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2025-11-15Core/Misc: Add missing includesShauren
2022-10-04Scripts/Instances: Add dungeon encounter dataShauren
2022-03-12Core/AI: Add DamageEffectType and SpellInfo parameters to ↵Giacomo Pozzoni
UnitAI::DamageTaken (#26787) * Core/AI: Add DamageEffectType and SpellInfo parameters to UnitAI::DamageTaken * Update scripts (cherry picked from commit 0800ab20a8039620fd271a43c173c008af68c22a)
2022-02-13Core/Misc: Cleanup unused includesShauren
2022-01-06game/AI: Convert SelectAggroTarget to enum class (#24818)Peter Keresztes Schmidt
* game/AI: Convert SelectAggroTarget to enum class * game/AI: Rename SelectAggroTarget to SelectTargetMethod (cherry picked from commit 418c3b1fd50664aad035bd975a65281e82ba2dea)
2021-05-16Core: Combat/threat system rewrite (PR #19930)Treeston
- 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. (cherry picked from commit 532ab1c7f8653d1a2e48aa1f1f8a9ba1041d4bb7)
2021-04-16Core/AI: Some more refactoring prep for #19930. CreatureAI::EnterCombat is ↵Treeston
now called CreatureAI::JustEngagedWith. There's also two new methods on UnitAI, though they're never invoked right now. (cherry picked from commit 6113b9dec2e0081c36c36c2974a28ed0693bc601)
2020-08-10Scripts/Stockades: Cleanup the scripts (#23524)Artamedes
* Scripts/Stockades: Cleanup the scripts Scripts looked ugly before, now they are less ugly Move Mortimer Moloch and Warden Thelwater to use TaskScheduler rather than EventMap Use new script registers Cleanup some other code Co-authored-by: Carbenium <carbenium@outlook.com>
2020-01-02New YearAokromes
2019-01-01Update copyright note for 2019vincent-michael
auto happy = new year(2019);
2018-06-16Scripts/Misc: Use InstanceMap* in InstanceScript instead of Map*Shauren
2018-01-01Update copyright note for 2018vincent-michael
auto happy = new year(2018);
2017-06-01Nopch fixShauren
2017-06-01Core/Scripts: Removed a duplicated call in boss HoggerKeader
2017-06-01Scripts/Stockades - Add scripts to instance (#19522)Artamedes
2017-05-28Core/Scripts: Include cleanupShauren
2017-01-01Update copyright note for 2017vincent-michael
Happy new year
2016-01-01Update copyright note for 2016Vincent-Michael
Happy new year (Again new year with idiots ...)
2015-01-01Update copyright note for 2015Vincent-Michael
Happy new year
2014-04-29Core/Misc: Remove obsolete C++11 backward compatibility macrosDehravor
OVERRIDE, FINAL, DELETE_MEMBER
2014-01-01Update copyright note for 2014.Vincent_Michael
Happy new year.
2013-10-22Scripts/Misc: Coding Style unification? (by Aokromes)Vincent_Michael
2013-08-17Core/Scripts: Placeholder for instance Ragefire Chasm.w1sht0l1v3
It is needed for Random Dungeon Finder credit.
2013-08-17Core/Scripts: Placeholder for instance The Stockade.w1sht0l1v3
It is needed for Random Dungeon Finder credit. Correct entry for last encounter in the instance.