aboutsummaryrefslogtreecommitdiff
path: root/src
AgeCommit message (Collapse)Author
2018-01-04Core/Misc: A variety of clean-up changes, mostly following up on 532ab1c to ↵Treeston
fix legacy bugs exposed by it: - Triggers can no longer have a threat list (this may expose some ugliness in old legacy scripts) - Threat entries are forced to OFFLINE if the AI refuses to attack the target - Clean up passive creature evade behavior to be more consistent - Fix a months old issue in spawn group management that would cause "Inactive" to incorrectly show in .list respawns for system groups outside of map 0 - Valithria script cleanups, remove old hacks and make it work with the new system. Closes #21174. - Some strings cleanup
2018-01-03Core/Spells: fix casting NO_TARGET event spellsariel-
Closes #19978
2018-01-03nopch fixesTreeston
2018-01-03Core: 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.
2018-01-02missing overrideTreeston
2018-01-02Scripts/ZulGurub: Fix an issue that was causing Bloodlord Mandokir to keep ↵Treeston
casting Frenzy after a wipe despite Oghan being alive. Closes #21158.
2018-01-02Core/Scripts: fix Millhouse Manastorm resetting dialogs after Skyriss encounterariel-
Closes #21159
2018-01-02Core/Scripts: cast "Trial of the Naaru: Tenacity" credit spell when criteria ↵ariel-
is achieved Closes #21155
2018-01-02Core/Scripts: fixed npc immunity flags during Harbinger Skyriss encounterariel-
- Added missing _Reset - Properly register Skyriss summons in SummonList Closes #21154 Who ordered up an extra large can of whoop-ass?
2018-01-02Core/Scripts: Implemented Shifting Naaru Sliverariel-
2018-01-02Core/Scripts: fix issues with 'Squeeze' on Yogg-Saron encounterariel-
- Unassigned spell script for 25-man difficulty - Didn't remove aura on 25-man when tentacle killed
2018-01-02Core/Player: fix issue with SendLoot when using Disarm Trap at maximum rangeariel-
2018-01-02Core/Player: removed redundant checkariel-
2018-01-01Core/Player: implemented facial hair validationariel-
2018-01-02Scripts: Fixed typojoschiwald
thanks @shenhuyong
2018-01-01Core/Entities: fix crashariel-
- m_currentSpells and spell would be different in case cancelation of a channeled spell would remove the aura, and aura scripted to cast another channeled spell on remove - In the above situation, we would lose reference of currentSpell and remove reference from wrong one, this was fixed by clearing the pointer before spell cancelation. Closes #20172
2018-01-01Core/AI: UnitAI.h trimming part two. WaypointX methods kicked upstairs to ↵Treeston
CreatureAI.h.
2018-01-01Core/AI: Kick Gossip functions upstairs, from UnitAI to CreatureAI - they ↵Treeston
only make sense for Creatures anyway. Also change a very ugly hack in GetDialogStatus. Ew.
2018-01-01nopch fix 2 for d507a7eTreeston
2018-01-01Core/Crash reporting: Add support to char* arraysjackpoz
Add support to char* array showing the string value instead of the pointer address
2018-01-01Update copyright note for 2018tkrokli
Best wishes for the new year.
2017-12-31Update RBAC.hAokromes
2017-12-31Core/Misc: Removed unneeded checksjackpoz
2017-12-31travis fixTreeston
2017-12-31Core/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.
2017-12-30Update RBAC.hjoschiwald
2017-12-30nopch fixTreeston
2017-12-30[3.3.5] CastSpell unclusterfucking (that's a word now) (#21123)Treeston
Core/Spell: The giant CastSpell unclusterfucking (that's a word now) of this generation. - CastSpell now always takes three arguments - target, spellId, and a struct containing extra arguments - This struct (CastSpellExtraArgs, see SpellDefines.h) serves as a conglomerate of every previous combination of the 20 billion different CastSpell overloads, all merged into one - It has some great utility constructors - check them out! All of these can be used to implicitly construct the ExtraArgs object. - A gajillion refactors to make everything behave the way it always has
2017-12-30Core/Misc: Fix static analysis issuesjackpoz
2017-12-30Core/Spells: Fixed SPELL_AURA_MOD_INCREASE_ENERGY_PERCENTjoschiwald
Closes #20504
2017-12-29Core/Entities: Fix some weird movement due to los issues (#21125)Jeremy
* Core/Entities: Fix some weird movement due to los issues - Made LoS check use collisionHeight instead of midsection. Value was too low. - Gnomes will now have a breath bar more quickly than for example a tauren. - Changes have been made to checking for ground z as well, some tweeking might be needed but removed most of the scattered +2.0f/+0.5f/we * Add 0.05f to isInAir check in Creature::UpdateMovementFlags
2017-12-29Core/Scripts: fix codestyleariel-
2017-12-29Core/Commands: Fix .modify mount (#21137)Rochet2
2017-12-29Core/Scripts: Val'anyr Hammer of Ancient Kings should proc only with ↵Keader
effective heal
2017-12-28Core/Scripts: prevent applying Aspect of the Beast on pet load if owner has ↵ariel-
switched aspects
2017-12-28Core/Scripts: remove Quel'Delar from player inventory during "The Halls Of ↵ariel-
Reflection" quests (24480, 24561)
2017-12-28Core/Scripts: prevent Arthas in CoS losing his gossip flag and halting ↵ariel-
instance progress
2017-12-28Core/Scripts: fixed Festergut applying more than one stack of Inoculated at onceariel-
2017-12-28Core/Vehicles: changed flags required to mark a seat as "usable"ariel-
Ref #3831
2017-12-28Core/Spells: Scatter and Silencing shots should be instantariel-
2017-12-28Core/AI: Added a way to specify if certain AI types mustn't be allowed on DBariel-
Ref 072c884ed86a9bf895cd5f53b0f6480ae14c3059 Ref 2c7e921cdc14527bd99d6976793e69999f262f9d
2017-12-27Core/AI: Making guid const& in SetGUID method (#21128)Keader
2017-12-26Build fixKeader
2017-12-26Core/AI: Changing uint64 to ObjectGuid in GameObjectAIKeader
2017-12-25Core/Misc: Fix static analysis issuesjackpoz
2017-12-25Scripts/Trial of Crusader: Fix static analysis issuesjackpoz
2017-12-25Core/CreatureAI: Disable PetAI from databasejackpoz
2017-12-24Core/Misc: Replace time(NULL) with GameTime::GetGameTime()jackpoz
2017-12-24Core/Spell: Remove some leftover hack code from ::EffectSanctuary pertaining ↵Treeston
to vanish. None of this code did anything anymore.
2017-12-23Scripts/Trial of Crusader: Northrend Beasts Rework (#21031)Keader
* Rewritten Gormok encounter * Rewritten Snobold Vassal Script * Rewritten Jormungars encounter * Rewritten Icehowl encounter * Added missing texts * Added missing spells * Implemented berserk mechanic on heroic diffs. * Implemented Achievement requirement to make heroic diffs. * Rewritten Barrett Ramsay scripts * Added Barrett gossips and ported everything to DB. * Added right Barrett in each encounter * Removed a lot of hacks * Rewritten Tirion Fordring script * Rewritten Varian Wrynn script * Rewritten Garrosh script * Rewritten Wilfred event * Rewritten Lich King event * Updated codestyle * Added missing spawns * Fixed combat behavior before Gormok * Fixed some visual stuff