Note that a lot of these scripts may either not currently work, not work reliably, or may be prone to breaking unexpectedly when core internals change. SMART_TARGET_INVOKER is undefined behavior on any event that doesn't directly specify its invoker.
(We are considering options for allowing INVOKER to make sense in timed action lists in a reliable fashion, so they are exempted at this time.)
It is already called for every creature in SmartAI::InitializeAI(), removing the one from SmartAI::JustAppeared to keep as much as possible of the old behavior, because JustAppeared is called on the next tick after InitializeAI
Closes#20881Closes#20771
- PvE combat is now always mutual. UNIT_FLAG_IN_COMBAT is backed by actual references to the units we're in combat with.
- PvP combat is now also tracked, and almost always mutual; spells like Vanish and Feign Death can break this rule. That means we can easily determine a list of players we're fighting.
- By extension, IsInCombatWith now has sensible behavior when invoked on nonplayers.
- Threat and combat systems are no longer the same.
- They still have an enforced relationship (threat implies combat - clearing combat clears threat)...
- ...but we can have combat without threat. A creature (with threat list) isn't considered to be engaged until it has an entry on its threat list...
- ...which means we can now faithfully replicate retail engage behavior. Combat on projectile launch - engagement start on projectile impact. Yay for progress!
- AI method refactor, as already ported in 6113b9d - `JustEngagedWith`, `JustEnteredCombat` and `JustExitedCombat`.
- Vehicle threat is now properly pooled on the main vehicle body (fixes#16542).
- Various edge case bug fixes for threat redirects (Misdirection "cancelling" Vigilance and similar).
- Target re-selection is now significantly faster.
- Fixed a ton of other smaller edge case bugs, probably.
Closes#7951 and #19998.
- Creature: update current waypoint to store nodeId and pathId
- MotionMaster: change variable type on GetMotionSlotType and GetMotionSlot to keep consistency and prevent errors (ASSERT is now no longer needed)
- UnitAI: add new waypoint hooks WaypointPathStarted and WaypointPathEnded
- SAI: handle WAYPOINT related events if creature is no escorting
* SMART_EVENT_WAYPOINT_RESUMED still not implemented for no escorting
TODO: the new hooks can save, now duplicated, logic on EscortAI and SAI
closes#20777
updates #20310
updates 21bd52cb99
There are three possible scenarios regarding regenerating health
- db lock and curhealth set to > 0
- db lock and curhealth set to 0
- dynamic lock (set in scripts and such) overriding db lock
Following the work done in #19361 this is the cleanup and improvement of the related logic of waypoint management.
Ref 28050f3#18020
(taking the good parts and ignoring the incomplete work)
- Rename JustRespawned to JustAppeared, which better matches its behavior anyway.
- Properly invoke JustAppeared for new (re-)spawns - fixes#20111.
- Fix Thaddius script to work with dynamic_spawning (mostly unrelated to the above) - Feugen/Stalagg should really be a summon group, but I don't have time to fix that right now.
- Fix default value for DynamicEscortNPC to match worldserver.conf.dist.
- 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.
* Combat/Threat rewrite (PR #19930) prep work. Mostly refactors, and a compatibility layer on ThreatManager/HostileReference that allows scripts to be changed already.
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
- 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
- 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)
- 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
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