treeston
2170541a51
Core/Unit: Standardize SetFacingTo and SetFacingToObject behavior while moving. Both now fail while moving unless arg2 bool is true.
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Movement/SplineChain: Bump value range for DB chainId up to uint16 (0 to 65535) from uint8 (0 to 255). Turns out sniffs generate far more chains than I expected.
2016-09-20 20:19:15 +02:00
treeston
6d00d3f283
Core/Movement: Add new SplineChainMovementGenerator that allows accurate replication of sniffed waypoints in static sequences, along with DB facilities that allow loading of waypoints from DB.
2016-09-20 00:37:36 +02:00
SnapperRy
6586885bca
Core/SmartAI: do not target player's group for SMART_ACTION_CALL_AREAEXPLOREDOREVENTHAPPENS.
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SMART_TARGET_INVOKER_PARTY or SMART_ACTION_CALL_GROUPEVENTHAPPENS should instead be used to achieve this functionality.
2016-09-14 20:28:02 +02:00
treeston
b3d44d6c36
Creature/Scripting: Move CreatureAI::CanRespawn to CreatureScript::CanSpawn. Now also applies to initial spawn. Dynamic spawning prep.
2016-09-09 16:21:27 +02:00
treeston
9180bcd404
Derp. Build fix.
2016-09-09 15:03:56 +02:00
treeston
e69a483aa9
AI/SmartAI: Fix an issue where SmartAI creatures would not properly follow their owner on evade. Also fix a bug where creatures with INHABIT_ROOT would get stuck in evade under certain conditions.
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This allows us to fix quest 12261 (No Place to Run). Closes #16291 .
2016-09-09 15:01:42 +02:00
ariel-
805637cea1
Core/AI: updated SpellTargetSelector::operator() ( #17824 follow-up)
2016-09-05 15:39:30 -03:00
ariel-
14445d2202
Core/Misc: calculate rotation fields from orientation in some places it's impossible to get:
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- SmartScripts: SMART_ACTION_SUMMON_GO
- Spell Effects:
* SPELL_EFFECT_DUEL
* SPELL_EFFECT_SUMMON_OBJECT_WILD
* SPELL_EFFECT_SUMMON_OBJECT_SLOT1
* SPELL_EFFECT_SUMMON_OBJECT_SLOT2
* SPELL_EFFECT_SUMMON_OBJECT_SLOT3
* SPELL_EFFECT_SUMMON_OBJECT_SLOT4
- Command Scripts: .gobject add
Closes #17891
2016-09-03 17:31:29 -03:00
treeston
ac62d7156f
Scripts/Events: Globally fix all ExecuteEvent loops to check UNIT_STATE_CASTING after each iteration, instead of just checking it once initially.
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Fixes and closes #17892 .
2016-09-03 17:21:22 +02:00
treeston
a4623efaa6
Core/SmartScripts: Add missing break, 5f43e7b follow-up.
2016-09-02 23:51:46 +02:00
treeston
96f90381e3
Scripts/SmartScripts: Fix charmed behavior for SmartAI. For real this time.
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- Core AI logic will no longer issue attack/movement commands while under player control.
- Add new SMART_EVENT_FLAG_WHILE_CHARMED (0x200). Any event without this flag won't run while charmed.
- Add SMART_EVENT_FLAG_WHILE_CHARMED to existing actions, except a select subset (movement, talking, and nontriggered casts, pretty much).
2016-09-02 23:11:13 +02:00
treeston
c0de28b045
Replace a leftover const char* with a std::string const&.
2016-08-31 01:02:54 +02:00
treeston
d55426f5b4
Entities/Gossip: The Big One™ that gets rid of all uses of The Bad™ and The Ugly™, e.g. gossip preprocessor macros, and replaces them with the new-and-shiny gossip functions.
2016-08-31 00:59:04 +02:00
treeston
54f923fdee
Fix dynamic build.
2016-08-31 00:11:57 +02:00
treeston
a32536d490
Last one. For real. Please. (Build fix #5 ).
2016-08-28 20:13:39 +02:00
treeston
8531f012a2
....right, I actually went through a full rebuild now just to make sure it works.
2016-08-28 20:08:55 +02:00
treeston
61eb70fd82
Build fix. Again. Oops.
2016-08-28 20:05:04 +02:00
treeston
72a7f4b507
You saw nothing (build fix).
2016-08-28 19:52:53 +02:00
treeston
175db157f7
Creature/Gossip: offer replacement functions for the existing preprocessor gossip macros
2016-08-28 19:43:30 +02:00
treeston
4bcc8078d7
Entities/Creature: Add arg2 to DespawnOrUnsummon to allow overriding respawn time. This matches changes that will be merged as part of dynamic spawning, allowing scripts to transition early.
2016-08-25 23:04:21 +02:00
ariel-
6992393b3c
Core/PlayerAI: Fix dynamic build linking
2016-08-25 08:28:12 -03:00
treeston
47a9cb1e56
Merge remote-tracking branch 'Treeston/3.3.5-kelthuzad' into 3.3.5 (PR #16634 )
2016-08-24 18:17:50 +02:00
ariel-
83c032c2a8
Core/SmartAI: fix warning reported by VS2015
2016-08-23 21:54:18 -03:00
SnapperRy
1fcd03b60a
Core/SmartAI: allow SMART_TARGET_OWNER_OR_SUMMONER to target a temporary summon's summoner, too ( #17851 )
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Core/SmartAI: allow SMART_TARGET_OWNER_OR_SUMMONER to target a temporary summon's summoner, too
2016-08-24 00:13:26 +02:00
SnapperRy
a6ef9d4539
Core/SmartAI: add param2 to SMART_ACTION_UPDATE_TEMPLATE, allowing to specify if creature's level should remain the same between entry updates.
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A value of 0 (default) forces the creature to keep its current level between entry updates.
Fixes #16371
2016-08-23 23:46:24 +02:00
treeston
2a1232ca1a
Scripts/Naxxramas: Full Kel'thuzad rework.
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- Sniffed timers
- Sniffed spawn behavior
- Sniffed everything else
- Sniffed sniff. Mmmm
- In all seriousness though:
- Fixed P2 cast behavior, now obeys category cooldowns as intended
- Fixed P1 pathing and abomination behavior
- Fixed P1 passive minion aggro logic
- Fixed P1->P2 transition logic
- Fixed P3 guardian spawn/despawn logic
- Fixed all minions' cast behavior
- Fixed melee hitbox for Kel'thuzad, abominations, banshees and guardians
- Fixed reset behavior
- Fixed post-Sapphiron event to no longer open the KT door for a few seconds before slamming it closed again
2016-08-21 11:27:18 +02:00
treeston
ba4d6f6393
AI/SmartScripts: SMART_ACTION_ADD_QUEST -> SMART_ACTION_OFFER_QUEST. Open quest offer instead of adding straight to log - old behavior can be requested using action_param2. Closes #17735 .
2016-08-19 23:01:21 +02:00
treeston
9072e0221b
AI/SmartScripts: Add param3 to SMART_ACTION_CAST and SMART_ACTION_INVOKER_CAST that allows specific triggered flags to be set (rather than all-or-nothing). Ignored if SMARTCAST_TRIGGERED is not set.
2016-08-19 15:23:19 +02:00
treeston
14b44af38d
AI/SmartScripts: Add SMART_ACTION_DISABLE_EVADE (117).
2016-08-19 14:53:53 +02:00
treeston
e2c915fb43
Core/SmartScripts: Add SMART_TARGET_LOOT_RECIPIENTS. Does what it says on the tin.
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Use this new target type to fix The Rider of Blood, The Rider of Frost, The Rider of the Unholy. Closes #17817 .
2016-08-19 14:25:23 +02:00
Aokromes
b51409a5d3
Core/Logs: Fine tunning some logs
2016-08-05 21:22:12 +02:00
treeston
152b3ad5b9
Scripts/SmartAI: Some clean-up work:
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- NULL -> nullptr
- Rename "AssistPlayerInCombat(who)" to "AssistPlayerInCombatAgainst(who)" to reflect what the method actually does
- Code style
No functionality was changed.
2016-08-05 12:41:56 +02:00
treeston
4030e4d780
ScriptedAI/Creature: Fix a bug where a std::chrono overload was counting milliseconds instead of seconds.
2016-08-04 15:32:24 +02:00
ariel-
62bfee37cb
Core/Entities: debloat SummonGameObject parameter list using proper wrappers and enable GO rotation in scripts
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- There's still an overload allowing for x, y, z, o to be passed directly
- Fixed default animstate for GameObject creation in many places, it should be 255, not 100 (checked in sniffs)
2016-07-30 18:50:44 -03:00
ForesterDev
a2495002e5
Core/UnitAI: Removed unneccessary null checks in SpellTargetSelector. CID 1357405 ( #17630 )
2016-07-19 11:40:57 +02:00
ccrs
b008b677ad
Core/UnitAI: #17309 follow-up ( #17608 )
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* Core/UnitAI: SelectTarget correction
Set CurrentVictim as first element on targetList if necessary, which is then filled with the threatlist elements that satisfy the predicate.
2016-07-18 20:30:58 +02:00
Gustavo
f826ecb4b2
Core/AI Prevent bosses respawn when BossState is set to DONE ( #17616 )
2016-07-18 12:35:11 +02:00
ccrs
63e62117ea
Core/UnitAI: SelectTarget correction ( #17309 )
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Core/UnitAI: SelectTarget correction - have current victim always be first element of target list
2016-07-17 01:12:57 +02:00
SnapperRy
ba0cb53b02
Core/SmartAI: change SMART_ACTION_RISE_UP (114) to SMART_ACTION_MOVE_OFFSET and implement offset movement via target fields. ( #17362 )
2016-07-15 18:37:17 +02:00
Shauren
14b93c04ee
Core/Units: Fixed autoattack range
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Closes #17539
2016-07-09 13:03:03 +02:00
treeston
0547926f17
Entities/Creature: Add some more std::chrono overloads
2016-07-08 17:02:34 +02:00
ariel-
d1d0c64ad1
Core/Scripts: Extended SMART_ACTION_SET_INST_DATA to also set BossStates. ( #16739 )
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Scripts/Dire Maul: Initialize boss states array so it may be called from SmartAI. (Ref #6429 )
2016-06-14 17:29:51 +01:00
mik1893
b0e7b45840
Merge pull request #17281 from SnapperRy/delay_flee_for_assist
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Core/SmartAI: delay SMART_ACTION_FLEE_FOR_ASSIST if creature is rooted or stunned
2016-06-09 12:01:26 +01:00
Snapper
aaf10dccb0
Core/SmartAI: delay SMART_ACTION_FLEE_FOR_ASSIST if creature is rooted/stunned.
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Prevents creatures from teleporting around when fleeing while stunned/rooted.
2016-06-04 21:17:15 +02:00
treeston
123e45c119
AI/SmartScripts: Add action_param3 "disablePathfinding" to SMART_ACTION_MOVE_TO_POS (69).
2016-06-04 00:51:19 +02:00
treeston
2d2544fab0
AI/PlayerAI: Fix potential edge case crash.
2016-06-03 17:57:05 +02:00
jackpoz
6007f2a6a0
Merge pull request #17259 from SnapperRy/smart_ai
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Core/SmartAI: Allow SMART_ACTION_FORCE_DESPAWN on no-SmartAI GameObjects
2016-06-02 00:31:32 +02:00
treeston
321d35417d
Build fix for horrendous, outdated, non-standards-compliant compilers. Such as the one in VS 2013. I hate VS 2013.
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Closes #17260 .
2016-06-01 19:41:35 +02:00
Snapper
9803e58392
Core/SmartAI: remove unneeded check for SMART_ACTION_FORCE_DESPAWN.
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Gameobjects do not need to use SmartAI in order to be targeted by other entities' scripts.
2016-06-01 13:41:58 +02:00
treeston
e3aa19281f
AI/PlayerAI: Code style cleanup.
2016-05-31 22:18:26 +02:00