Commit Graph

569 Commits

Author SHA1 Message Date
r00ty-tc
59db2eeea0 Dynamic Creature/Go spawning:
- 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 #13787
Fixes #15222.
2017-07-31 21:21:04 +02:00
jackpoz
9cf4dd7345 Core/Misc: Fix static analysis issues 2017-07-16 18:20:29 +02:00
treeston
62d5113252 Two more refactors I missed for #19930. Last ones for now, I promise. 2017-07-03 17:49:54 +02:00
Treeston
e2a1ccd118 [3.3.5] Combat/Threat rewrite - prep & refactor (#19966)
* Combat/Threat rewrite (PR #19930) prep work. Mostly refactors, and a compatibility layer on ThreatManager/HostileReference that allows scripts to be changed already.
2017-07-01 20:18:02 +02:00
ariel-
85a7d5ce9a Core: ported headers cleanup from master branch 2017-06-19 23:20:06 -03:00
Shauren
d6201e5dbb Core/Grids: Ported cmangos/mangos-wotlk@ea99457e50
(cherry picked from commit 9299e9bde0)
2017-06-19 13:16:13 -03:00
ariel-
619a5534c5 Core/SmartAI: implemented SMART_EVENT_EVENT_PHASE_CHANGE
- Use instead of Update + event_phase_mask when action needs to be synchronized
2017-06-10 19:20:44 -03:00
ariel-
2335b9de1a Core/AI: segregate GameObject ReportUse from normal Use (lock open/normal click)
Closes #19819
2017-06-06 17:57:04 -03:00
treeston
cb265e02aa SAI fixes follow-up: I missed one. 2017-06-06 22:24:10 +02:00
treeston
823007934a Fix a whole set of possible infinite loop crashes in SAI (events triggering themselves even with cooldown set). 2017-06-06 22:16:14 +02:00
ariel-
866074b689 Core/SAI: properly validate stored targets when using SmartTrigger and fix a related crash 2017-06-04 16:44:43 -03:00
ariel-
a97439e8d6 Core/SAI: Change SmartScript::GetTargets to return an ObjectList instead of a ObjectList*
Applied the same treatment to GetWorldObjectsInDist

Honestly no idea why the original idea insisted so much
on using pointers. No more missing null checks or deletes.

SmartAI's "ObjectList" is now a std::vector instead of a std::list
because no where it was being used as an actual list.

Original idea by DDuarte :P
2017-06-03 05:21:06 -03:00
ariel-
ce3787f190 Core/AI: Factory functions cleanup
- Get rid of fugly void pointers
- Streamlined AI selection code, using Permissible as it should've been instead of harcoded checks on the selector code
- Moved IdleMovementGenerator singleton to factory code
2017-06-01 02:29:20 -03:00
ariel-
f2b0819e53 Core/SmartAI: allow SMART_ACTION_SEND_GOSSIP_MENU to override default gossip
Closes #19769
2017-05-27 03:56:09 -03:00
ariel-
f913f3bb89 Core/Scripts: unified scripted gossip/quest api
- 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)
2017-05-01 18:19:36 -03:00
ariel-
b6b59f6c23 Core/Scripts: remove OnDummyEffect hook/sOnDummyEffect ai hook
- 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
2017-04-28 18:59:14 -03:00
ariel-
4c4dca6d69 Core/Misc: camelize GetFaction/SetFaction properly 2017-04-28 18:37:38 -03:00
tkrokli
6e08051825 Game/AI: SMART_ACTION_JUMP_TO_POS should resume path when reached jump location (#19029)
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
2017-03-26 18:09:46 +02:00
Aokromes
41a7089026 Core/SmartAI: Missing parts on previous commit
By Malcrom
2017-03-26 01:04:35 +01:00
Aokromes
986d830ae7 Core/SmartAI: Implement SMART_TARGET_VEHICLE_ACCESSORY
By Malcrom
2017-03-23 03:58:03 +01:00
Aokromes
ab4db663ae Update SmartScriptMgr.h 2017-03-11 15:39:21 +01:00
ariel-
05d99c5f58 Core/SmartAI: Allow scripting GameObjects by spawn id too 2017-03-05 04:30:01 -03:00
ariel-
ff43a74822 Core/Entities: spawned movementtype should override template movementtype
Core/SmartAI: pass the CreatureData pointer (if any) on updating template

Closes #19223
2017-02-28 16:39:59 -03:00
Gustavo
3a67c8e361 Core/Misc Remove Tabs and Whitespaces (#19179) 2017-02-21 18:37:34 +01:00
xinef1
b0ae5fadd1 Core/SmartAI: Various fixes and extensions for smart scripts: (#18673)
- Possible crashes fixed
- Memory leak fixed
- Implemented checking of vehicle conditions
- Extended eventphasemask to 12 bits (sql required to change DB field type)
- SMART_EVENT_GOSSIP_HELLO - added possibility to detect for gameobject reportUse call
- Renamed action SMART_ACTION_SET_FLY to SMART_ACTION_SET_DISABLE_GRAVITY (to reflect actual functionality)
- Added targetsLimit to action SMART_ACTION_CAST and SMART_ACTION_INVOKER_CAST to limit max amount of targets (selected randomly)
- Action SMART_ACTION_TALK corrected to always work as intended
- Properly call GroupEventHappens in action SMART_ACTION_CALL_GROUPEVENTHAPPENS if invoker was charmed or owned by the player
- Properly utilize followAngle in action SMART_ACTION_FOLLOW (db orientation should be in degrees), but keep backward compatibility
- Added action SMART_ACTION_SET_CAN_FLY (119) 0/1
- Added action SMART_ACTION_REMOVE_AURAS_BY_TYPE (120) AuraType, can be used to exit vehicle for example
- Added action SMART_ACTION_SET_SIGHT_DIST (121) sightDist
- Added action SMART_ACTION_FLEE (122) fleeTime
- Added action SMART_ACTION_ADD_THREAT (123) +threat, -threat
- Added action SMART_ACTION_LOAD_EQUIPMENT (124) equipmentId
- Added action SMART_ACTION_TRIGGER_RANDOM_TIMED_EVENT (125) minId, maxId
- Added action SMART_ACTION_REMOVE_ALL_GAMEOBJECTS (126), removes all owned gameobjects
- Added action SMART_ACTION_STOP_MOTION (127), stopMoving, movementExpired
- Extended target SMART_TARGET_HOSTILE_SECOND_AGGRO with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_LAST_AGGRO with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_RANDOM with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_RANDOM_NOT_TOP with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_THREAT_LIST with maxdist
- Extended target SMART_TARGET_OWNER_OR_SUMMONER to be able to get charmer/owner of current owner
- Added new target SMART_TARGET_FARTHEST with maxDist, playerOnly, isInLos restrictions
- Added SpellHit hook to GameObjectAI and extended SmartGameObjectAI to call SMART_EVENT_SPELLHIT when gameobject is hit by spell
- Call GameObjectAI Reset hook on gameobject respawn (for ex. to reset one time events in smart scripts)
- Fixed some logic errors in code
- SmartAI Escorts properly despawn escortee if no players are in range
- Disable Evading while charming creature with SmartAI
- Don't call SMART_EVENT_RESPAWN for dead units before they actually respawn
- Don't call SMART_EVENT_RESPAWN for not spawned gameobjects
- Properly call SMART_EVENT_RESPAWN for gameobject respawn
- Allow action SMART_ACTION_SET_IN_COMBAT_WITH_ZONE to utilize targetlist
- Allow action SMART_ACTION_CALL_FOR_HELP to utilize targetList
- Allow action SMART_ACTION_SET_INVINCIBILITY_HP_LEVEL to utilize targetList
- Allow action SMART_ACTION_SET_VISIBILITY to utilize targetList
- Allow action SMART_ACTION_SET_ACTIVE to utilize targetList
- Allow action SMART_ACTION_ATTACK_START to select random attack target instead of first on the list
- Allow gameobjects to summon gameobjects with action SMART_ACTION_SUMMON_GO
- Properly store action invokers for action SMART_ACTION_WP_START, if no player invokers are found, distance despawn check won't be used
- Allow action SMART_ACTION_WP_RESUME to compensate for the state the unit actually is in (eg. combat)
- Allow action SMART_ACTION_MOVE_TO_POS to select random of the avaiable targets, not only the first one.
- Allow action SMART_ACTION_MOVE_TO_POS to utilize x, y, z parameters as an offset to calculated coordinates
- Action SMART_ACTION_RESPAWN_TARGET should never modify respawntime of already spawned gameobjects, use dedicated function
- Properly delete ontime events created by SMART_ACTION_CREATE_TIMED_EVENT
- If action could not be started because conditions were not satisfied, do not recalculate the waittime to action repeattime, use smaller value to recheck more frequently
- Allow target SMART_TARGET_CLOSEST_PLAYER to be used by gameobjects
- Allow target SMART_TARGET_OWNER_OR_SUMMONER to be used by gameobjects
- Fixed SMART_EVENT_COUNTER_SET to be only called for the id that was incremented
- Changed the way counters work
- Protect PhaseInc from surpassing maximum phase
- Added loading checks for missing NON_REPEATABLE flag if no repeatmin, repeatmax is set
- Added spell validation for SMART_ACTION_CROSS_CAST
2017-02-17 21:33:18 +01:00
ariel-
aa7ef797d6 Core/SmartAI: Delay SMART_ACTION_FORCE_DESPAWN by at least one world tick
- Restore old despawn behavior of SmartAI despawning (without reintroducing the run time logs caused by IsSmart)
- Some SAIs relied on this to function (for example #1249)

Partial reverts commit 4fc4c81e89
2017-02-06 19:28:44 -03:00
xinef1
14dfc377b4 Core/Misc: Various crash fixes (#19059)
* Replaced some FindPlayer calls with GetPlayer
Fixed some more crashes

* Correction
2017-02-05 23:42:31 +01:00
xinef1
86da1a19bb Core/Misc: Fix various crashes, also related to multithreading (#19012)
* When iterating groups we have to either do it not in multithreaded context (map updates) or start with checking maps (they are guaranteed to change in single thread update).
* Properly clear ComboPoint references on player remove 
* remove some possible references item may have when it is deleted during save. 
* Also clear all hostile references when unit is removed from map.
2017-02-04 22:37:16 +01:00
Rushor
60d1c0e20d Game/AI: Implement ContactDistance for ACTION_MOVE_TO_POS (#18720) 2017-01-21 19:10:07 -02:00
Rushor
a3c6880579 Revert "[3.3.5][master] Core/Movement: Smooth movement #13467 (#18020)" (#18888)
This reverts commit 28050f338d.

Conflicts:
	src/server/game/AI/SmartScripts/SmartAI.cpp
	src/server/game/AI/SmartScripts/SmartScriptMgr.cpp
2017-01-20 14:16:47 +01:00
ccrs
a58505eaf8 cb634e6fba followup
updates #18401
2017-01-06 23:39:16 +01:00
tkrokli
6a51a88767 Update Copyright notice for 2017
Happy new year!
2017-01-02 19:52:45 +01:00
Kittnz
65e84d2f0a Tabs 2016-12-27 19:45:24 +01:00
Kittnz
072ea761c6 Core/SmartScript: update ACTION_GO_SET_GO_STATE
GO_STATE_ACTIVE             = 0,                        // show in world as used and not reset (closed door open)
GO_STATE_READY              = 1,                        // show in world as ready (closed door close)
GO_STATE_ACTIVE_ALTERNATIVE = 2                         // show in world as used in alt way and not reset (closed door open by cannon fire)

Credits to Sunwell
2016-12-27 19:00:57 +01:00
Gustavo
7e0a616657 Core/Misc Remove WhiteSpaces (#18379) 2016-12-02 02:23:02 +01:00
ariel-
80073bc368 Core/SAI: restore deleted line in 28050f338d
Field left uninitialized. Caused weird evade behaviour
2016-12-01 02:00:27 -03:00
Riztazz
28050f338d [3.3.5][master] Core/Movement: Smooth movement #13467 (#18020)
Implement smooth movement for all waypoint pathing and escortai
2016-11-24 23:31:10 +00:00
SnapperRy
c189e27f39 Core/SAI: reset event phase when calling SMART_ACTION_CALL_SCRIPT_RESET.
Now it really does what it says on the tin.
2016-10-29 23:44:03 +02:00
SnapperRy
c42e32e7e4 Core/SAI: remove wrong DB errors.
It is normal to have events applicable only to certain instance difficulties.

Closes #18082.
2016-10-26 23:53:22 +02:00
SnapperRy
97fd0c1b1a Core/Quest: do not set a quest to failed if it's rewarded or has no status at all (not taken). 2016-10-15 19:08:21 +02:00
SnapperRy
727f77ec6a Core/SAI: always use DespawnOrUnsummon() for SMART_ACTION_FORCE_DESPAWN.
SmartAI uses that same method internally, so there's no need to handle it in two different ways.

Does not affect functionality, but prevents useless SAI error log in case the target creature is not using SAI.
2016-10-14 22:36:22 +02:00
ariel-
3e596376a7 Core/SmartScripts: fixup SMART_EVENT_FLAG_WHILE_CHARMED behaviour to only mean charmed creatures (#17738 follow-up)
Unit::IsControlledByPlayer is a expected value for TempSummons (like some triggers used in quests, summoned by spells).
Previous logic broke a lot of quests which use triggers to do stuff.

Allow JustSummoned and events linked from other events with flag set also in charmed (prevents breaking event chains)
Allow vehicles (needed for vehicles with SmartAI, eg Iron Rune Constructs and You: Rocket Jumping)
2016-10-14 03:59:13 -03:00
ariel-
e2a8cf6809 Core/SmartAI: There's a function for that 2016-10-10 19:05:28 -03:00
SnapperRy
5267381e39 Core/SAI: don't reset event phase when npc evades/resets.
The scripts themselves should take care of that.
2016-10-10 13:58:07 +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.
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
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.
This allows us to fix quest 12261 (No Place to Run). Closes #16291.
2016-09-09 15:01:42 +02:00
ariel-
14445d2202 Core/Misc: calculate rotation fields from orientation in some places it's impossible to get:
- 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
a4623efaa6 Core/SmartScripts: Add missing break, 5f43e7b follow-up. 2016-09-02 23:51:46 +02:00