Age | Commit message (Collapse) | Author |
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* Core/SAI: Add new action SMART_ACTION_SET_HEALTH_PCT
Add new action SMART_ACTION_SET_HEALTH_PCT (142) with one single parameter "percent" to set the Unit health.
Close #25317
* Do not allow 0%
(cherry picked from commit 7d6f7e4d19b298632deeb27830b876b12c490a03)
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(#25945)
(cherry picked from commit 28353e920b531b7dd221ac926049f5a68b75e7ec)
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* Core/Misc: Fix static analysis issues
* Fix infinite loop in ".debug send opcode"
Fix using uninitialized memory in ".debug send opcode"
(cherry picked from commit 661f554b9e08a3721227f1e4a4fe6fd74e43a1f4)
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Include the number of SetActive objects in ".debug objectcount" command
(cherry picked from commit d0231c5a8fdea9704be442cbd8840079caf47a6d)
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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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(cherry picked from commit a832a1fe903779fa5a03202708997ced7d4c1acc)
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comments and logging (#25885)
(cherry picked from commit ec689e790894cfcab5b44b3bd5a9cee036bc9daf)
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Circle CI artifacts (#25832)
Co-authored-by: Shauren <shauren.trinity@gmail.com>
(cherry picked from commit 9af6bf15aa2fe836c3ebba306eaaa8971f00fac4)
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Ref #25764
(cherry picked from commit 7b79adf5b1c9e482d061076065687ab8d058e59c)
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TARGET_UNIT_NEARBY_PARTY (#25837)
* Update SharedDefines.h
* Update SpellInfo.cpp
(cherry picked from commit 7c6d92012afa4efe7b075aa6543e2169cda3faed)
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Typo correction for console & log output `>> Loaded reference loot templates in %u ms`
`refence` --> `reference`
(cherry picked from commit cf5f360299d9cf156a94aae7c3c05fd0d0941a4f)
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* Scripts/Diremaul
Diremaul Crystal and Forcefield fix
* Apply suggestions from code review
Apply suggestions
Co-authored-by: MaxtorCoder <warsongkiller.s8@gmail.com>
* Fix stuff
* _private member
* use std array instead of c-arrays and standartized guid container namings
* Process feedback
* finalize
* blubb
* small changes
* whoops
* Process feedback
* Missing include
* Process feedback
* Apply suggestions from code review
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
* remove unused field
Co-authored-by: MaxtorCoder <warsongkiller.s8@gmail.com>
Co-authored-by: Ovah <dreadkiller@gmx.de>
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit 26002c530f7183105bf3dcb33272bb0cf3322558)
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* Core/Unit: Allow to define Units which can enter water but cannot swim
Allow to define Units which can enter water but cannot swim, i.e. crabs walking at the bottom of a sea.
* Add UNIT_FLAG_SWIMMING to creatures when entering combat
* Fix charmed creatures not entering water
* Always allow Creatures controlled by players to enter water
* Add swimming flag when possessing a unit and remove it properly at the end, even if the creature engaged combat before and after.
When adding/removing UNIT_FLAG_SWIMMING manually calling Creature::RefreshSwimmingFlag(true) might be required.
(cherry picked from commit fc1a0d936888395f114028af3337e7d674e0a43c)
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Ref #25764
(cherry picked from commit 95a2b906b0bce6756c28334b6dadd051879c8587)
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(#24503)
* Scripts/Svala SorrowGrave - Fix broken intro event and Ritual of the Sword
* Added missing header for non-PCH build.
* Added error checking for Svala's targeting, and tightened up the timing on the intro event.
* Update WorldDB\Creature_Template_Movement for Svala
* Fix movement during intro and ritual event
* Rename SQL file for merge
Co-authored-by: Carbenium <carbenium@outlook.com>
(cherry picked from commit a225717b99b6d1befcfe40f3001bfb1efcf8a9d8)
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(cherry picked from commit 27722d42ef5a1da24eee7bc2278b4d708ce9e116)
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Deviate Fish (#25802)
* Scripts/Spells: Implement effect "Party Time" & Add Rejuvenation when eating Deviate Fish
* Rename XXXX_XX_XX_XX_world.sql to 2021_01_06_08_world.sql
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
(cherry picked from commit a9db8a9b9a2f40ade5038c68321f0e9f4f566dcf)
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(cherry picked from commit de33d50c1940512985887f916118014c98b53ecb)
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std::wstring in 309851e. Fixes creation characters with declined russian names (#25797)
Closes #23775
(cherry picked from commit eaa22b8a1722fd362bf5ef2c6944b5c50b121afd)
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* Core/Misc: fix double empty line
* worldserver.conf
(cherry picked from commit a32b6b8ac4c81128a56b282f20837fb085bdd9e7)
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* Fixed Auto Attack bug on sitting player
* Victim now stands during sleep and stand emotes
(cherry picked from commit 4ea64b515aa952662dce11fd1012c566ae0d2449)
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(cherry picked from commit 94c03b2107ad6603aaf185d58d63480e79c97e76)
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const*, to signify that outside code has zero business changing these.
(cherry picked from commit 803dc789e42ea2298a8bd1822849b6f2df82efe6)
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specifying a chance (and other SMART_ACTION_CAST fixes) (#25778)
* Core/SAI: Fix SMART_EVENT_FLAG_NOT_REPEATABLE flag being ignored when specifying a chance
Fix SMART_EVENT_FLAG_NOT_REPEATABLE flag being ignored when specifying a chance, always making the action trigger.
* Fix SMART_ACTION_CAST with SMART_EVENT_FLAG_NOT_REPEATABLE not casting the spell at all if rolled chance was successful but creature couldn't cast the spell
* Prevent linked actions if SMART_ACTION_CAST couldn't be completed and will be retried later
(cherry picked from commit 96b289cadbf304e427ddbd281d1a6f592af612a7)
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fixes #25777
(cherry picked from commit f8afcec9f3efc58ce8a38a6c63e2ebfc24d2e01d)
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A more generic solution might be better, maybe depending on spell flags
Ref #25652
(cherry picked from commit 0ad1854d1c6a3b6ff93e71272c919f1f5f11d5ed)
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Close #25652
(cherry picked from commit aabd2b49e2710e00c39c4b4f22fef08aa029d4db)
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Revert define to constexpr as this also broke some calculations
(cherry picked from commit ed1c0b6ec9232cc638fa242ea839c4645bb4be07)
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The development will continue in a PR
(cherry picked from commit 1e3d85e2839c5ee3170223f4d985eecd527c5533)
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(cherry picked from commit 01b1f20d3ea1f1dca3d614396634c85646b77ff8)
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Use the same logic of (CENTER_GRID_ID - x / SIZE_OF_GRIDS) in GridMap::getMinHeight() as Map::GetGrid() to avoid coord grid mismatches caused by floating point precision, i.e. getting the wrong grid.
Replace defines with constexpr in grids to make debugging easier.
Closes #25652
(cherry picked from commit 0c69316714d0558e32462f5401197fe1e803ae75)
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(cherry picked from commit 9994459bd197d5555cfa16ab3d35d9c362a563fd)
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(cherry picked from commit f62306f52d28f8c16047b27bd741d4356958da75)
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Turned out almost all spells from BM were copied to create Violet Hold. Not only serverside spells and not only their effects but also attributes and icons. The scripts were also copied, possibly unchanged
(cherry picked from commit 8ca575ed52fb4ee8149302ecf33b4bb0c33e5eb5)
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enable/disable hover movement (#25623)
SMART_ACTION_SET_HOVER (parameter1: enable/disable)
* added SMART_ACTION_SET_AI_ANIM_KIT as immediately deprecated
(cherry picked from commit b7ba856b63da4fa1b0f916de357ff85624b8b831)
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(cherry picked from commit 8217519ea2d64917d725d8141fb3247bcadf716b)
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(cherry picked from commit bb94aec9759f05f7d4c91b7e2c5288c302897b3a)
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strtok buffer for non-nullptr returns. Closes #25692, supersedes #25698.
(cherry picked from commit c8c572d9800ae20cb0a89fb666003213655704c8)
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(cherry picked from commit 1c08395e8acf0ecebcc3fcaf24201b2ad44ed2dd)
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Closes #25674
(cherry picked from commit cc98f68ac7fa06c134463903c5c887a7ad2f72a5)
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(cherry picked from commit 6af54eb508b337dd61ba6039ddf60ff6438308a3)
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Move fall damage log to "entities.player.falldamage" category and include the usual debug info
(cherry picked from commit 5270ff58daf31ce10919d9da53e09f494956a5f2)
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(cherry picked from commit cc8287927b9c9f0bf20143972fd4d3c338bff688)
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groups (PR #25656)
(cherry picked from commit 4abbeb2a60370157bc9a72e5c566c1112ff904e9)
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(cherry picked from commit ed8bf7f0e2e67ca1eb65ffa05518fe29df526642)
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(cherry picked from commit 05fa1a46b36f81c177a503f7f5de14eb34830208)
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(cherry picked from commit dc4cb8f1d3895316c6ecc7a47c392a6da7a9f948)
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Closes #25637
Closes #25638
Closes #25639
Closes #25640
(cherry picked from commit ef9576c7bbb42e0aa818a606284da25ea15999c4)
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Tower' to SAI
(cherry picked from commit e5fd5cc031b13b802939590a755eef29f276f44f)
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