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https://github.com/mod-playerbots/mod-playerbots.git
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Hello everyone, I liked the channel cancel I did on mage recently, where they cancel blizzard if there is only 1 enemy left. I decided to do the same for the following classes: Druid: Hurricane Hunter: Volley Priest: Mind Sear Warlock: Rain of Fire I moved the "ChannelCancel" action to it's own file, so other classes could benefit from it. I removed it from the mageactions.
171 lines
5.2 KiB
C++
171 lines
5.2 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "HunterTriggers.h"
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#include "GenericSpellActions.h"
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#include "GenericTriggers.h"
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#include "HunterActions.h"
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#include "PlayerbotAI.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "SharedDefines.h"
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#include "Player.h"
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bool KillCommandTrigger::IsActive()
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{
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Unit* target = GetTarget();
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return !botAI->HasAura("kill command", target);
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}
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bool BlackArrowTrigger::IsActive()
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{
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if (botAI->HasStrategy("trap weave", BOT_STATE_COMBAT))
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return false;
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return DebuffTrigger::IsActive();
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return BuffTrigger::IsActive();
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}
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bool HunterAspectOfTheHawkTrigger::IsActive()
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{
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Unit* target = GetTarget();
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return SpellTrigger::IsActive() && !botAI->HasAura("aspect of the hawk", target) &&
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!botAI->HasAura("aspect of the dragonhawk", target) &&
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(!AI_VALUE2(bool, "has mana", "self target") || AI_VALUE2(uint8, "mana", "self target") > 70);
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}
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bool HunterNoStingsActiveTrigger::IsActive()
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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return DebuffTrigger::IsActive() && target && !botAI->HasAura("serpent sting", target, false, true) &&
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!botAI->HasAura("scorpid sting", target, false, true) && !botAI->HasAura("viper sting", target, false, true);
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return BuffTrigger::IsActive();
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}
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bool HuntersPetDeadTrigger::IsActive()
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{
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// Unit* pet = AI_VALUE(Unit*, "pet target");
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// return pet && AI_VALUE2(bool, "dead", "pet target") && !AI_VALUE2(bool, "mounted", "self target");
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return AI_VALUE(bool, "pet dead") && !AI_VALUE2(bool, "mounted", "self target");
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}
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bool HuntersPetLowHealthTrigger::IsActive()
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{
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Unit* pet = AI_VALUE(Unit*, "pet target");
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return pet && AI_VALUE2(uint8, "health", "pet target") < 40 && !AI_VALUE2(bool, "dead", "pet target") &&
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!AI_VALUE2(bool, "mounted", "self target");
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}
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bool HuntersPetMediumHealthTrigger::IsActive()
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{
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Unit* pet = AI_VALUE(Unit*, "pet target");
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return pet && AI_VALUE2(uint8, "health", "pet target") < sPlayerbotAIConfig->mediumHealth &&
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!AI_VALUE2(bool, "dead", "pet target") && !AI_VALUE2(bool, "mounted", "self target");
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}
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bool HunterPetNotHappy::IsActive()
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{
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return !AI_VALUE(bool, "pet happy") && !AI_VALUE2(bool, "mounted", "self target");
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}
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bool HunterAspectOfTheViperTrigger::IsActive()
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{
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return SpellTrigger::IsActive() && !botAI->HasAura(spell, GetTarget()) &&
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AI_VALUE2(uint8, "mana", "self target") < (sPlayerbotAIConfig->lowMana / 2);
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;
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}
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bool HunterAspectOfThePackTrigger::IsActive()
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{
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return BuffTrigger::IsActive() && !botAI->HasAura("aspect of the cheetah", GetTarget());
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};
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bool HunterLowAmmoTrigger::IsActive()
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{
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return bot->GetGroup() && (AI_VALUE2(uint32, "item count", "ammo") < 100) &&
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(AI_VALUE2(uint32, "item count", "ammo") > 0);
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}
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bool HunterHasAmmoTrigger::IsActive() { return !AmmoCountTrigger::IsActive(); }
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bool SwitchToRangedTrigger::IsActive()
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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return botAI->HasStrategy("close", BOT_STATE_COMBAT) && target &&
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(target->GetVictim() != bot &&
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sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "current target"), 8.0f));
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}
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bool SwitchToMeleeTrigger::IsActive()
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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return botAI->HasStrategy("ranged", BOT_STATE_COMBAT) && target &&
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(target->GetVictim() == bot &&
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sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "current target"), 8.0f));
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}
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bool NoTrackTrigger::IsActive()
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{
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std::vector<std::string> track_list = {
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"track beasts",
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"track demons",
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"track dragonkin",
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"track elementals",
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"track giants",
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"track hidden",
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"track humanoids"
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};
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for (auto &track: track_list)
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{
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if (botAI->HasAura(track, bot))
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return false;
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}
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return true;
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}
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bool SerpentStingOnAttackerTrigger::IsActive()
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{
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if (!DebuffOnAttackerTrigger::IsActive())
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return false;
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Unit* target = GetTarget();
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if (!target)
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{
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return false;
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}
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return !botAI->HasAura("scorpid sting", target, false, true) &&
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!botAI->HasAura("viper sting", target, false, true);
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return BuffTrigger::IsActive();
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}
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const std::set<uint32> VolleyChannelCheckTrigger::VOLLEY_SPELL_IDS = {
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1510, // Volley Rank 1
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14294, // Volley Rank 2
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14295, // Volley Rank 3
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27022, // Volley Rank 4
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58431, // Volley Rank 5
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58434 // Volley Rank 6
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};
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bool VolleyChannelCheckTrigger::IsActive()
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{
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Player* bot = botAI->GetBot();
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// Check if the bot is channeling a spell
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if (Spell* spell = bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
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{
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// Only trigger if the spell being channeled is Volley
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if (VOLLEY_SPELL_IDS.count(spell->m_spellInfo->Id))
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{
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uint8 attackerCount = AI_VALUE(uint8, "attacker count");
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return attackerCount < minEnemies;
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}
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}
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// Not channeling Volley
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return false;
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}
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