- 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)
Set in front modifies only the serverside orientation, use with care.
Also check for current focus to prevent things like incorrect damage on casting creatures (ie dragon breath direction change in your face because of some taunt missclick)
* In the existing core script, Willix the Importer in Razorfen Kraul says
"Help! Get this $n off of me!" (showing the $n part in his SAY text)
instead of naming the attacker when using his 'SAY_AGGRO1' creature_text.
* With this commit change, unit target is no longer missing for Talk,
making Willix name the attacking unit when he shouts for help.
* Scripts: Minimize duplicated enum names in header files
This reduces the number of cache resets with the Zapcc compiler
- Standard followed is instance/raid TLA + DataTypes/CreaturesIds/etc
- Partial cherry-pick of master commit 7eb4512eee
- Removed unused defines in sunken_temple.h (the core scripts using these have been moved to SAI)
- Added an auxiliary function IsInBounds to base CreatureAI
- Changed container to vector. Set had no sense because we're storing new pointers, they have different addresses even if the boundary is the same
- Codestyle/indent fixes
- Added ObjectData for some GOs
- Added GetUlduarAI to creatures
- Fixed possible out-of-bounds access in boss_razorscale_controllerAI (boss AI number beyond allocated boss size)
- Actions will not be dependent on processing moment
- Increased GameObjects cooldown resolution to milliseconds, fixes arming time of traps to be exactly one second and not something from range (1000, 1999)
- Created GameTime namespace and UpdateTime class and moved there some code out of world
- Splitted containers for flat modifiers and pct modifiers, as they now have different handling
- Amount is now multiplied only on apply; on unapply, iterate through auras and reset the counter
- Fixes many cases of rounding error due to applying/unapplying of small factors
- Allows amounts to be zeroed (ie with an AuraEffect of amount -100)
- Do a partial revert of 6dc37a9add, auras should update amounts only for items allowed (ie no more giving crit to a sword while having an axe in the other hand and being Poleaxe spec'd)
- SPELL_AURA_MOD_SCALE now scales additively, rather than multiplicatively (checked in sniffs)
Closes#18687