- Decoupled Unit logic: split of spell critical chance into done (caster bonuses) and taken (target bonuses), this allows to precalculate caster bonuses on aura apply and then check victim's auras on damage/healing calc
- Made static a bunch of methods (they no longer have this pointer because they are now called from periodic handlers which may or may not have an active caster in world)
- Simplified all AuraEffect bonuses into AuraEffect::_amount, no more duplicated code
- Critical chance and whether or not caster is player owned unit (for resilience calcs) is now saved one level upper, on Aura itself (it's impossible as of 3.3.5 to have different effects with different critical chances)
- Minor cleanup of SPELL_DAMAGE_CLASS_NONE and Arcane Potency (#18813) crit handling
Closes#19876
- 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.
- m_currentSpells and spell would be different in case cancelation of a channeled spell would remove the aura, and aura scripted to cast another channeled spell on remove
- In the above situation, we would lose reference of currentSpell and remove reference from wrong one, this was fixed by clearing the pointer before spell cancelation.
Closes#20172
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
* Core/Entities: Fix some weird movement due to los issues
- Made LoS check use collisionHeight instead of midsection. Value was too low.
- Gnomes will now have a breath bar more quickly than for example a tauren.
- Changes have been made to checking for ground z as well, some tweeking might be needed but removed most of the scattered +2.0f/+0.5f/we
* Add 0.05f to isInAir check in Creature::UpdateMovementFlags
* Core/Scripts: Rewrite Boss Kalecgos (Sunwell Plateau)
Scripted all spells
Corrected behavior of Spectral Blast and Curse of Boundless Agony
Removed wrong wipe behavior
Fix problem where bosses would be stuck with banish
Added Boundaries
Corrected texts
Removed old hacks
Other minor fixes
* Combat/Threat rewrite (PR #19930) prep work. Mostly refactors, and a compatibility layer on ThreatManager/HostileReference that allows scripts to be changed already.
Then it turned out that gameobject LoS is already fixed. So all this does, really, is restructure some stuff.
And remove the hack from Sapphiron because I could.
* Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup
* Use this lookup in Map:: relocation methods to update m_areaId and m_zoneId fields on WorldObject
* Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields
* Clean up liquid state handling on Unit and Player
* Hand floor's Z coord up through GetFullTerrainStatusForPosition, use it to update a new field in WorldObject, and use that to feed a new GetFloorZ call on WorldObject.
Closes#16489
* Pet/Guardian AI hook re-organizing:
- Adjust OwnerAttacked/OwnerAttackedBy hooks on CreatureAI to fire for all owned units, not just player pets. This should allow guardians to more reliably recognize valid targets.
- Kill off the AttackedBy hook. While it was defined in CreatureAI.h as virtual, it was only ever invoked for player pets in specific situations. This makes it classic developer bait.
- Adjust PetAI to use DamageTaken instead of AttackedBy.
- Adjust behavior of AttackStart on PetAI to compensate.
- 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
- 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
* Fixed corpse looting in wintergrasp
Added corpse loot for wintergrasp quests and To the Looter Go the Spoils (1166) achievement
Don't generate money for loot if no loot mode is available
Simplified few things
* Remade trajectory target selection
* Added possibility to apply conditions to trajectory spells
* Properly recalculate delay time if CMSG_UPDATE_PROJECTILE_POSITION is received
- Fixed possible exploit with tamed pets having template immunities
- Implemented binary resistances
- Corrected resistances calculations
- Pets properly inherit players spell penetration
- Fixed doubled block calculation for damaging melee spells
- Auras removing snare effects will only remove the snaring component
- Shapeshifting will properly remove movement impairing auras only and not crowd control (dragon's breath)
- Immunities are properly checked versus all schools appearing in spell, unit is immune only if immune to all schools
- Spells with melee and magic school mask should compare armor reduction with resistances and select smaller reduction
- Demonic Circle: Teleport no longer removes root effects