* Add missing choice properties to database (InfiniteRange, ShowChoicesAsList)
* Allow limiiting the number of responses sent at the same time
* Fixed duration sent in SMSG_DISPLAY_PLAYER_CHOICE
* Remove dynamically generated response identifiers from database
* Remove auto rewarding choice responses
* Change response scripts to be bound to scriptname
* Devirtualize calls to Read and Update by marking concrete implementations as final
* Removed derived class template argument
* Specialize boost::asio::basic_stream_socket for boost::asio::io_context instead of type-erased any_io_executor
* Make socket initialization easier composable (before entering Read loop)
* Remove use of deprecated boost::asio::null_buffers and boost::beast::ssl_stream
* Introduce new BattlegroundScript class for map/bg specific scripts
* Remove all sub, zone specific, battleground classes except Arena
* Move all bg zone scripts to new BattlegroundScripts class in script folder
* Remove ZoneScript from Battleground class
* Remove some unused hooks from Battleground
* No TaxiPathNode row is skipped anymore (events/delays on first node now work)
* Fixed transport animation synchronization with client
* Fixed stoppable transports randomly resuming their path after relogging
Closes#27985
* Scripts/ScarletMonastery: Fix wrong emote during Headless Horseman encounter
* Scripts/HoR: Fix wrong emote during escape event
* Core/Unit: Make improve type safety of HandleEmoteCommand
Change argument type to the expected enum type Emote
* Scripts/CoS: Use SetUInt32Value to set UNIT_NPC_EMOTESTATE
UNIT_NPC_EMOTESTATE is no flag field
(cherry picked from commit 6c7837f947)
Adapt InstanceScript into newer structure and style
Adapt existing boss scripts into newer structure and style
Improve existing boss related definitions
Should make each boss more functionally reliable, but nothing new has been added
(cherry picked from commit 06c6b30ed4)
Remove UnitScript from PlayerScript and CreatureScript classes as that's how the original system that was PR'd worked, see https://github.com/TrinityCore/TrinityCore/pull/7867 for reference.
Please note these are used as global hooks and should really just invoke stateless functions.
If you need to hook methods from PlayerScript/CreatureScript and UnitScript, just define 2 different scripts (this is how the original system worked and how it was designed to work)
(cherry picked from commit 5b7ead65bb)
- Replace NULL uses in new code with nullptr
- Fix wrong (accumulated) load time log when loading calendar invites
- Make Creature::CanRegenerateHealth const as its just a getter
- Mark OnlyOnceAreaTriggerScript::OnTrigger as final in case someone wants to override that (you are supposed to use protected _OnTrigger hook)
(cherry picked from commit 78a1c687a2)
- Spawn GridLoader to spawn area triggers correctly now
- Removed SAI completely
- Removed remnants of smart scripts. Created different issue for it
- Calling InitDbPhaseShift and not InDbPhaseShift
- changed SpawnId to uint64 rather than uint32
- not using CellGuidSet typedef as to not include ObjectMgr.h in the header
- True blizzlike creature spawn/respawn behavior - new creature = new object
- Toggleable spawn groups (with C++/SAI/command options to use them)
- Custom feature: dynamic spawn rate scaling. Accelerates respawn rate based on players in the zone.
- Backward compatibility mode (set via group and for summons)
to support creatures/gos that currently don't work well with this
(this should be removed once the exceptions are fixed)
Fixes and closes#2858
Tags #8661 as fixable.
Fixes and closes#13787Fixes#15222.
(cherry picked from commit 59db2eeea0)
- Changed self-accessor on GameObjectAI to "me", like UnitAI
- Moved all related functions to AI, now Unit and GameObject have the same function names with identical behaviour
- Remove "OnUpdate" from CreatureScript/GameObjectScript, was never used and we already have AI Update method
- Quest methods no longer return a bool, the return value was used to call the AI version if the ScriptMgr one returned false
- Implemented GameObjectAI::Destroyed hook (was never called), implemented Damaged method
- Rename OnStateChanged to OnLootStateChanged to reflect when it's really called, and created a new hook OnStateChanged that only gets called on GOState change
- Since the functions are now only getting called from AI, made GetAI methods full virtual. (CanSpawn method is anyways going to be used on creatures with AI)
(cherry picked from commit f913f3bb89)
- Duplicated logic never used, sometimes only ScriptMgr version was called, sometimes only AI
- They only encourage bad scripting practices
- You can still use OnSpellHit or a SpellScript
(cherry picked from commit b6b59f6c23)