Treeston
9304e496cb
Core/Misc: Some refactoring, #23603 prep: ( #23676 )
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- Split SpawnMetadata off from SpawnData
- No longer allocate Creature/Gameobject objects in ObjectGridLoader just to check their typeid and delete them afterwards
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com >
2020-02-08 20:22:37 +01:00
Keader
5fa77744e4
nopch build fix
2020-02-06 18:34:07 -03:00
Keader
ddd1a3c1ef
Game/Battlegrounds: Fixed Position and Rotation of Alterac Valley Gates
2020-02-06 18:09:17 -03:00
Sorikoff
e10239311c
Scripts/Spells: Gift of the Harvester ( #24111 )
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* Scripts/Spells: Gift of the Harvester
* Scripts/Spells: nopch
* Scripts/Spells: nopch
* Scripts/Spells: validate
* Rename 9999_99_99_99_world.sql to 2020_02_01_03_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com >
2020-02-01 14:55:16 +01:00
funjoker
6c85964065
Sync broadcast_text naming ( #24102 )
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* Sync broadcast_text naming
official namings for broadcast_text
* Rename 2020_01_24_00_world_335.sql to 2020_02_01_02_world_335.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com >
2020-02-01 14:52:59 +01:00
ForesterDev
ba1e5cd413
Core/PacketIO: convert some packets to to new packet class ( #24100 )
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* Core/PacketIO: updated SMSG_INVALIDATE_PLAYER, SMSG_BINDER_CONFIRM, SMSG_BIND_POINT_UPDATE, SMSG_PLAYER_BOUND and SMSG_LOGIN_SET_TIME_SPEED
* small corrections
2020-02-01 14:49:38 +01:00
Giacomo Pozzoni
a9e534762f
Core/Movement: Fix WaypointMovementGenerator ignoring EscortAI::SetEscortPaused() on Gossip Hello ( #24005 )
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Fix WaypointMovementGenerator ignoring EscortAI::SetEscortPaused() when talking to a NPC, scheduling a 3 minutes pause on the WaypointMovementGenerator even if it was already disabled with no timer, waiting for the player to select a gossip entry to resume the movement.
2020-02-01 14:47:06 +01:00
ForesterDev
573ddf4d22
Core/Items: implement some helper methods for easier readability ( #24113 )
2020-02-01 14:45:58 +01:00
Sorikoff
8c443ae39f
Scripts/Borean Tundra: Iruk ( #24117 )
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* Scripts/Borean Tundra: Iruk
* Apply suggestions from code review
Co-Authored-By: Trond B. Krokli <38162891+illfated@users.noreply.github.com >
* Update 9999_99_99_99_world.sql
* Rename 9999_99_99_99_world.sql to 2020_02_01_01_world.sql
Co-authored-by: Trond B. Krokli <38162891+illfated@users.noreply.github.com >
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com >
2020-02-01 14:41:44 +01:00
Sorikoff
74d19691a5
Scripts/The Barrens: Beaten Corpse ( #24124 )
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* Scripts/The Barrens: Beaten Corpse
* Rename 9999_99_99_99_world.sql to 2020_02_01_00_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com >
2020-02-01 14:40:34 +01:00
Killyana
c86d4404c8
DB/Creature: Plagued Dragonflayer Tribesman & Plagued Dragonflayer Rune-Caster & Plagued Dragonflayer Handler
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Closes #24122
2020-01-30 21:11:29 +01:00
Ovah
f0485cea39
Core/Scripting: fixed build. Re-enable ModifyVehiclePassengerExitPos for CreatureScript to allow scripted creatures that already have an AI to benefit from its functionality as well
2020-01-28 06:12:42 +01:00
Ovah
ebf116e6a3
Core/AI: call ModifyVehiclePassengerExitPos for CreatureScripts since the hook is available for that class as well
2020-01-28 05:48:10 +01:00
Killyana
0ec2a5fd74
Spell/Script: Fix Prison chain for Unworty Initiate
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Closes #24089
The spell 54613 is not used in the game
2020-01-27 02:49:36 +01:00
Sorikoff
13c81f55e3
Scripts/Ebon Hold: How To Win Friends And Influence Enemies ( #24090 )
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* Scripts/Ebon Hold: How To Win Friends And Influence Enemies
* Scripts/Ebon Hold: Improve SQL!
* Scripts/Ebon Hold: Final touch
* Scripts/Ebon Hold: Actually final touch
* Rename 9999_99_99_99_world.sql to 2020_01_26_04_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com >
2020-01-26 21:15:39 +01:00
Sorikoff
552a638e31
Scripts/Borean Tundra: Plug the Sinkholes ( #24085 )
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* Scripts/Borean Tundra: Plug the Sinkholes
* Scripts/Borean Tundra: Improve SQL
* Scripts/Borean Tundra: Remove item script
* Rename 9999_99_99_99_world.sql to 2020_01_26_03_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com >
2020-01-26 21:15:00 +01:00
Kittnz
b0db728c49
Core/GameObject: Add infinite visibility GameObject check ( #24074 )
2020-01-23 15:33:09 +01:00
Ovah
78c1216bcf
Core/Movement: improved RandomMovementGenerator wait handling to get closer to retail behaivior ( #24093 )
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* according to observations Blizzard is letting creatures do 2 up to 10 spline movements right after each other before waiting for a couple seconds
2020-01-22 22:19:42 +01:00
Kelno
d0efd76c92
Core/Maps: cosmetic correction on comment ( #24096 )
2020-01-22 21:34:24 +01:00
Ovahlord
01584cb0b9
Core/Movement: reset position update interrupt info after the interrupt checks have been executed
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* for discussion see: 02daf1bf3a (r36916229)
2020-01-22 20:40:09 +01:00
Ovah
02daf1bf3a
Core/Movement: properly fix aura interrupts during movement ( #24068 )
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We want our movement to be fully updated before even thinking about interrupting anything. The old logic was updating positions, interrupting stuff and afterwards updating movement generators. This way we were ending up with false interrupts.
properly fixes #22908
2020-01-22 13:32:38 +01:00
jackpoz
d293dd3782
Core/MMaps: Handle path on same position
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Handle path on the same polygon between 2 very close positions as a normal path.
2020-01-20 22:48:25 +01:00
Giacomo Pozzoni
67d9d04d63
Core/PathGenerator: Fix path generator returning shortcuts when start and end are on the same polygon ( #24083 )
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* Core/PathGenerator: Fix path generator returning shortcuts when start and end are on the same polygon
Second try of handling paths on same poly in a better way than just building a shortcut
* Fix movement generators using paths with start/end positions far from mmap polygons
* Include flag PATHFIND_FARFROMPOLY even with a normal path if start or end were far away from mmap poly
2020-01-20 08:15:31 +01:00
Killyana
c1580108f6
DB/Quest: Convert Reports from the Field to SAI
2020-01-19 22:25:56 +01:00
NoName
50d9d9196d
Core/Gameobject: Rename GO_STATE_ACTIVE_ALTERNATIVE to GO_STATE_DESTROYED ( #24062 )
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* Step 1: Rename GO_STATE_ACTIVE_ALTERNATIVE to GO_STATE_DESTROYED
* Update src/server/shared/SharedDefines.h
Co-Authored-By: Trond B. Krokli <38162891+illfated@users.noreply.github.com >
Co-authored-by: Trond B. Krokli <38162891+illfated@users.noreply.github.com >
2020-01-19 17:51:30 +01:00
Sorikoff
bfac09bbcf
Scripts/Quests: Reports from the Field ( #24075 )
2020-01-19 16:45:05 +01:00
Sorikoff
07c0bfe11b
Scripts/Violet Stand: Warmages ( #24084 )
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* Scripts/Violet Stand: Warmages
* Rename 9999_99_99_99_world.sql to 2020_01_19_02_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com >
2020-01-19 16:36:27 +01:00
Sorikoff
f20b147c71
Scripts/Transitus Shield: Warmages ( #24082 )
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* Scripts/Transitus Shield: Warmage
* Scripts/Transitus Shield: SQL fix
* Scripts/Transitus Shield: improve SQL
* Rename 9999_99_99_99_world.sql to 2020_01_19_01_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com >
2020-01-19 16:35:28 +01:00
jackpoz
9f8477cd11
Core/PathGenerator: Temporarily revert 29bf280e34
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Temporarily revert 29bf280e34 since our recast implementation always expects a path to have different polygons.
A proper fix will be implemented later on, splitting a path with 1 single polygons in smaller steps in a similar way of how FindSmoothPath() works
2020-01-18 20:24:26 +01:00
jackpoz
c1df161e1d
Scripts/Ulduar: Fix Ominous Clouds movements
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Fix Ominous Clouds being only clockwise, now they move both clock and counter-clock wise.
Add a workaround for GenericMovementGenerator not handling correctly cyclic splines started by MoveCirclePath(), stopping the movement after a single round. The workaround code can be removed once the bug in GenericMovementGenerator is fixed.
2020-01-17 23:05:25 +01:00
NoName
b3b7f0761d
Core/Spells: SPELL_AURA_48 implementation ( #24054 )
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by xvwyh
2020-01-17 16:50:50 +01:00
Killyana
8942142286
Spell: "Fierce Lightning Stike" must hit only one target
2020-01-17 01:12:43 +01:00
Killyana
4a6ecbaec5
DB/Quest: Convert the quest "Missing in Action" to SAI
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Closes #24030
2020-01-15 16:08:59 +01:00
Shauren
e660c8bc19
Scripts: Fix rbac permission for skipping default boss sequencing check
2020-01-14 23:53:08 +01:00
Kelno
2b024e8fbf
Fixed PvP Combat timer never getting refreshed ( #24058 )
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* Fixed PvP Combat timer never gets refreshed while meleeing
* Apply Treeston feedback
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com >
2020-01-14 21:16:23 +01:00
Regigicas
1369620436
Core/SAI: Fix SMART_ACTION_SET_MOVEMENT_SPEED behavior ( #24059 )
2020-01-14 20:02:18 +01:00
Giacomo Pozzoni
039534d1db
Scripts/Ulduar: Attempt to fix Yogg-Saron not evading on wipe ( #24055 )
2020-01-14 19:57:16 +01:00
Alan Deutscher
a0c07655eb
Scripts/Spells: fix Turkey Timer duration ( #24048 )
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* spell_gen_turkey_marker::OnPeriodic: Pop expired stack timestamps from tracking list.
* Be a bit more explicit about the data type of removedCount.
* Formatting nudge.
* Remove brackets.
2020-01-14 19:49:32 +01:00
xvwyh
d4ba47a76e
Core/DynamicObjects: Restore the ability of DynamicObjects to be world objects which was accidentally removed in f0f4a620fb breaking Far Sight ( #24046 )
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Fixes #17081
2020-01-14 19:42:30 +01:00
ccrs
330cbb55fb
Scripts/ICC: include missing call from UnitAI::JustExitedCombat override in npc_green_dragon_combat_trigger
2020-01-12 00:14:45 +01:00
Shauren
c188d4db85
Scripts/Icecrown Citadel: Removed unneccessary combat hacks from Valithria Dreamwalker
2020-01-11 23:49:33 +01:00
Ovahlord
87c79c9485
Core/Events: allow to override holiday durations and correct Lunar Festival duration down to 2 weeks
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* the new field must be set for every new holiday date entry to take effect if you want to override the duration of the given
2020-01-11 23:00:38 +01:00
jackpoz
33e4d4cd05
Scripts/Misc: Fix static analysis issues.
2020-01-11 22:56:08 +01:00
Killyana
a149261e94
Quest/Scripts: Remove some hacks from "Trolls Is Gone Crazy!"
2020-01-09 23:10:46 +01:00
Giacomo Pozzoni
29bf280e34
Core/PathGenerator: Fix path generator returning shortcuts when start and end are on the same polygon ( #24036 )
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* Core/PathGenerator: Fix path generator returning shortcuts when start and end are on the same polygon
Fix path generator returning shortcuts when start and end are on the same polygon by handling this case as if start and end were on 2 different polygons. This will ensure BuildPointPath() gets called which calls FindSmoothPath(), making sure each step is not longer than SMOOTH_PATH_STEP_SIZE (4 yards)
* Change ingame cast error message to SPELL_FAILED_NOPATH from SPELL_FAILED_OUT_OF_RANGE if the generated path is too long
2020-01-09 19:38:45 +01:00
Keader
1bdc792559
Scripts/Blood Furnace: Fixed Broggok reset issues and some little improvements
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Closes #23658
2020-01-07 23:09:59 -03:00
Giacomo Pozzoni
37ffdc05b2
Scripts/Misc: Fix build warnings
2020-01-07 08:28:21 +01:00
Killyana
434cdb1fa0
DB/Spawns: Remove "Hand of the Deceiver" spawns as summoned by a script
2020-01-05 22:16:01 +01:00
Killyana
10ba39e626
Creature/Script: Add text target for npc_shadowfang_prisoner
2020-01-03 15:55:26 +01:00
Shauren
677834dca7
Core/SAI: Add missing break (fixes incorrect db errors)
2020-01-03 13:44:42 +01:00