Use own movement generator for creatures following on a formation.
First step of implementation, huge room for improvement.
Closes#19422
(cherry picked from commit 46221b6dc1)
- Use AuctionHouseBot.Class.* for what they really are, priorities, factor them when calculating item amount per class, changed enums to CONFIG_AHBOT_CLASS_*_PRIORITY to reflect this change
- Don't factor in the priority calc empty item lists:
* Let's say you had AuctionHouseBot.Class.Glyph set to 10, sum of AuctionHouseBot.Class.* is 20, and AuctionHouseBot.Items.Amount.White is 5000
* If there were no glyphs on the item list, you automatically lost 50% of the total item amount, meaning only 2500 of original 5000 were alloted to fill
- Fixed AuctionHouseBot.AH.Price.Ratio to be an actual percentage factor
- Separated containers in SellerConfiguration, each one better reflects what kind of data is stored there, now we won't use magic index 0 from _ItemInfo :P
- General cleanup, removal of bad voodoo and magical numbers
- Use unordered_sets for loading item lists, as they were only used to check for item presence
(cherry picked from commit 7f8bfe68d0)
* added base script support for the encounter for normal and heroic difficulty
* added instance script for Antorus the Burning Throne
* added sniffed template data for involved gameobjects
* added encounter related spawns to Antorus the Burning Throne
* added instance encounter entry for Garothi Worldbreaker
* 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)
(cherry picked from commit f6f36be004)
- Stop exposing DoublePosition constructor versions, they're only used for internal representation
- Moved IsInBounds function to public scope
(cherry picked from commit 83162fafa4)
- 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
(cherry picked from commit 2f99fa09c9)
SmartAI NPCs using SMART_ACTION_JUMP_TO_POS
should resume their path when they have reached the jump location.
The changes in this PR makes the action work as intended.
Closes#18760
(cherry picked from commit 6e08051825)
- 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)
(cherry picked from commit b74cc80859)