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-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp12
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp28
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp14
3 files changed, 27 insertions, 27 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
index fd01ee4b423..13892b25bc8 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
@@ -192,7 +192,7 @@ void ScriptedAI::DoPlaySoundToSet(WorldObject* source, uint32 soundId)
if (!sSoundKitStore.LookupEntry(soundId))
{
- TC_LOG_ERROR("scripts.ai", "ScriptedAI::DoPlaySoundToSet: Invalid soundId %u used in DoPlaySoundToSet (Source: %s)", soundId, source->GetGUID().ToString().c_str());
+ TC_LOG_ERROR("scripts.ai", "ScriptedAI::DoPlaySoundToSet: Invalid soundId {} used in DoPlaySoundToSet (Source: {})", soundId, source->GetGUID().ToString());
return;
}
@@ -263,7 +263,7 @@ void ScriptedAI::ForceCombatStop(Creature* who, bool reset /*= true*/)
void ScriptedAI::ForceCombatStopForCreatureEntry(uint32 entry, float maxSearchRange /*= 250.0f*/, bool samePhase /*= true*/, bool reset /*= true*/)
{
- TC_LOG_DEBUG("scripts.ai", "ScriptedAI::ForceCombatStopForCreatureEntry: called on '%s'. Debug info: %s", me->GetGUID().ToString().c_str(), me->GetDebugInfo().c_str());
+ TC_LOG_DEBUG("scripts.ai", "ScriptedAI::ForceCombatStopForCreatureEntry: called on '{}'. Debug info: {}", me->GetGUID().ToString(), me->GetDebugInfo());
std::list<Creature*> creatures;
Trinity::AllCreaturesOfEntryInRange check(me, entry, maxSearchRange);
@@ -404,8 +404,8 @@ void ScriptedAI::DoTeleportPlayer(Unit* unit, float x, float y, float z, float o
if (Player* player = unit->ToPlayer())
player->TeleportTo(unit->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
else
- TC_LOG_ERROR("scripts.ai", "ScriptedAI::DoTeleportPlayer: Creature %s Tried to teleport non-player unit (%s) to x: %f y:%f z: %f o: %f. Aborted.",
- me->GetGUID().ToString().c_str(), unit->GetGUID().ToString().c_str(), x, y, z, o);
+ TC_LOG_ERROR("scripts.ai", "ScriptedAI::DoTeleportPlayer: Creature {} Tried to teleport non-player unit ({}) to x: {} y:{} z: {} o: {}. Aborted.",
+ me->GetGUID().ToString(), unit->GetGUID().ToString(), x, y, z, o);
}
void ScriptedAI::DoTeleportAll(float x, float y, float z, float o)
@@ -606,7 +606,7 @@ void BossAI::_DespawnAtEvade(Seconds delayToRespawn /*= 30s*/, Creature* who /*=
{
if (delayToRespawn < 2s)
{
- TC_LOG_ERROR("scripts.ai", "BossAI::_DespawnAtEvade: called with delay of " SI64FMTD " seconds, defaulting to 2 (me: %s)", delayToRespawn.count(), me->GetGUID().ToString().c_str());
+ TC_LOG_ERROR("scripts.ai", "BossAI::_DespawnAtEvade: called with delay of {} seconds, defaulting to 2 (me: {})", delayToRespawn.count(), me->GetGUID().ToString());
delayToRespawn = 2s;
}
@@ -615,7 +615,7 @@ void BossAI::_DespawnAtEvade(Seconds delayToRespawn /*= 30s*/, Creature* who /*=
if (TempSummon* whoSummon = who->ToTempSummon())
{
- TC_LOG_WARN("scripts.ai", "BossAI::_DespawnAtEvade: called on a temporary summon (who: %s)", who->GetGUID().ToString().c_str());
+ TC_LOG_WARN("scripts.ai", "BossAI::_DespawnAtEvade: called on a temporary summon (who: {})", who->GetGUID().ToString());
whoSummon->UnSummon();
return;
}
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
index 0db25b9498e..27f3aa8ff31 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -102,7 +102,7 @@ void EscortAI::EnterEvadeMode(EvadeReason /*why*/)
{
AddEscortState(STATE_ESCORT_RETURNING);
ReturnToLastPoint();
- TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::EnterEvadeMode: left combat and is now returning to last point (%s)", me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::EnterEvadeMode: left combat and is now returning to last point ({})", me->GetGUID().ToString());
}
else
{
@@ -127,13 +127,13 @@ void EscortAI::MovementInform(uint32 type, uint32 id)
// continue waypoint movement
if (id == POINT_LAST_POINT)
{
- TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::MovementInform: returned to before combat position (%s)", me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::MovementInform: returned to before combat position ({})", me->GetGUID().ToString());
me->SetWalk(!_running);
RemoveEscortState(STATE_ESCORT_RETURNING);
}
else if (id == POINT_HOME)
{
- TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::MovementInform: returned to home location and restarting waypoint path (%s)", me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::MovementInform: returned to home location and restarting waypoint path ({})", me->GetGUID().ToString());
_started = false;
}
}
@@ -142,7 +142,7 @@ void EscortAI::MovementInform(uint32 type, uint32 id)
ASSERT(id < _path.nodes.size(), "EscortAI::MovementInform: referenced movement id (%u) points to non-existing node in loaded path (%s)", id, me->GetGUID().ToString().c_str());
WaypointNode waypoint = _path.nodes[id];
- TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::MovementInform: waypoint node %u reached (%s)", waypoint.id, me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::MovementInform: waypoint node {} reached ({})", waypoint.id, me->GetGUID().ToString());
// last point
if (id == _path.nodes.size() - 1)
@@ -172,7 +172,7 @@ void EscortAI::UpdateAI(uint32 diff)
if (_despawnAtEnd)
{
- TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: reached end of waypoints, despawning at end (%s)", me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: reached end of waypoints, despawning at end ({})", me->GetGUID().ToString());
if (_returnToStart)
{
Position respawnPosition;
@@ -180,14 +180,14 @@ void EscortAI::UpdateAI(uint32 diff)
me->GetRespawnPosition(respawnPosition.m_positionX, respawnPosition.m_positionY, respawnPosition.m_positionZ, &orientation);
respawnPosition.SetOrientation(orientation);
me->GetMotionMaster()->MovePoint(POINT_HOME, respawnPosition);
- TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: returning to spawn location: %s (%s)", respawnPosition.ToString().c_str(), me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: returning to spawn location: {} ({})", respawnPosition.ToString(), me->GetGUID().ToString());
}
else if (_instantRespawn)
me->Respawn(true);
else
me->DespawnOrUnsummon();
}
- TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: reached end of waypoints (%s)", me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: reached end of waypoints ({})", me->GetGUID().ToString());
RemoveEscortState(STATE_ESCORT_ESCORTING);
return;
}
@@ -216,7 +216,7 @@ void EscortAI::UpdateAI(uint32 diff)
{
if (!IsPlayerOrGroupInRange())
{
- TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: failed because player/group was to far away or not found (%s)", me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: failed because player/group was to far away or not found ({})", me->GetGUID().ToString());
bool isEscort = false;
if (CreatureData const* creatureData = me->GetCreatureData())
@@ -284,13 +284,13 @@ void EscortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false */,
if (me->IsEngaged())
{
- TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: %s) attempts to Start while in combat (%s)", me->GetScriptName().c_str(), me->GetGUID().ToString().c_str());
+ TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: {}) attempts to Start while in combat ({})", me->GetScriptName(), me->GetGUID().ToString());
return;
}
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
- TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: %s) attempts to Start while already escorting (%s)", me->GetScriptName().c_str(), me->GetGUID().ToString().c_str());
+ TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: {}) attempts to Start while already escorting ({})", me->GetScriptName(), me->GetGUID().ToString());
return;
}
@@ -301,7 +301,7 @@ void EscortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false */,
if (_path.nodes.empty())
{
- TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: %s) is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn (%s)", me->GetScriptName().c_str(), me->GetGUID().ToString().c_str());
+ TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: {}) is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn ({})", me->GetScriptName(), me->GetGUID().ToString());
return;
}
@@ -313,7 +313,7 @@ void EscortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false */,
_returnToStart = canLoopPath;
if (_returnToStart && _instantRespawn)
- TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: %s) is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn (%s)", me->GetScriptName().c_str(), me->GetGUID().ToString().c_str());
+ TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: {}) is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn ({})", me->GetScriptName(), me->GetGUID().ToString());
me->GetMotionMaster()->MoveIdle();
me->GetMotionMaster()->Clear(MOTION_PRIORITY_NORMAL);
@@ -327,8 +327,8 @@ void EscortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false */,
me->SetImmuneToNPC(false);
}
- TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::Start: (script: %s) started with %u waypoints. ActiveAttacker = %d, Run = %d, Player = %s (%s)",
- me->GetScriptName().c_str(), uint32(_path.nodes.size()), _activeAttacker, _running, _playerGUID.ToString().c_str(), me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::Start: (script: {}) started with {} waypoints. ActiveAttacker = {}, Run = {}, Player = {} ({})",
+ me->GetScriptName(), uint32(_path.nodes.size()), _activeAttacker, _running, _playerGUID.ToString(), me->GetGUID().ToString());
// set initial speed
me->SetWalk(!_running);
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
index 41a63754262..04057317e97 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
@@ -90,7 +90,7 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
{
if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
{
- TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: is set completed, despawns. (%s)", me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: is set completed, despawns. ({})", me->GetGUID().ToString());
me->DespawnOrUnsummon();
return;
}
@@ -131,7 +131,7 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
if (maxRangeExceeded || questAbandoned)
{
- TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: failed because player/group was to far away or not found (%s)", me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: failed because player/group was to far away or not found ({})", me->GetGUID().ToString());
me->DespawnOrUnsummon();
return;
}
@@ -163,13 +163,13 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, uint32 q
if (me->IsEngaged())
{
- TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::StartFollow: attempt to StartFollow while in combat. (%s)", me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::StartFollow: attempt to StartFollow while in combat. ({})", me->GetGUID().ToString());
return;
}
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
- TC_LOG_ERROR("scripts.ai.followerai", "FollowerAI::StartFollow: attempt to StartFollow while already following. (%s)", me->GetGUID().ToString().c_str());
+ TC_LOG_ERROR("scripts.ai.followerai", "FollowerAI::StartFollow: attempt to StartFollow while already following. ({})", me->GetGUID().ToString());
return;
}
@@ -191,7 +191,7 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, uint32 q
me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
- TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::StartFollow: start follow %s - %s (%s)", player->GetName().c_str(), _leaderGUID.ToString().c_str(), me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::StartFollow: start follow {} - {} ({})", player->GetName(), _leaderGUID.ToString(), me->GetGUID().ToString());
}
void FollowerAI::SetFollowPaused(bool paused)
@@ -246,7 +246,7 @@ Player* FollowerAI::GetLeaderForFollower()
Player* member = groupRef->GetSource();
if (member && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE) && member->IsAlive())
{
- TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::GetLeaderForFollower: GetLeader changed and returned new leader. (%s)", me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::GetLeaderForFollower: GetLeader changed and returned new leader. ({})", me->GetGUID().ToString());
_leaderGUID = member->GetGUID();
return member;
}
@@ -255,7 +255,7 @@ Player* FollowerAI::GetLeaderForFollower()
}
}
- TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::GetLeaderForFollower: GetLeader can not find suitable leader. (%s)", me->GetGUID().ToString().c_str());
+ TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::GetLeaderForFollower: GetLeader can not find suitable leader. ({})", me->GetGUID().ToString());
return nullptr;
}