Commit Graph

446 Commits

Author SHA1 Message Date
Treeston
a23c97a0fc Scripts/World: New target dummy AI, because I don't trust the existing one in light of #21187. 2018-01-09 23:34:50 +01:00
Treeston
532ab1c7f8 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.
2018-01-03 20:04:19 +01:00
Treeston
100ecf69f1 nopch fix 2 for d507a7e 2018-01-01 15:27:51 +01:00
tkrokli
f6b6f57a6d Update copyright note for 2018
Best wishes for the new year.
2018-01-01 01:55:29 +01:00
Treeston
6113b9dec2 Core/AI: Some more refactoring prep for #19930. CreatureAI::EnterCombat is now called CreatureAI::JustEngagedWith. There's also two new methods on UnitAI, though they're never invoked right now. 2017-12-31 03:23:42 +01:00
Treeston
d507a7e338 [3.3.5] CastSpell unclusterfucking (that's a word now) (#21123)
Core/Spell: The giant CastSpell unclusterfucking (that's a word now) of this generation.

- CastSpell now always takes three arguments - target, spellId, and a struct containing extra arguments
- This struct (CastSpellExtraArgs, see SpellDefines.h) serves as a conglomerate of every previous combination of the 20 billion different CastSpell overloads, all merged into one
  - It has some great utility constructors - check them out! All of these can be used to implicitly construct the ExtraArgs object.
- A gajillion refactors to make everything behave the way it always has
2017-12-30 20:28:41 +01:00
jackpoz
12701cb0c6 Core/Misc: Replace time(NULL) with GameTime::GetGameTime() 2017-12-24 22:50:59 +01:00
Shauren
95ea4b5090 Scripts/Events: Fixed memory leak in npc_bountiful_table added in 75df296bb6 2017-11-25 22:33:15 +01:00
Aokromes
59e94fd9bb Misc: More cleanup 2017-11-25 02:39:27 +01:00
ccrs
5241c1ad71 Fix build 2017-11-22 20:40:45 +01:00
ccrs
299323ce5d Scripts/World: update guard scripts
Also remove deprecated method from Creature
2017-11-22 20:11:22 +01:00
sirikfoll
6e7e43172e Core/Scripts Fix issues with Midsummer's Ribbon Pole
Closes #6876

Fixed achievement Burning Hot Pole Dance
Update scripts for quest Torch Tossing, using all correct spells and timers
Updated script register model
2017-11-17 23:41:11 -02:00
Killyana
7fd8603ec5 Creature/script: Add locales to innkeepers gossip options 2017-11-16 18:35:58 +01:00
Killyana
4455c50447 Gameobject/Script: Remove outdated script
Ref 04da37c4fb
2017-11-16 17:26:34 +01:00
jackpoz
97f33dc779 Core/Misc: Fix static analysis issues 2017-11-11 20:27:30 +01:00
Wyreth
0811067c0f Script/Trainer: move alchemy specialization-related script to DB and fix some wrong texts 2017-10-30 00:55:30 +01:00
PolarCookie
cfc09449fd Scripts/Quest: The Missing Diplomat part 14 (ID 1265) 2017-10-29 23:56:21 +01:00
Wyreth
17143938d7 Scripts/World: move Leviroth's item_script to SAI 2017-10-21 11:54:12 +02:00
Kittnz
f909d4f195 Event/Brewfest: Fix logic for Brewfest Music
Closes #20589
2017-10-18 18:26:56 +02:00
ccrs
7fff83d675 Core/Movement: waypoint movement (#20121)
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)
2017-08-12 01:40:25 +02:00
Treeston
c7896f3102 Core/Unit: For convenience, explicitly redirect CastSpell with nullptr as first argument to the Unit* overloads. No more ->CastSpell((Unit*)nullptr, ...) all over the place! 2017-07-21 18:02:48 +02:00
treeston
74af880217 Hi, I'm Treeston, and welcome to Combat PR Prep Refactors.
Today, we're moving UNIT_FLAG_IMMUNE_TO_PC and UNIT_FLAG_IMMUNE_TO_NPC to higher-level abstraction so combat manager can react to it.
New methods on Unit:
- void SetImmuneTo<All/PC/NPC>(apply, keepCombat = false);
- bool IsImmuneTo<All/PC/NPC>() const;
2017-07-09 02:07:29 +02:00
Keader
3aadb72eaa Build fix 2017-07-08 13:13:01 -03:00
Keader
e254ebebbe Core/Custom: Fixed SPELLMOD_COOLDOWN exploit on Duel Reset system
Followup 0048d4b618
Closes #17419
2017-07-08 13:08:50 -03:00
Keader
0048d4b618 Core/Custom: Fixed Duel Reset Exploits
Close #17419
*Fixed exploit with SPELLMOD_COOLDOWN
*Fixed exploit with some items (like Sylvanas' Music Box)
*Little cleanup
2017-07-01 16:56:30 -03:00
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-
2335b9de1a Core/AI: segregate GameObject ReportUse from normal Use (lock open/normal click)
Closes #19819
2017-06-06 17:57:04 -03:00
ForesterDev
abea8bf4cb Core/Defines: define faction templates and replace magic numbers from scripts 2017-05-23 12:30:27 +02:00
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-
4c4dca6d69 Core/Misc: camelize GetFaction/SetFaction properly 2017-04-28 18:37:38 -03:00
ccrs
229444b74a Core/Misc: cleanup SetInFront uses
Set in front modifies only the serverside orientation, use with care.
Also check for current focus to prevent things like incorrect damage on casting creatures (ie dragon breath direction change in your face because of some taunt missclick)
2017-04-27 15:34:01 +02:00
Chaouki Dhib
a1f2f30c14 Core/Spells: fix wrong distance calculations in AoE spells [Needs testing] (#16290)
Core/Spells: Fix wrong distance calculations in AoE spells.
Pull request #16290 by chaodhib.
God bless, finally.
2017-03-23 00:43:04 +01:00
ariel-
804257b99a Core/Scripts: converted Argent Tournament pennants to AI
Closes #14616
2017-03-07 13:33:19 -03:00
Shauren
a1b622e9cc Core/Unit: reduce differences between branches
Very partial cherry pick of:

Core/Units: Updated melee/spell hit chance calculation
(cherry picked from commit 61c7161a10)
2017-03-06 21:37:46 -03:00
xinef1
7567cafec8 Ensure that all actions are compared to fixed point in time (ie. world update start) (#18910)
- Actions will not be dependent on processing moment
- Increased GameObjects cooldown resolution to milliseconds, fixes arming time of traps to be exactly one second and not something from range (1000, 1999)
- Created GameTime namespace and UpdateTime class and moved there some code out of world
2017-03-01 22:19:25 -03:00
jackpoz
6940071994 Core/Misc: Fix static analysis issues 2017-02-25 15:54:11 +01:00
ariel-
eac9c1f0b9 Core/Scripts: fix Nightfall proc chance and reduce it for victims with level above 60
Closes #15734
2017-02-21 22:38:30 -03:00
Kittnz
495339a2c7 Script/GO: Alliance Bell, Horde Bell and Karazhan Bell will now send a bell sound on the start of each hour. (#19145)
* Script/GO: Alliance Bell, Horde Bell and Karazhan Bell will now send a bell sound on the start of each hour.

How many times it rings depence on the hour.

* fix little things from pr comments

* Added OnGameEvent

* Fix braces

* almost finished

* fix enum

* Add gameobjects to the game event

Fix override for InitializeAI

* enum squash

* remove braces

* Rename 9999_99_99_99_world.sql to 2017_02_19_01_world.sql
2017-02-19 20:47:40 +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
tkrokli
6a51a88767 Update Copyright notice for 2017
Happy new year!
2017-01-02 19:52:45 +01:00
sirikfoll
75df296bb6 Scripts/Events Implement Pilgrim's Bounty Bountiful Table 2016-12-19 12:30:43 -02:00
Gustavo
7e0a616657 Core/Misc Remove WhiteSpaces (#18379) 2016-12-02 02:23:02 +01:00
ccrs
4bc60e650d Scripts/BlackTemple: minor cleanup and corrections after recent PRs
plus a ninja tabs to spaces cleanup
2016-11-30 14:05:07 +01:00
Kittnz
e0c2482fa1 Core/Event: Change Midsummer Music container to vector 2016-10-14 18:37:49 +02:00
Kittnz
30a3a93ef9 Core/Event: Change Midsummer Music to search grid only 2016-10-14 18:05:06 +02:00
Kittnz
eee7fa3fa7 Core/Scripts: Initialize rnd and remove where it was not needed 2016-10-08 16:43:08 +02:00
Kittnz
963278459a Core/Event: Pirate Day Music during the event 2016-10-08 15:49:18 +02:00
Kittnz
e3560f3f51 Core/Event: Add Darkmoon Fair Music during the event 2016-10-08 15:43:13 +02:00