Age | Commit message (Collapse) | Author |
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quest accept
Closes #31120
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creature_template table to creature_template_difficulty (#28931)
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respective npc flags (#28508)
* UNIT_NPC_FLAG_AREA_SPIRIT_HEALER
* UNIT_NPC_FLAG_2_AREA_SPIRIT_HEALER_INDIVIDUAL
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UNIT_NPC_FLAG_2_AREA_SPIRIT_HEALER_INDIVIDUAL
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and control them via conditions (#28159)
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compatible api)
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* Core/Misc: Improvement item durability repair logic.
* Move item repair cost calculation logic from Player::DurabilityRepair to Item::CalculateDurabilityRepairCost
* Make item repair cost calculation more congruent with client logic (std::round)
* Do not repair items if player does not have enough money to pay for the repair of all items at once
* Withdrawing money from guild bank only once to avoid spam in the guild bank log and reduce number of transactions in the database
Closes #25937
* Fix build
* Remove unnecessary scope
* Fix visual studio warning and one more check for reliability
(cherry picked from commit 3cef126d0a449219f154a6498d26831f86220dfa)
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* Core/Creature: Add new db field InteractionPauseTimer
Add new db field InteractionPauseTimer to allow to define different interaction pause timers for each creature (the previous system was a global setting in worldserver.conf Creature.MovingStopTimeForPlayer)
* Set all columns in creature_template_movement as optional (can be NULL, default NULL). Fill only the columns that should override the default C++ value
* Use the InteractionPauseTimer value throughout the code instead of Creature.MovingStopTimeForPlayer
* Handle InteractionPauseTimer set to 0 as "don't stop at all"
* Implement InteractionPauseTimer in creature_movement_override
creature_movement_override allows NULL values, in which case the values from creature_template_movement will be used for those columns that are NULL, falling back to default C++ values if creature_template_movement has NULL values too (or no rows for the creature)
* Read default InteractionPauseTimer from worldserver.conf
* Rename 2021_99_99_99_world.sql to 2021_01_22_00_world.sql
(cherry picked from commit a22bc236ebc038c723774e5b38cd93e814ccc43d)
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* Add "On" to some methods
* Update npc_innkeeper.cpp
* Update zone_borean_tundra.cpp
(cherry picked from commit 41188eb535e445b73909659980257da2939e4be4)
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spells and stable size 200)
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Closes #26599
(cherry picked from commit 4acd6e1d3821931ad3c2355c10e1ec4da6e3fb64)
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(cherry picked from commit 22a5b0fcde8f04af5ed860eeb8f6b4a59e65b723)
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* Core/Pet: Attempt to fix an assertion triggered when re-summoning the current pet
* Core/Pet: Attempt to fix an assertion triggered when stabling a pet while in a vehicle
* Core/Pet: Attempt to fix an assertion triggered when stabling a pet and casting spell 6962
* Core/Pet: Attempt to fix an assertion triggered when casting spell 6962 while being dead
* Core/Pet: Attempt to fix an assertion triggered when summoning a pet while on vehicle 34775
* Handle cases in a generic way
* Code cleanup
* Core/Pet: Attempt to fix an assertion triggered when summoning a pet while on vehicle 34775 with a new character
(cherry picked from commit e203ecda88a327c4e93588f39cc4ffdcf99b30f7)
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* Core/Pets: Pet management refactoring
* Preload basic pet data on character login with async query
* Load additional pet data (declined names/auras/spells/cooldowns) using async query after we are sure pet loading will succeed
* Remove all select queries related to pet stable/unstable
* Remove all silent pet deletions except explicit UI-triggered abandons
* Fixed displaying stable master content when current pet is not summoned
* Allow to stable/swap unsummoned current pet
Closes #3610
Closes #21266
(cherry picked from commit 5c1fc5e3876549f5ed2b9051fffb6f3d94a67d7a)
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(cherry picked from commit ddf16ae4d9eff6e849618bb6c5a00603f26daa93)
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ones (#24999)
(cherry picked from commit c92950b3e1f6366d85d707365a8ad2caddafeecc)
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uint8 GetLevel()
uint8 GetLevelForTarget(WorldObject const* /*target*/)
void SetLevel(uint8 lvl)
uint8 GetRace()
uint32 GetRaceMask()
uint8 GetClass()
uint32 GetClassMask()
uint8 GetGender()
(cherry picked from commit 5c09ff51f7015b775def8d5cc1f678eaef37200f)
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port
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remove home position set from creature PauseMovement, and use it when necessary
change log level on DelayedDelete
(cherry picked from commit cd4775420a4894012616d54467eb3827430245b5)
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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)
(cherry picked from commit 7fff83d67526efff63867d41b9e036a19a9287b3)
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- 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)
(cherry picked from commit f913f3bb8977c127d200d5d4a608ab434b21bbcd)
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(cherry picked from commit 4c4dca6d694bd1064b403a31a5b1c776a326f3ce)
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despawning, and few others (#18998)
* Made some changes to kiting mechanics, simplified code and made taunt auras prolong combat no matter the distance from the spawn
Unified some creature despawning code, removed some brutal direct calls in scripts
Don't play death anim on forced despawn
Removed some redundant visibility changes on creature despawn
Fixed possible problem with pet initializing template info from difficulty greater than normal
Properly keep UNIT_FLAG_IN_COMBAT on UpdateEntry call
Moved RegenerateMana function to general Regenerate(Power) function
Fixed increased health regeneration from polymorph for pets
Implemented CREATURE_TYPE_FLAG_GHOST_VISIBLE, those creatures will be properly seen when player is dead also
Removed hackfix from Gaeriyan and Franclorn Forgewright, fixed properly
Simplified ForcedRespawnTime code in ForcedDespawn
Do not allow to assist unit while evading or when enemy is evading
Do not allow to attack other units when evading or when the unit is evading
Corrected distance checking code before creature is allowed to evade, should fix some common problems
Properly return summon position for summoned creatures as their respawn position
Properly stop all moving units on gossip hello, no matter their npc flags
(cherrypicked from e1f14215d86fc9f0cd041f0e87bf0a689c086329)
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Changes list:
- Added CharacterGuidByNameContainer which contains name -> guid unordered map (updated along CharacterInfo)
- Extended CharacterInfo structure with GuildId
- Extended CharacterInfo structure with ArenaTeamId[3], for all possible teams (2v2, 3v3, 5v5)
- Removed CHAR_SEL_GUID_BY_NAME and CHAR_SEL_CHAR_GUID_BY_NAME synchronous queries, name -> guid can be now retrieved in World::GetCharacterGuidByName
- Removed CHAR_SEL_GUID_RACE_ACC_BY_NAME synchronous query, guid can be retrieved by name and rest of the data can be retrieved by guid
- Removed CHAR_SEL_CHAR_LEVEL synchronous query, level can be retrieved by guid
- Changed CHAR_SEL_CHARACTER_ACTIONS_SPEC to asynchronous query, action bars are now loaded asynchronously
- Removed CHAR_SEL_CHARACTER_NAME_CLASS synchronous query, guid can be retrieved by name and rest of the data can be retrieved by guid
- Removed CHAR_SEL_PLAYER_ARENA_TEAMS and CHAR_SEL_ARENA_TEAM_ID_BY_PLAYER_GUID synchronous queries, arena teams are now stored in CharacterInfo
- Replaced synchronous db calls with CharacterInfo lookups
- Removed ObjectMgr::GetPlayerGUIDByName, as it used db query
- Replaced some unnecessary UpdateObjectVisibility() calls because they were either duplicated (called few lines above in other function) or it is enough to call DestroyForNearbyPlayers because object is being removed or should be invisible and DestroyForNearbyPlayers is faster
- Corrected typo in Player::DestroyForPlayer, only items in slots 0 to EQUIPMENT_SLOT_END are sent to other players
- Renamed Player::GetGuildIdFromDB to Player::GetGuildIdFromCharacterInfo and changed the function to use CharacterInfo structure
- Renamed Player::GetArenaTeamIdFromDB to Player::GetArenaTeamIdFromCharacterInfo and changed the function to use CharacterInfo structure
- Renamed Player::GetLevelFromDB to Player::GetLevelFromCharacterInfo and changed the function to use CharacterInfo structure
- Removed GameEventMgr::_questToEventLinks and associated functions, eventId is now stored in Quest class under _eventIdForQuest variable
- Changed some functions checking quest status to use other functions for quest status check instead of duplicating code
- Removed callback from add friend, because we can get the guid from appropriate storage, no need to make db query
- Removed callback from add ignore, because we can get the guid from appropriate storage, no need to make db query
- Added callback to unwrap wrapped items asynchronously
- Removed synchronous select in tutorials to check if we have any entries in db, if any entry exists in db, m_TutorialsChanged variable will have TUTORIALS_FLAG_LOADED_FROM_DB flag added and it is no longer necessary to query database
(cherrypicked from b955456008191e60b6bda1f22e3486a3792b08db)
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auto happy = new year(2019);
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graveyard_zone.ID
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auto happy = new year(2018);
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directly from CMSG_TRAINER_LIST
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and fix trainer exploit (#20085)
* Implement mail check
* Implement CloseInteraction packet
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