Files
mod-playerbots/src/strategy/hunter/HunterTriggers.cpp
ThePenguinMan96 e40c2b21f2 Channel Cancel checks for Channeled AOE DPS Spells
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.
2025-07-28 01:35:56 -07:00

171 lines
5.2 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
* and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#include "HunterTriggers.h"
#include "GenericSpellActions.h"
#include "GenericTriggers.h"
#include "HunterActions.h"
#include "PlayerbotAI.h"
#include "PlayerbotAIConfig.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "SharedDefines.h"
#include "Player.h"
bool KillCommandTrigger::IsActive()
{
Unit* target = GetTarget();
return !botAI->HasAura("kill command", target);
}
bool BlackArrowTrigger::IsActive()
{
if (botAI->HasStrategy("trap weave", BOT_STATE_COMBAT))
return false;
return DebuffTrigger::IsActive();
return BuffTrigger::IsActive();
}
bool HunterAspectOfTheHawkTrigger::IsActive()
{
Unit* target = GetTarget();
return SpellTrigger::IsActive() && !botAI->HasAura("aspect of the hawk", target) &&
!botAI->HasAura("aspect of the dragonhawk", target) &&
(!AI_VALUE2(bool, "has mana", "self target") || AI_VALUE2(uint8, "mana", "self target") > 70);
}
bool HunterNoStingsActiveTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
return DebuffTrigger::IsActive() && target && !botAI->HasAura("serpent sting", target, false, true) &&
!botAI->HasAura("scorpid sting", target, false, true) && !botAI->HasAura("viper sting", target, false, true);
return BuffTrigger::IsActive();
}
bool HuntersPetDeadTrigger::IsActive()
{
// Unit* pet = AI_VALUE(Unit*, "pet target");
// return pet && AI_VALUE2(bool, "dead", "pet target") && !AI_VALUE2(bool, "mounted", "self target");
return AI_VALUE(bool, "pet dead") && !AI_VALUE2(bool, "mounted", "self target");
}
bool HuntersPetLowHealthTrigger::IsActive()
{
Unit* pet = AI_VALUE(Unit*, "pet target");
return pet && AI_VALUE2(uint8, "health", "pet target") < 40 && !AI_VALUE2(bool, "dead", "pet target") &&
!AI_VALUE2(bool, "mounted", "self target");
}
bool HuntersPetMediumHealthTrigger::IsActive()
{
Unit* pet = AI_VALUE(Unit*, "pet target");
return pet && AI_VALUE2(uint8, "health", "pet target") < sPlayerbotAIConfig->mediumHealth &&
!AI_VALUE2(bool, "dead", "pet target") && !AI_VALUE2(bool, "mounted", "self target");
}
bool HunterPetNotHappy::IsActive()
{
return !AI_VALUE(bool, "pet happy") && !AI_VALUE2(bool, "mounted", "self target");
}
bool HunterAspectOfTheViperTrigger::IsActive()
{
return SpellTrigger::IsActive() && !botAI->HasAura(spell, GetTarget()) &&
AI_VALUE2(uint8, "mana", "self target") < (sPlayerbotAIConfig->lowMana / 2);
;
}
bool HunterAspectOfThePackTrigger::IsActive()
{
return BuffTrigger::IsActive() && !botAI->HasAura("aspect of the cheetah", GetTarget());
};
bool HunterLowAmmoTrigger::IsActive()
{
return bot->GetGroup() && (AI_VALUE2(uint32, "item count", "ammo") < 100) &&
(AI_VALUE2(uint32, "item count", "ammo") > 0);
}
bool HunterHasAmmoTrigger::IsActive() { return !AmmoCountTrigger::IsActive(); }
bool SwitchToRangedTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
return botAI->HasStrategy("close", BOT_STATE_COMBAT) && target &&
(target->GetVictim() != bot &&
sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "current target"), 8.0f));
}
bool SwitchToMeleeTrigger::IsActive()
{
Unit* target = AI_VALUE(Unit*, "current target");
return botAI->HasStrategy("ranged", BOT_STATE_COMBAT) && target &&
(target->GetVictim() == bot &&
sServerFacade->IsDistanceLessOrEqualThan(AI_VALUE2(float, "distance", "current target"), 8.0f));
}
bool NoTrackTrigger::IsActive()
{
std::vector<std::string> track_list = {
"track beasts",
"track demons",
"track dragonkin",
"track elementals",
"track giants",
"track hidden",
"track humanoids"
};
for (auto &track: track_list)
{
if (botAI->HasAura(track, bot))
return false;
}
return true;
}
bool SerpentStingOnAttackerTrigger::IsActive()
{
if (!DebuffOnAttackerTrigger::IsActive())
return false;
Unit* target = GetTarget();
if (!target)
{
return false;
}
return !botAI->HasAura("scorpid sting", target, false, true) &&
!botAI->HasAura("viper sting", target, false, true);
return BuffTrigger::IsActive();
}
const std::set<uint32> VolleyChannelCheckTrigger::VOLLEY_SPELL_IDS = {
1510, // Volley Rank 1
14294, // Volley Rank 2
14295, // Volley Rank 3
27022, // Volley Rank 4
58431, // Volley Rank 5
58434 // Volley Rank 6
};
bool VolleyChannelCheckTrigger::IsActive()
{
Player* bot = botAI->GetBot();
// Check if the bot is channeling a spell
if (Spell* spell = bot->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
{
// Only trigger if the spell being channeled is Volley
if (VOLLEY_SPELL_IDS.count(spell->m_spellInfo->Id))
{
uint8 attackerCount = AI_VALUE(uint8, "attacker count");
return attackerCount < minEnemies;
}
}
// Not channeling Volley
return false;
}