAI->GetUnit(guid);
if (!unit || !unit->IsAlive() || unit->GetName() != "Kinetic Bomb")
continue;
float heightDiff = unit->GetPositionZ() - bot->GetPositionZ();
if (heightDiff < lowestHeightDiff)
{
// Check if any closer ranged DPS is already attacking this bomb
bool alreadyHandled = false;
Group* group = bot->GetGroup();
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 lowest unhandled 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 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 in one pass
Unit* marker = nullptr;
Unit* primaryTomb = nullptr;
float highestHealth = 0.0f;
int activeTombCount = 0;
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
if (npcs.empty())
return false;
// Single pass to find marker and tombs
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (!unit || !unit->IsAlive())
continue;
if (unit->HasAura(70022)) // Frost bomb visual
marker = unit;
// Check for any ice tomb variant
if (unit->GetEntry() == 36980 || unit->GetEntry() == 38320 ||
unit->GetEntry() == 38321 || unit->GetEntry() == 38322)
{
activeTombCount++;
if (unit->GetHealthPct() > highestHealth)
{
highestHealth = unit->GetHealthPct();
primaryTomb = unit;
}
}
}
if (!marker || !primaryTomb)
return false;
// Position handling
float angle = marker->GetAngle(primaryTomb);
float posX = primaryTomb->GetPositionX() + cos(angle) * 1.0f;
float posY = primaryTomb->GetPositionY() + sin(angle) * 1.0f;
float posZ = primaryTomb->GetPositionZ();
// Check if we need to move
if (bot->GetDistance2d(posX, posY) > 2.0f)
{
return MoveTo(bot->GetMapId(), posX, posY, posZ,
false, false, false, true, MovementPriority::MOVEMENT_FORCED);
}
// Check if we have LOS to marker from our position
if (!marker->IsWithinLOS(bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ()))
return true; // Stay in position using tomb for LOS
return false;
}
bool IccLichKingShadowTrapAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "the lich king");
if (!boss)
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);
}
}
}
if (!needToMove || nearbyTraps.empty())
return false;
// Try different angles to find a safe spot
float const MOVE_DISTANCE = 4.0f;
float const ANGLE_INCREMENT = M_PI / 8; // 22.5 degrees
float bestAngle = 0;
float maxMinDistance = 0;
// Try 16 different directions
for (int i = 0; i < 16; i++)
{
float tryAngle = i * ANGLE_INCREMENT;
float testX = bot->GetPositionX() + cos(tryAngle) * MOVE_DISTANCE;
float testY = bot->GetPositionY() + sin(tryAngle) * MOVE_DISTANCE;
float testZ = 840.857f;
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 = 100.0f;
for (Unit* trap : nearbyTraps)
{
float dx = testX - trap->GetPositionX();
float dy = testY - trap->GetPositionY();
float distToTrap = sqrt(dx * dx + dy * dy);
minTrapDistance = std::min(minTrapDistance, distToTrap);
}
// If this position keeps us further from all traps than previous positions
if (minTrapDistance > maxMinDistance)
{
maxMinDistance = minTrapDistance;
bestAngle = tryAngle;
}
}
// If we found a safe direction, move there
if (maxMinDistance >= 7.0f)
{
float x = bot->GetPositionX() + cos(bestAngle) * MOVE_DISTANCE;
float y = bot->GetPositionY() + sin(bestAngle) * MOVE_DISTANCE;
float z = 840.857f;
bot->UpdateAllowedPositionZ(x, y, z);
return MoveTo(bot->GetMapId(), x, y, z,
false, false, false, false, MovementPriority::MOVEMENT_FORCED);
}
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 we're too far, run to it
if (minHorrorDist > 3.0f)
{
// 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
return MoveTo(bot->GetMapId(), safeX, safeY, safeZ,
false, false, false, false, MovementPriority::MOVEMENT_FORCED);
}
// No traps nearby, move directly to horror
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");
float currentDistance = bot->GetDistance2d(boss);
Unit* currentTarget = AI_VALUE(Unit*, "current target");
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 > 7.0f)
{
float angle = bot->GetAngle(targetPos);
float posX = bot->GetPositionX() + cos(angle) * 5.0f;
float posY = bot->GetPositionY() + sin(angle) * 5.0f;
return MoveTo(bot->GetMapId(), posX, posY, 840.857f,
false, false, false, true, MovementPriority::MOVEMENT_FORCED, true, false);
}
}
else
{
// Calculate distances to tank 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 > 3.0f && !botAI->IsTank(bot))
{
float angle = bot->GetAngle(targetPos);
float posX = bot->GetPositionX() + cos(angle) * 5.0f;
float posY = bot->GetPositionY() + sin(angle) * 5.0f;
return MoveTo(bot->GetMapId(), posX, posY, 840.857f,
false, false, false, true, MovementPriority::MOVEMENT_FORCED, true, false);
}
if (distToTarget > 5.0f && botAI->IsTank(bot))
{
float angle = bot->GetAngle(targetPos);
float posX = bot->GetPositionX() + cos(angle) * 5.0f;
float posY = bot->GetPositionY() + sin(angle) * 5.0f;
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 (bot->getClass() == CLASS_HUNTER)
{
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)
{
return Attack(closestSphere);
}
}
return false;
}
bool IccLichKingAddsAction::Execute(Event event)
{
Unit* boss = AI_VALUE2(Unit*, "find target", "the lich king");
Unit* spiritWarden = AI_VALUE2(Unit*, "find target", "spirit warden");
//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, true, false, false, MovementPriority::MOVEMENT_COMBAT);
}
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); //25hc mabye 74164
}
if (growAura)
{
uint8 stacks = growAura->GetStackAmount();
currentRadius = baseRadius + (stacks * 1.3f);
}
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); //25hc mabye 74164
}
if (growAura)
{
uint8 stacks = growAura->GetStackAmount();
currentRadius = 6.0f + (stacks * 1.3f);
}
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 Shadowguard targeting real players
GuidVector npcs = AI_VALUE(GuidVector, "nearest hostile npcs");
for (auto& npc : npcs)
{
Unit* unit = botAI->GetUnit(npc);
if (unit && unit->IsAlive() &&
(unit->GetEntry() == 36609 || unit->GetEntry() == 39120 || unit->GetEntry() == 39121 ||
unit->GetEntry() == 39122)) // Val'kyr Shadowguard entries
{
GuidVector npcs2 = AI_VALUE(GuidVector, "nearest hostile npcs");
Unit* closestValkyr = nullptr;
float minValkyrDistance = std::numeric_limits<float>::max();
// First find the closest Val'kyr to this bot
for (auto& npc2 : npcs2)
{
Unit* unit2 = botAI->GetUnit(npc2);
if (unit2 && unit2->IsAlive() &&
(unit2->GetEntry() == 36609 || unit2->GetEntry() == 39120 || unit2->GetEntry() == 39121 ||
unit2->GetEntry() == 39122)) // Val'kyr Shadowguard entries
{
float distance = bot->GetDistance(unit2);
if (distance < minValkyrDistance)
{
minValkyrDistance = distance;
closestValkyr = unit2;
}
}
}
if (closestValkyr)
{
// Check if this Val'kyr is grabbing any player
bool isGrabbingPlayer = false;
Map::PlayerList const& playerList = closestValkyr->GetMap()->GetPlayers();
for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr)
{
Player* player = itr->GetSource();
if (!player || !player->IsAlive())
continue;
// Check if player is being lifted by Val'kyr (close horizontally and elevated)
float horizontalDist =
std::sqrt(std::pow(closestValkyr->GetPositionX() - player->GetPositionX(), 2) +
std::pow(closestValkyr->GetPositionY() - player->GetPositionY(), 2));
float verticalDist = player->GetPositionZ() - closestValkyr->GetPositionZ();
if (horizontalDist <= 1.0f && verticalDist > 0.5f) // Player is close horizontally and lifted up
{
isGrabbingPlayer = true;
break;
}
}
if (isGrabbingPlayer)
{
// Try to CC the Val'kyr based on class priority - only stuns and slows
if (bot->getClass() == CLASS_MAGE && !botAI->HasAura("Frost Nova", closestValkyr))
{
return botAI->CastSpell("Frost Nova", closestValkyr);
}
else if (bot->getClass() == CLASS_DRUID && !botAI->HasAura("Entangling Roots", closestValkyr))
{
return botAI->CastSpell("Entangling Roots", closestValkyr);
}
else if (bot->getClass() == CLASS_PALADIN && !botAI->HasAura("Hammer of Justice", closestValkyr))
{
return botAI->CastSpell("Hammer of Justice", closestValkyr);
}
else if (bot->getClass() == CLASS_WARRIOR && !botAI->HasAura("Hamstring", closestValkyr))
{
return botAI->CastSpell("Hamstring", closestValkyr);
}
else if (bot->getClass() == CLASS_HUNTER && !botAI->HasAura("Concussive Shot", closestValkyr))
{
return botAI->CastSpell("Concussive Shot", closestValkyr);
}
else if (bot->getClass() == CLASS_ROGUE && !botAI->HasAura("Kidney Shot", closestValkyr))
{
return botAI->CastSpell("Kidney Shot", closestValkyr);
}
else if (bot->getClass() == CLASS_SHAMAN && !botAI->HasAura("Frost Shock", closestValkyr))
{
return botAI->CastSpell("Frost Shock", closestValkyr);
}
else if (bot->getClass() == CLASS_DEATH_KNIGHT && !botAI->HasAura("Chains of Ice", closestValkyr))
{
return botAI->CastSpell("Chains of Ice", closestValkyr);
}
}
// If no CC available or all failed, attack the Val'kyr
return Attack(closestValkyr);
}
}
}
// 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 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);
if (!botAI->IsAssistTank(bot) && !boss->HealthBelowPct(71))
{
// Check for necrotic plague
bool hasPlague = botAI->HasAura("Necrotic Plague", bot);
// Only execute if we dont have the plague
if (!hasPlague)
{
float distanceToPosition = bot->GetDistance2d(ICC_LICH_KING_ADDS_POSITION.GetPositionX(), ICC_LICH_KING_ADDS_POSITION.GetPositionY());
if (distanceToPosition < 15.0f) // Only move if we're closer than 15 yards to adds position
{
// Move directly away from adds position in 5yd increments
float angle = atan2(bot->GetPositionY() - ICC_LICH_KING_ADDS_POSITION.GetPositionY(),
bot->GetPositionX() - ICC_LICH_KING_ADDS_POSITION.GetPositionX());
float moveDistance = 5.0f; // Always move 5 yards away
float x = bot->GetPositionX() + cos(angle) * moveDistance; // Move from current position
float y = bot->GetPositionY() + sin(angle) * moveDistance;
float z = bot->GetPositionZ(); // Use bot's Z to prevent going underground
return MoveTo(bot->GetMapId(), x, y, z,
false, false, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
}
// Handle assist tanks - keep them at adds position
if (botAI->IsAssistTank(bot))
{
// 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
}
}
}
// If we have a current target, make sure we're facing it
if (Unit* currentTarget = bot->GetVictim())
{
bot->SetFacingToObject(currentTarget);
}
// Return to adds position if we're too far
if (bot->GetExactDist2d(ICC_LICH_KING_ADDS_POSITION) > 3.0f && !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, true, false, false, MovementPriority::MOVEMENT_COMBAT);
}
return false; // Stay in position and keep facing current target
}
if (botAI->IsMainTank(bot) && !boss->HealthBelowPct(71))
{
float currentDist = bot->GetDistance(ICC_LICH_KING_ADDS_POSITION);
if (currentDist < 9.0f || currentDist > 22.0f) // 15 yards ±3 yards tolerance
{
float angle = ICC_LICH_KING_ADDS_POSITION.GetAngle(bot);
float targetDist = 16.0f;
float moveDistance = currentDist < targetDist ? 5.0f : -5.0f; // Move away or towards in 5yd increments
float x = bot->GetPositionX() + cos(angle) * moveDistance;
float y = bot->GetPositionY() + sin(angle) * moveDistance;
float z = ICC_LICH_KING_ADDS_POSITION.GetPositionZ();
return MoveTo(bot->GetMapId(), x, y, z,
false, true, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
if (botAI->IsRanged(bot) && !boss->HealthBelowPct(71))
{
float currentDist = bot->GetDistance(ICC_LICH_KING_ADDS_POSITION);
if (currentDist < 21.0f) // 20 yards ±3 yards tolerance
{
float angle = ICC_LICH_KING_ADDS_POSITION.GetAngle(bot);
float targetDist = 26.0f;
float moveDistance = currentDist < targetDist ? 5.0f : -5.0f; // Move away or towards in 5yd increments
float x = bot->GetPositionX() + cos(angle) * moveDistance;
float y = bot->GetPositionY() + sin(angle) * moveDistance;
float z = ICC_LICH_KING_ADDS_POSITION.GetPositionZ();
return MoveTo(bot->GetMapId(), x, y, z,
false, true, false, false, MovementPriority::MOVEMENT_COMBAT);
}
}
return false;
}