Commit Graph

36283 Commits

Author SHA1 Message Date
Ovahlord
7bbc603efa Core/Spells: feign death react state cleanup 2020-07-22 17:23:58 +02:00
Treeston
0d50435008 Scripts/AzjolNerub: Clean up Hadronox to hopefully avoid any further evade issues. Tag #20310. 2020-07-22 17:22:35 +02:00
Treeston
fb83408023 Revert "Scripts/Northrend: Malygos now uses modifiable threat list when teleporting after vortex. Fixes a crash. Closes #21315."
This reverts commit 6bbc95f3a0, which is made unnecessary by 65709e1c30.
2020-07-22 17:20:20 +02:00
Treeston
8cde9455b7 Scripts/Northrend: Malygos now uses modifiable threat list when teleporting after vortex. Fixes a crash. Closes #21315. 2020-07-22 17:20:11 +02:00
Treeston
b708144ca9 Core/Threat: Custom ThreatListIterator that transparently iterates over the backing map (instead of using heap iterators) when working with the unsorted threat list. This greatly reduces the range of actions that can cause iterator invalidation.
Also some minor adjustments to .debug threat, which no longer hides certain invalid states from view.
2020-07-22 17:20:02 +02:00
Treeston
18c944cfda Scripts/Ulduar: Flame Leviathan used a very weird mixture of victim logic and REACT_PASSIVE, which broke during transition to the new system. Replaced with a working version.
Closes #21265.
2020-07-22 17:19:07 +02:00
Treeston
56773ed7f3 nopch fix 2020-07-22 17:19:03 +02:00
Treeston
18bcdbfd7d AI/SmartAI: Remove a silly incorrect piece of code that was breaking react state swaps on SAI creatures. Fixes #21353. 2020-07-22 17:18:52 +02:00
Treeston
d5816cc224 nopch fix 2020-07-22 17:18:37 +02:00
Treeston
0425a52d7e Scripts/ICC: Valithria Dreamwalker's script no longer despawns unrelated mobs in Frostwing Halls, and thus won't get them stuck in a despawned state due to linked_respawn.
Closes #21286.
2020-07-22 17:18:23 +02:00
Treeston
528953ab8f Core/Creature: Adjust SelectVictim behavior: (PR #21324)
- No more automatic combat -> threat promotion. This matches anecdotal retail behavior - spells already in transit will not cause mob to chase you if its primary target vanishes before the spell hits.
- Prevent mobbing by stopping creatures from auto-acquiring a nearby target just because the primary target vanished.
2020-07-22 17:18:01 +02:00
Treeston
c8b05e927f Combat/Threat: Now set engaged state for all units on offline reference registration (vanished/invis'd units). For non-PASSIVE units, this will immediately cause an evade.
This fixes an exploit where creating the reference as offline (by vanishing while a spell was mid-flight) you could damage a creature further without it ever engaging you.
2020-07-22 17:17:33 +02:00
Treeston
0b64a60d5c Game/AI: Remove some unused old logic.
# Conflicts:
#	src/server/game/AI/CreatureAI.cpp
2020-07-22 17:17:18 +02:00
Treeston
7c666188c1 typo 2020-07-22 17:16:50 +02:00
Treeston
f9b4dd7420 Core/Creature: add an assertion to guard against infinite loops 2020-07-22 17:16:42 +02:00
Treeston
544b6a3381 Misc: assert -> ASSERT
# Conflicts:
#	src/common/DataStores/DBCFileLoader.h
#	src/server/scripts/Commands/cs_debug.cpp
2020-07-22 17:16:21 +02:00
Treeston
84bb8a8efe Core/Threat: Assistance threat (healing, buffs, etc.) is now properly split (instead of copied) between all creatures threatened by the action. Thanks to Foereaper for help with testing, and my apologies to healers everywhere.
(No apologies for charm AI though. You deserve that one.)
2020-07-22 17:13:38 +02:00
Treeston
2d14f744dd Core/Threat: Passive creatures now properly become engaged when adding an offline threat entry. Fixes RoS and Thaddius, maybe more. Closes #21269. 2020-07-22 17:13:29 +02:00
Keader
24482e1398 Scripts/Utgarde Keep: Fixed Ingvar evade in phase 2 (again)
Closes #21264
2020-07-22 17:13:14 +02:00
Keader
c3d957f90e Scripts/Pit of Saron: Fixed Tyrannus not working after evade
# Conflicts:
#	src/server/scripts/Northrend/FrozenHalls/PitOfSaron/boss_scourgelord_tyrannus.cpp
2020-07-22 17:11:49 +02:00
Treeston
5fc74508e3 Core/Threat: Fix a potential crash that would occur in specific edge cases of AI being a bit naughty. 2020-07-22 17:11:08 +02:00
ariel-
32d189e8b7 Core/Misc: kill whitespace
# Conflicts:
#	sql/updates/world/3.3.5/2018_01_10_04_world_335.sql
#	src/server/game/Combat/ThreatManager.h
#	src/server/game/Entities/Creature/Creature.cpp
#	src/server/game/Entities/Player/Player.cpp
#	src/server/scripts/Kalimdor/boss_azuregos.cpp
2020-07-22 17:10:27 +02:00
Treeston
f91c2335f5 3dcd49e v2, slightly cheaper 2020-07-22 17:08:13 +02:00
Treeston
3b2818b143 Core/Threat: fix a potential super edge case iterator invalidation 2020-07-22 17:08:04 +02:00
Treeston
3e78cffa1c Scripts/World: New target dummy AI, because I don't trust the existing one in light of #21187.
# Conflicts:
#	src/server/scripts/World/npcs_special.cpp
2020-07-22 17:07:56 +02:00
Treeston
34ed4c5923 nopch fix
# Conflicts:
#	src/server/scripts/Commands/cs_debug.cpp
2020-07-22 17:06:48 +02:00
Treeston
635371e5f8 missing return 2020-07-22 17:06:24 +02:00
Ovahlord
458f90323f DB: fixed auth database base sql 2020-07-22 17:06:14 +02:00
Ovahlord
008bb3c7cf DB: f45c211987 followup 2020-07-22 17:04:24 +02:00
Treeston
cbec08f2b5 Scripts/Commands: New command: .debug threatinfo
# Conflicts:
#	sql/base/auth_database.sql
#	sql/old/4.3.4/auth/19_2017_06_18/2018_01_09_00_auth.sql
#	sql/old/4.3.4/world/23_2017_11_15/2018_01_09_00_world.sql
#	src/server/game/Accounts/RBAC.h
#	src/server/game/Combat/ThreatManager.h
2020-07-22 17:02:48 +02:00
Treeston
4411a5389c 9ad11e6 follow-up, prevent Halion respawn without loot
tagging #21198
2020-07-22 16:59:17 +02:00
Treeston
c328eb6b10 typo fix 2020-07-22 16:59:08 +02:00
Treeston
523059f80e Core/Threat: Fix a potential exploit allowing players to damage a boss without them taking damage.
Scripts/Halion: General cleanup of old hacks no longer needed under new combat system.
2020-07-22 16:59:00 +02:00
Treeston
b733bde3bb Core/Threat: only send periodic threat list updates while unit is engaged 2020-07-22 16:58:41 +02:00
Treeston
aa9f8ef96b Revert "Scripts/Commands: Allow to use .tele in combat only to GMs"
This reverts commit 3ae5b72075 - see discussion on commit.
2020-07-22 16:58:32 +02:00
jackpoz
936d88c2ca Scripts/Commands: Allow to use .tele in combat only to GMs
Allow to use .tele in combat only to players who can be GMs (even if they have .gm off)
2020-07-22 16:58:09 +02:00
Treeston
3d9ad131ee Core/Combat: Some more sanity check asserts to try and track down #21187.
Also, some anti-annoyance treatment for dot tele.

# Conflicts:
#	src/server/game/Combat/CombatManager.h
#	src/server/game/Combat/ThreatManager.h
#	src/server/scripts/Commands/cs_tele.cpp
2020-07-22 16:57:59 +02:00
Treeston
be3a81ac55 Core/Combat: some more detailed assertions to possibly shed light on #21187. 2020-07-22 16:56:59 +02:00
Ovahlord
65a7ba597f Core/Combat: added missing files 2020-07-22 16:56:31 +02:00
Treeston
c1237c788b Core/Map: Fix a crash that could happen if a player moved very far away from a creature they were in combat with. Closes #21177. 2020-07-22 16:52:02 +02:00
Moein
d82abd8256 MovementInform should overrides 2020-07-22 16:51:52 +02:00
Ovahlord
4f9058a331 DB: 9f9507e6a1 followup 2020-07-22 16:51:38 +02:00
Treeston
4fd7d9aa00 Core/Misc: A variety of clean-up changes, mostly following up on 532ab1c to fix legacy bugs exposed by it:
- Triggers can no longer have a threat list (this may expose some ugliness in old legacy scripts)
- Threat entries are forced to OFFLINE if the AI refuses to attack the target
- Clean up passive creature evade behavior to be more consistent
- Fix a months old issue in spawn group management that would cause "Inactive" to incorrectly show in .list respawns for system groups outside of map 0
- Valithria script cleanups, remove old hacks and make it work with the new system. Closes #21174.
- Some strings cleanup

# Conflicts:
#	sql/old/4.3.4/world/23_2017_11_15/2018_01_04_00_world.sql
#	src/server/scripts/Northrend/IcecrownCitadel/boss_valithria_dreamwalker.cpp
2020-07-22 16:50:54 +02:00
Treeston
20a9a8d934 nopch fixes 2020-07-22 16:49:58 +02:00
Treeston
942c3a77da Core: Combat/threat system rewrite (PR #19930)
- 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.
2020-07-22 16:49:37 +02:00
Ovahlord
280b8dc799 Fixed build 2020-07-22 15:21:50 +02:00
Treeston
2cc36c5eec Core/AI: UnitAI.h trimming part two. WaypointX methods kicked upstairs to CreatureAI.h. 2020-07-22 15:11:26 +02:00
Ovahlord
85884c49bf Core/AI: followup 2020-07-22 15:11:00 +02:00
Treeston
b031f55f21 Core/AI: Kick Gossip functions upstairs, from UnitAI to CreatureAI - they only make sense for Creatures anyway.
Also change a very ugly hack in GetDialogStatus. Ew.

# Conflicts:
#	src/server/game/AI/CoreAI/GameObjectAI.h
#	src/server/game/Entities/Player/Player.cpp
#	src/server/game/Quests/QuestDef.h
2020-07-22 15:10:28 +02:00
Treeston
7d361cc25c Core/Spell: Remove some leftover hack code from ::EffectSanctuary pertaining to vanish. None of this code did anything anymore.
# Conflicts:
#	src/server/game/Spells/SpellEffects.cpp
2020-07-22 15:08:14 +02:00