From d791afae1dfcfaf592326f787755ca32d629e4d3 Mon Sep 17 00:00:00 2001 From: Shauren Date: Sun, 8 Jan 2023 21:16:53 +0100 Subject: Core/Logging: Switch from fmt::sprintf to fmt::format (c++20 standard compatible api) --- src/server/game/AI/ScriptedAI/ScriptedCreature.cpp | 12 +++++----- src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp | 28 +++++++++++----------- .../game/AI/ScriptedAI/ScriptedFollowerAI.cpp | 14 +++++------ 3 files changed, 27 insertions(+), 27 deletions(-) (limited to 'src/server/game/AI/ScriptedAI') diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp index fd01ee4b423..13892b25bc8 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp @@ -192,7 +192,7 @@ void ScriptedAI::DoPlaySoundToSet(WorldObject* source, uint32 soundId) if (!sSoundKitStore.LookupEntry(soundId)) { - TC_LOG_ERROR("scripts.ai", "ScriptedAI::DoPlaySoundToSet: Invalid soundId %u used in DoPlaySoundToSet (Source: %s)", soundId, source->GetGUID().ToString().c_str()); + TC_LOG_ERROR("scripts.ai", "ScriptedAI::DoPlaySoundToSet: Invalid soundId {} used in DoPlaySoundToSet (Source: {})", soundId, source->GetGUID().ToString()); return; } @@ -263,7 +263,7 @@ void ScriptedAI::ForceCombatStop(Creature* who, bool reset /*= true*/) void ScriptedAI::ForceCombatStopForCreatureEntry(uint32 entry, float maxSearchRange /*= 250.0f*/, bool samePhase /*= true*/, bool reset /*= true*/) { - TC_LOG_DEBUG("scripts.ai", "ScriptedAI::ForceCombatStopForCreatureEntry: called on '%s'. Debug info: %s", me->GetGUID().ToString().c_str(), me->GetDebugInfo().c_str()); + TC_LOG_DEBUG("scripts.ai", "ScriptedAI::ForceCombatStopForCreatureEntry: called on '{}'. Debug info: {}", me->GetGUID().ToString(), me->GetDebugInfo()); std::list creatures; Trinity::AllCreaturesOfEntryInRange check(me, entry, maxSearchRange); @@ -404,8 +404,8 @@ void ScriptedAI::DoTeleportPlayer(Unit* unit, float x, float y, float z, float o if (Player* player = unit->ToPlayer()) player->TeleportTo(unit->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT); else - TC_LOG_ERROR("scripts.ai", "ScriptedAI::DoTeleportPlayer: Creature %s Tried to teleport non-player unit (%s) to x: %f y:%f z: %f o: %f. Aborted.", - me->GetGUID().ToString().c_str(), unit->GetGUID().ToString().c_str(), x, y, z, o); + TC_LOG_ERROR("scripts.ai", "ScriptedAI::DoTeleportPlayer: Creature {} Tried to teleport non-player unit ({}) to x: {} y:{} z: {} o: {}. Aborted.", + me->GetGUID().ToString(), unit->GetGUID().ToString(), x, y, z, o); } void ScriptedAI::DoTeleportAll(float x, float y, float z, float o) @@ -606,7 +606,7 @@ void BossAI::_DespawnAtEvade(Seconds delayToRespawn /*= 30s*/, Creature* who /*= { if (delayToRespawn < 2s) { - TC_LOG_ERROR("scripts.ai", "BossAI::_DespawnAtEvade: called with delay of " SI64FMTD " seconds, defaulting to 2 (me: %s)", delayToRespawn.count(), me->GetGUID().ToString().c_str()); + TC_LOG_ERROR("scripts.ai", "BossAI::_DespawnAtEvade: called with delay of {} seconds, defaulting to 2 (me: {})", delayToRespawn.count(), me->GetGUID().ToString()); delayToRespawn = 2s; } @@ -615,7 +615,7 @@ void BossAI::_DespawnAtEvade(Seconds delayToRespawn /*= 30s*/, Creature* who /*= if (TempSummon* whoSummon = who->ToTempSummon()) { - TC_LOG_WARN("scripts.ai", "BossAI::_DespawnAtEvade: called on a temporary summon (who: %s)", who->GetGUID().ToString().c_str()); + TC_LOG_WARN("scripts.ai", "BossAI::_DespawnAtEvade: called on a temporary summon (who: {})", who->GetGUID().ToString()); whoSummon->UnSummon(); return; } diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp index 0db25b9498e..27f3aa8ff31 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp @@ -102,7 +102,7 @@ void EscortAI::EnterEvadeMode(EvadeReason /*why*/) { AddEscortState(STATE_ESCORT_RETURNING); ReturnToLastPoint(); - TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::EnterEvadeMode: left combat and is now returning to last point (%s)", me->GetGUID().ToString().c_str()); + TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::EnterEvadeMode: left combat and is now returning to last point ({})", me->GetGUID().ToString()); } else { @@ -127,13 +127,13 @@ void EscortAI::MovementInform(uint32 type, uint32 id) // continue waypoint movement if (id == POINT_LAST_POINT) { - TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::MovementInform: returned to before combat position (%s)", me->GetGUID().ToString().c_str()); + TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::MovementInform: returned to before combat position ({})", me->GetGUID().ToString()); me->SetWalk(!_running); RemoveEscortState(STATE_ESCORT_RETURNING); } else if (id == POINT_HOME) { - TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::MovementInform: returned to home location and restarting waypoint path (%s)", me->GetGUID().ToString().c_str()); + TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::MovementInform: returned to home location and restarting waypoint path ({})", me->GetGUID().ToString()); _started = false; } } @@ -142,7 +142,7 @@ void EscortAI::MovementInform(uint32 type, uint32 id) ASSERT(id < _path.nodes.size(), "EscortAI::MovementInform: referenced movement id (%u) points to non-existing node in loaded path (%s)", id, me->GetGUID().ToString().c_str()); WaypointNode waypoint = _path.nodes[id]; - TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::MovementInform: waypoint node %u reached (%s)", waypoint.id, me->GetGUID().ToString().c_str()); + TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::MovementInform: waypoint node {} reached ({})", waypoint.id, me->GetGUID().ToString()); // last point if (id == _path.nodes.size() - 1) @@ -172,7 +172,7 @@ void EscortAI::UpdateAI(uint32 diff) if (_despawnAtEnd) { - TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: reached end of waypoints, despawning at end (%s)", me->GetGUID().ToString().c_str()); + TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: reached end of waypoints, despawning at end ({})", me->GetGUID().ToString()); if (_returnToStart) { Position respawnPosition; @@ -180,14 +180,14 @@ void EscortAI::UpdateAI(uint32 diff) me->GetRespawnPosition(respawnPosition.m_positionX, respawnPosition.m_positionY, respawnPosition.m_positionZ, &orientation); respawnPosition.SetOrientation(orientation); me->GetMotionMaster()->MovePoint(POINT_HOME, respawnPosition); - TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: returning to spawn location: %s (%s)", respawnPosition.ToString().c_str(), me->GetGUID().ToString().c_str()); + TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: returning to spawn location: {} ({})", respawnPosition.ToString(), me->GetGUID().ToString()); } else if (_instantRespawn) me->Respawn(true); else me->DespawnOrUnsummon(); } - TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: reached end of waypoints (%s)", me->GetGUID().ToString().c_str()); + TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: reached end of waypoints ({})", me->GetGUID().ToString()); RemoveEscortState(STATE_ESCORT_ESCORTING); return; } @@ -216,7 +216,7 @@ void EscortAI::UpdateAI(uint32 diff) { if (!IsPlayerOrGroupInRange()) { - TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: failed because player/group was to far away or not found (%s)", me->GetGUID().ToString().c_str()); + TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::UpdateAI: failed because player/group was to far away or not found ({})", me->GetGUID().ToString()); bool isEscort = false; if (CreatureData const* creatureData = me->GetCreatureData()) @@ -284,13 +284,13 @@ void EscortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false */, if (me->IsEngaged()) { - TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: %s) attempts to Start while in combat (%s)", me->GetScriptName().c_str(), me->GetGUID().ToString().c_str()); + TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: {}) attempts to Start while in combat ({})", me->GetScriptName(), me->GetGUID().ToString()); return; } if (HasEscortState(STATE_ESCORT_ESCORTING)) { - TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: %s) attempts to Start while already escorting (%s)", me->GetScriptName().c_str(), me->GetGUID().ToString().c_str()); + TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: {}) attempts to Start while already escorting ({})", me->GetScriptName(), me->GetGUID().ToString()); return; } @@ -301,7 +301,7 @@ void EscortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false */, if (_path.nodes.empty()) { - TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: %s) is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn (%s)", me->GetScriptName().c_str(), me->GetGUID().ToString().c_str()); + TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: {}) is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn ({})", me->GetScriptName(), me->GetGUID().ToString()); return; } @@ -313,7 +313,7 @@ void EscortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false */, _returnToStart = canLoopPath; if (_returnToStart && _instantRespawn) - TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: %s) is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn (%s)", me->GetScriptName().c_str(), me->GetGUID().ToString().c_str()); + TC_LOG_ERROR("scripts.ai.escortai", "EscortAI::Start: (script: {}) is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn ({})", me->GetScriptName(), me->GetGUID().ToString()); me->GetMotionMaster()->MoveIdle(); me->GetMotionMaster()->Clear(MOTION_PRIORITY_NORMAL); @@ -327,8 +327,8 @@ void EscortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false */, me->SetImmuneToNPC(false); } - TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::Start: (script: %s) started with %u waypoints. ActiveAttacker = %d, Run = %d, Player = %s (%s)", - me->GetScriptName().c_str(), uint32(_path.nodes.size()), _activeAttacker, _running, _playerGUID.ToString().c_str(), me->GetGUID().ToString().c_str()); + TC_LOG_DEBUG("scripts.ai.escortai", "EscortAI::Start: (script: {}) started with {} waypoints. ActiveAttacker = {}, Run = {}, Player = {} ({})", + me->GetScriptName(), uint32(_path.nodes.size()), _activeAttacker, _running, _playerGUID.ToString(), me->GetGUID().ToString()); // set initial speed me->SetWalk(!_running); diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp index 41a63754262..04057317e97 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp @@ -90,7 +90,7 @@ void FollowerAI::UpdateAI(uint32 uiDiff) { if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT)) { - TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: is set completed, despawns. (%s)", me->GetGUID().ToString().c_str()); + TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: is set completed, despawns. ({})", me->GetGUID().ToString()); me->DespawnOrUnsummon(); return; } @@ -131,7 +131,7 @@ void FollowerAI::UpdateAI(uint32 uiDiff) if (maxRangeExceeded || questAbandoned) { - TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: failed because player/group was to far away or not found (%s)", me->GetGUID().ToString().c_str()); + TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: failed because player/group was to far away or not found ({})", me->GetGUID().ToString()); me->DespawnOrUnsummon(); return; } @@ -163,13 +163,13 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, uint32 q if (me->IsEngaged()) { - TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::StartFollow: attempt to StartFollow while in combat. (%s)", me->GetGUID().ToString().c_str()); + TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::StartFollow: attempt to StartFollow while in combat. ({})", me->GetGUID().ToString()); return; } if (HasFollowState(STATE_FOLLOW_INPROGRESS)) { - TC_LOG_ERROR("scripts.ai.followerai", "FollowerAI::StartFollow: attempt to StartFollow while already following. (%s)", me->GetGUID().ToString().c_str()); + TC_LOG_ERROR("scripts.ai.followerai", "FollowerAI::StartFollow: attempt to StartFollow while already following. ({})", me->GetGUID().ToString()); return; } @@ -191,7 +191,7 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, uint32 q me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); - TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::StartFollow: start follow %s - %s (%s)", player->GetName().c_str(), _leaderGUID.ToString().c_str(), me->GetGUID().ToString().c_str()); + TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::StartFollow: start follow {} - {} ({})", player->GetName(), _leaderGUID.ToString(), me->GetGUID().ToString()); } void FollowerAI::SetFollowPaused(bool paused) @@ -246,7 +246,7 @@ Player* FollowerAI::GetLeaderForFollower() Player* member = groupRef->GetSource(); if (member && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE) && member->IsAlive()) { - TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::GetLeaderForFollower: GetLeader changed and returned new leader. (%s)", me->GetGUID().ToString().c_str()); + TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::GetLeaderForFollower: GetLeader changed and returned new leader. ({})", me->GetGUID().ToString()); _leaderGUID = member->GetGUID(); return member; } @@ -255,7 +255,7 @@ Player* FollowerAI::GetLeaderForFollower() } } - TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::GetLeaderForFollower: GetLeader can not find suitable leader. (%s)", me->GetGUID().ToString().c_str()); + TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::GetLeaderForFollower: GetLeader can not find suitable leader. ({})", me->GetGUID().ToString()); return nullptr; } -- cgit v1.2.3