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path: root/src/server/game/AI/SmartScripts
AgeCommit message (Expand)Author
2021-04-05Core/SAI: Added new Flags argument for SMART_ACTION_SUMMON_CREATURE (#26055)Matan Shukry
2021-02-27Core/SAI: Reserve master branch SAI action id 143Shauren
2021-02-14Core/SmartAI: AI change on charmed (#26065)Engilas
2021-02-10Core/SAI: Reserve additional param for SMART_ACTION_SUMMON_CREATUREShauren
2021-02-05Core/SAI: Reserve SmartScriptType for master branchShauren
2021-01-30Core/Creature: Allow to skip Rate.Corpse.Decay.Looted when calling SetCorpseD...Giacomo Pozzoni
2021-01-25Core/SAI: Add new action SMART_ACTION_SET_HEALTH_PCT (#25932)Giacomo Pozzoni
2020-12-30Core/SAI: Fix SMART_EVENT_FLAG_NOT_REPEATABLE flag being ignored when specify...Giacomo Pozzoni
2020-12-27Core/SmartAI: Reserve a param for SMART_ACTION_SOUND master branch specific f...Shauren
2020-12-26Core/SAI: implement new smart actions to change AI Animkits and to enable/dis...Ovah
2020-10-04Core/SAI: Fix SMART_ACTION_WP_RESUME actually pausing next waypoint if the cu...jackpoz
2020-10-04Core/SAI: Allow to debug SmartAI methodsjackpoz
2020-09-19Core/SAI: Add orientation and delay columns to waypoints table (#25472)Giacomo Pozzoni
2020-09-19Core/SAI: Fix SMART_ACTION_WP_PAUSE with 0 delay pausing the path only for 1 ...Giacomo Pozzoni
2020-09-11 Game/AI: Implement option to move a creature back to Homeposition on Evade. ...Rushor
2020-09-10Add "On" to some gossip methods in AI (#25415)Maks Szokalski
2020-09-06Core/Scripts: Remove now-unused WaypointPathStarted hook. WaypointStarted doe...Treeston
2020-09-06Core/SAI: Fix SMART_EVENT_WAYPOINT_START not being called at every waypoint c...jackpoz
2020-09-05Core/SAI: Do not allow SMART_EVENT_RESET to call SMART_ACTION_CALL_SCRIPT_RESETjackpoz
2020-09-04Core/SAI: Reduce the chance of infinite loops/stack overflows (#25398)Giacomo Pozzoni
2020-08-25Core/SAI: Implement SMART_TARGET_ACTION_INVOKER in SMART_EVENT_FRIENDLY_HEALT...Giacomo Pozzoni
2020-08-22Core/Misc: Remove whitespacejackpoz
2020-08-22Core/SAI: Remove completed timed action lists even while evadingjackpoz
2020-08-16Core/SAI: Spell casts that cannot be executed because the unit is currently c...Giacomo Pozzoni
2020-08-15Core/Unit: Make HandleEmoteCommand typesafe (#25249)Peter Keresztes Schmidt
2020-08-09Core/SAI: Fix creatures casting with flag SMARTCAST_COMBAT_MOVE not switching...Giacomo Pozzoni
2020-08-06Core/SAI: Fix creatures casting spells while moving with flag SMARTCAST_COMBA...jackpoz
2020-08-04Core/Misc: Fix static analysis issues (#25194)Giacomo Pozzoni
2020-07-29Core/SAI: Ignore SAI while evading (#25108)Giacomo Pozzoni
2020-07-27Core/WorldObject: Replace non-std::chrono SummonGameObject overloadsCarbenium
2020-07-26Core/WorldObject: Partially std::chrono-ify SummonCreature overloadsCarbenium
2020-07-18Misc: Use [[fallthrough]] attribute instead of comment to mark intentional fa...Peter Keresztes Schmidt
2020-07-12Core/DataStores: Update DBC field names to generated ones (#24999)Peter Keresztes Schmidt
2020-07-09Creature/AI: Remove SetVisible from SmartAI::InitializeAIakrom23
2020-06-24Core/SAI: do not allow the waypoint pause timer to update while in combat. (#...Rothend
2020-06-24Core/SAI: implement SMART_EVENT_SUMMONED_UNIT_DIES (82), useable by creatures...Rothend
2020-06-17Core/SmartAI: allow AreaTrigger SAI scripts to use the player triggering it a...Rothend
2020-06-16game/AI: Convert SelectAggroTarget to enum class (#24818)Peter Keresztes Schmidt
2020-06-14Core/SAI: implement SMART_ACTION_ATTACK_STOPOvahlord
2020-06-07Core/AI: refactor SpellHit and SpellHitTarget. (#24691)ForesterDev
2020-04-26Game/AI: Implement new targettype SMART_TARGET_CLOSEST_UNSPAWNED_GAMEOBJECT (...Rushor
2020-04-26Game/AI: Enable check for SMART_TARGET_GAMEOBJECT_RANGE (#24493)Rushor
2020-04-22Game/SmartScripts: Reset counter in SAI only on Initialize. (#24489)Rushor
2020-04-09Core/SAI: Allow SMART_TARGET_ACTION_INVOKER to target GameObjects (#24416)Giacomo Pozzoni
2020-04-05Core/Logs: Log full guid instead of just low guid, part 2Giacomo Pozzoni
2020-04-05Core/Logs: Log full guid instead of just low guidGiacomo Pozzoni
2020-03-31Core/DBLayer: Prevent using prepared statements on wrong databaseShauren
2020-03-07Core/AI: Fix charmed Creatures with SAI scripts not starting waypoint pathsjackpoz
2020-03-06Core/Maps: Citizens of Dalaran! Raise your eyes to the skies and observe! Any...Shauren
2020-03-05Core/SAI: Allow resetting light overrides with SMART_ACTION_OVERRIDE_LIGHTShauren