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authorMachiavelli <machiavelli.trinity@gmail.com>2011-02-20 20:16:34 +0100
committerMachiavelli <machiavelli.trinity@gmail.com>2011-02-20 20:16:34 +0100
commite07e20ffcaf6911d4dd47e0895fbdc52c5a52f05 (patch)
treefcc0c8865a387c67b925df174e22f49820a985a0 /src/server/game/AI/ScriptedAI
parent45db1591a4959ca9d58fc40ea2294936bcf4bd10 (diff)
Core/Log: Implement log masks for debug log level, to allow selective debug output. Update your worldserver.conf.
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp28
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp18
2 files changed, 23 insertions, 23 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
index fb97feb8ab4..780b07b6352 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -178,7 +178,7 @@ void npc_escortAI::EnterEvadeMode()
{
AddEscortState(STATE_ESCORT_RETURNING);
ReturnToLastPoint();
- sLog->outDebug("TSCR: EscortAI has left combat and is now returning to last point");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has left combat and is now returning to last point");
}
else
{
@@ -225,7 +225,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
{
if (DespawnAtEnd)
{
- sLog->outDebug("TSCR: EscortAI reached end of waypoints");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI reached end of waypoints");
if (m_bCanReturnToStart)
{
@@ -236,7 +236,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
m_uiWPWaitTimer = 0;
- sLog->outDebug("TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
return;
}
@@ -252,7 +252,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
}
else
{
- sLog->outDebug("TSCR: EscortAI reached end of waypoints with Despawn off");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI reached end of waypoints with Despawn off");
return;
}
@@ -261,7 +261,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
if (!HasEscortState(STATE_ESCORT_PAUSED))
{
me->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
- sLog->outDebug("TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
WaypointStart(CurrentWP->id);
@@ -279,7 +279,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
{
if (DespawnAtFar && !IsPlayerOrGroupInRange())
{
- sLog->outDebug("TSCR: EscortAI failed because player/group was to far away or not found");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI failed because player/group was to far away or not found");
if (m_bCanInstantRespawn)
{
@@ -317,7 +317,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
//Combat start position reached, continue waypoint movement
if (uiPointId == POINT_LAST_POINT)
{
- sLog->outDebug("TSCR: EscortAI has returned to original position before combat");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has returned to original position before combat");
if (m_bIsRunning && me->HasUnitMovementFlag(MOVEMENTFLAG_WALKING))
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
@@ -331,7 +331,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
}
else if (uiPointId == POINT_HOME)
{
- sLog->outDebug("TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
CurrentWP = WaypointList.begin();
m_uiWPWaitTimer = 1;
@@ -345,7 +345,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
return;
}
- sLog->outDebug("TSCR: EscortAI Waypoint %u reached", CurrentWP->id);
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI Waypoint %u reached", CurrentWP->id);
//Call WP function
WaypointReached(CurrentWP->id);
@@ -416,14 +416,14 @@ void npc_escortAI::SetRun(bool bRun)
if (!m_bIsRunning)
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
else
- sLog->outDebug("TSCR: EscortAI attempt to set run mode, but is already running.");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI attempt to set run mode, but is already running.");
}
else
{
if (m_bIsRunning)
me->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
else
- sLog->outDebug("TSCR: EscortAI attempt to set walk mode, but is already walking.");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI attempt to set walk mode, but is already walking.");
}
m_bIsRunning = bRun;
}
@@ -468,19 +468,19 @@ void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID,
m_bCanReturnToStart = bCanLoopPath;
if (m_bCanReturnToStart && m_bCanInstantRespawn)
- sLog->outDebug("TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
{
me->GetMotionMaster()->MovementExpired();
me->GetMotionMaster()->MoveIdle();
- sLog->outDebug("TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
}
//disable npcflags
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
- sLog->outDebug("TSCR: EscortAI started with " UI64FMTD " waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = " UI64FMTD "", uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI started with " UI64FMTD " waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = " UI64FMTD "", uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
CurrentWP = WaypointList.begin();
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
index 06fb3bc667a..8b2eef48d56 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
@@ -165,7 +165,7 @@ void FollowerAI::EnterEvadeMode()
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
- sLog->outDebug("TSCR: FollowerAI left combat, returning to CombatStartPosition.");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI left combat, returning to CombatStartPosition.");
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
{
@@ -191,7 +191,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
{
if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
{
- sLog->outDebug("TSCR: FollowerAI is set completed, despawns.");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is set completed, despawns.");
me->DespawnOrUnsummon();
return;
}
@@ -202,7 +202,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
{
if (HasFollowState(STATE_FOLLOW_RETURNING))
{
- sLog->outDebug("TSCR: FollowerAI is returning to leader.");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is returning to leader.");
RemoveFollowState(STATE_FOLLOW_RETURNING);
me->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
@@ -231,7 +231,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
if (bIsMaxRangeExceeded)
{
- sLog->outDebug("TSCR: FollowerAI failed because player/group was to far away or not found");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI failed because player/group was to far away or not found");
me->DespawnOrUnsummon();
return;
}
@@ -274,7 +274,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
{
if (me->getVictim())
{
- sLog->outDebug("TSCR: FollowerAI attempt to StartFollow while in combat.");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI attempt to StartFollow while in combat.");
return;
}
@@ -296,7 +296,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
{
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
- sLog->outDebug("TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
}
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
@@ -305,7 +305,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
- sLog->outDebug("TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", pLeader->GetName(), m_uiLeaderGUID);
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", pLeader->GetName(), m_uiLeaderGUID);
}
Player* FollowerAI::GetLeaderForFollower()
@@ -324,7 +324,7 @@ Player* FollowerAI::GetLeaderForFollower()
if (pMember && pMember->isAlive() && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
{
- sLog->outDebug("TSCR: FollowerAI GetLeader changed and returned new leader.");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader changed and returned new leader.");
m_uiLeaderGUID = pMember->GetGUID();
return pMember;
break;
@@ -334,7 +334,7 @@ Player* FollowerAI::GetLeaderForFollower()
}
}
- sLog->outDebug("TSCR: FollowerAI GetLeader can not find suitable leader.");
+ sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader can not find suitable leader.");
return NULL;
}