Core/Log: Implement log masks for debug log level, to allow selective debug output. Update your worldserver.conf.
This commit is contained in:
@@ -178,7 +178,7 @@ void npc_escortAI::EnterEvadeMode()
|
||||
{
|
||||
AddEscortState(STATE_ESCORT_RETURNING);
|
||||
ReturnToLastPoint();
|
||||
sLog->outDebug("TSCR: EscortAI has left combat and is now returning to last point");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has left combat and is now returning to last point");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -225,7 +225,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
|
||||
{
|
||||
if (DespawnAtEnd)
|
||||
{
|
||||
sLog->outDebug("TSCR: EscortAI reached end of waypoints");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI reached end of waypoints");
|
||||
|
||||
if (m_bCanReturnToStart)
|
||||
{
|
||||
@@ -236,7 +236,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
|
||||
|
||||
m_uiWPWaitTimer = 0;
|
||||
|
||||
sLog->outDebug("TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -252,7 +252,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
|
||||
}
|
||||
else
|
||||
{
|
||||
sLog->outDebug("TSCR: EscortAI reached end of waypoints with Despawn off");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI reached end of waypoints with Despawn off");
|
||||
|
||||
return;
|
||||
}
|
||||
@@ -261,7 +261,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
|
||||
if (!HasEscortState(STATE_ESCORT_PAUSED))
|
||||
{
|
||||
me->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
|
||||
sLog->outDebug("TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
|
||||
|
||||
WaypointStart(CurrentWP->id);
|
||||
|
||||
@@ -279,7 +279,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
|
||||
{
|
||||
if (DespawnAtFar && !IsPlayerOrGroupInRange())
|
||||
{
|
||||
sLog->outDebug("TSCR: EscortAI failed because player/group was to far away or not found");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI failed because player/group was to far away or not found");
|
||||
|
||||
if (m_bCanInstantRespawn)
|
||||
{
|
||||
@@ -317,7 +317,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
|
||||
//Combat start position reached, continue waypoint movement
|
||||
if (uiPointId == POINT_LAST_POINT)
|
||||
{
|
||||
sLog->outDebug("TSCR: EscortAI has returned to original position before combat");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has returned to original position before combat");
|
||||
|
||||
if (m_bIsRunning && me->HasUnitMovementFlag(MOVEMENTFLAG_WALKING))
|
||||
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
|
||||
@@ -331,7 +331,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
|
||||
}
|
||||
else if (uiPointId == POINT_HOME)
|
||||
{
|
||||
sLog->outDebug("TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
|
||||
|
||||
CurrentWP = WaypointList.begin();
|
||||
m_uiWPWaitTimer = 1;
|
||||
@@ -345,7 +345,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
|
||||
return;
|
||||
}
|
||||
|
||||
sLog->outDebug("TSCR: EscortAI Waypoint %u reached", CurrentWP->id);
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI Waypoint %u reached", CurrentWP->id);
|
||||
|
||||
//Call WP function
|
||||
WaypointReached(CurrentWP->id);
|
||||
@@ -416,14 +416,14 @@ void npc_escortAI::SetRun(bool bRun)
|
||||
if (!m_bIsRunning)
|
||||
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
|
||||
else
|
||||
sLog->outDebug("TSCR: EscortAI attempt to set run mode, but is already running.");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI attempt to set run mode, but is already running.");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_bIsRunning)
|
||||
me->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
|
||||
else
|
||||
sLog->outDebug("TSCR: EscortAI attempt to set walk mode, but is already walking.");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI attempt to set walk mode, but is already walking.");
|
||||
}
|
||||
m_bIsRunning = bRun;
|
||||
}
|
||||
@@ -468,19 +468,19 @@ void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID,
|
||||
m_bCanReturnToStart = bCanLoopPath;
|
||||
|
||||
if (m_bCanReturnToStart && m_bCanInstantRespawn)
|
||||
sLog->outDebug("TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
|
||||
|
||||
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
|
||||
{
|
||||
me->GetMotionMaster()->MovementExpired();
|
||||
me->GetMotionMaster()->MoveIdle();
|
||||
sLog->outDebug("TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
|
||||
}
|
||||
|
||||
//disable npcflags
|
||||
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
|
||||
|
||||
sLog->outDebug("TSCR: EscortAI started with " UI64FMTD " waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = " UI64FMTD "", uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI started with " UI64FMTD " waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = " UI64FMTD "", uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
|
||||
|
||||
CurrentWP = WaypointList.begin();
|
||||
|
||||
|
||||
@@ -165,7 +165,7 @@ void FollowerAI::EnterEvadeMode()
|
||||
|
||||
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
|
||||
{
|
||||
sLog->outDebug("TSCR: FollowerAI left combat, returning to CombatStartPosition.");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI left combat, returning to CombatStartPosition.");
|
||||
|
||||
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
|
||||
{
|
||||
@@ -191,7 +191,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
|
||||
{
|
||||
if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
|
||||
{
|
||||
sLog->outDebug("TSCR: FollowerAI is set completed, despawns.");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is set completed, despawns.");
|
||||
me->DespawnOrUnsummon();
|
||||
return;
|
||||
}
|
||||
@@ -202,7 +202,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
|
||||
{
|
||||
if (HasFollowState(STATE_FOLLOW_RETURNING))
|
||||
{
|
||||
sLog->outDebug("TSCR: FollowerAI is returning to leader.");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is returning to leader.");
|
||||
|
||||
RemoveFollowState(STATE_FOLLOW_RETURNING);
|
||||
me->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
|
||||
@@ -231,7 +231,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
|
||||
|
||||
if (bIsMaxRangeExceeded)
|
||||
{
|
||||
sLog->outDebug("TSCR: FollowerAI failed because player/group was to far away or not found");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI failed because player/group was to far away or not found");
|
||||
me->DespawnOrUnsummon();
|
||||
return;
|
||||
}
|
||||
@@ -274,7 +274,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
|
||||
{
|
||||
if (me->getVictim())
|
||||
{
|
||||
sLog->outDebug("TSCR: FollowerAI attempt to StartFollow while in combat.");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI attempt to StartFollow while in combat.");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -296,7 +296,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
|
||||
{
|
||||
me->GetMotionMaster()->Clear();
|
||||
me->GetMotionMaster()->MoveIdle();
|
||||
sLog->outDebug("TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
|
||||
}
|
||||
|
||||
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
|
||||
@@ -305,7 +305,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
|
||||
|
||||
me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
|
||||
|
||||
sLog->outDebug("TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", pLeader->GetName(), m_uiLeaderGUID);
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", pLeader->GetName(), m_uiLeaderGUID);
|
||||
}
|
||||
|
||||
Player* FollowerAI::GetLeaderForFollower()
|
||||
@@ -324,7 +324,7 @@ Player* FollowerAI::GetLeaderForFollower()
|
||||
|
||||
if (pMember && pMember->isAlive() && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
|
||||
{
|
||||
sLog->outDebug("TSCR: FollowerAI GetLeader changed and returned new leader.");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader changed and returned new leader.");
|
||||
m_uiLeaderGUID = pMember->GetGUID();
|
||||
return pMember;
|
||||
break;
|
||||
@@ -334,7 +334,7 @@ Player* FollowerAI::GetLeaderForFollower()
|
||||
}
|
||||
}
|
||||
|
||||
sLog->outDebug("TSCR: FollowerAI GetLeader can not find suitable leader.");
|
||||
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader can not find suitable leader.");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user