* 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)
* Core/SAI: Add orientation and delay columns to waypoints table
* Rename 2020_99_99_99_world.sql to 2020_09_19_00_world.sql
(cherry picked from commit 4b7d19c91bde2cabb8498809dee935c7efb2660a)
There might be cases where this should be allowed (i.e. if the SMART_TARGET_* is another object) but for now we'll just never allow it.
(cherry picked from commit 28921f191de2269dd90b50ac99dd0d29ba90d0c4)
* Core/SAI: Implement SMART_TARGET_ACTION_INVOKER in SMART_EVENT_FRIENDLY_HEALTH_PCT
* Require radius (5th parameter) to be set
(cherry picked from commit cbed1039c47f0e3487cea555bb8552a4e6445f5a)
Unlike SMART_ACTION_AUTO_ATTACK, this action is actually stopping the entire attack procedure, rather than just hack-disabling auto-attacks. Keep in mind that this action requires a passive react state to prevent a immediate AttackStart ai reaction
(cherry picked from commit 152ea6011694518017a47dc23fdbb7175bfa5481)
* Game/AI: Implement new targettype SMART_TARGET_CLOSEST_UNSPAWNED_GAMEOBJECT which allows to search for closest unspawned gameobjects
* updates: https://github.com/TrinityCore/TrinityCore/issues/24067
* Game/AI: Implement new targettype SMART_TARGET_CLOSEST_UNSPAWNED_GAMEOBJECT which allows to search for closest unspawned gameobjects
(cherry picked from commit 2d948d33666fbd6f82145c4629483753b7780bb5)
* Core\SmartAI: implement SMART_ACTION_OVERRIDE_LIGHT and SMART_ACTION_OVERRIDE_WEATHER
* Change the invoker of action to any worldobject
* Revert "Change the invoker of action to any worldobject"
This reverts commit 2e15f7258553b7057c3e8f67c54efc77fb6d75b8.
* Add dbc-validations for new actions
* Use GetBaseObject() instead of Creature* for new actions. Add debug-logging
(cherry picked from commit c65ba35269a68c94c3e423f78fa1585f9d89dd04)
* broadcast_text mismatch (6eb7f06) is now a _INFO since Aok isn't nearly as fast as fixing as he claimed.
* SmartAI invoker misuse (482328b and a3c85c8) are now blocking errors
(cherry picked from commit 38d3b35561e2634fe633f1c21b1d786b2899e9cb)
Internal structure and handling changes, nothing behavioural (or thats the intention at least).
(cherry picked from commit 982643cd96790ffc54e7a3e507469649f3b074d2)
Note that a lot of these scripts may either not currently work, not work reliably, or may be prone to breaking unexpectedly when core internals change. SMART_TARGET_INVOKER is undefined behavior on any event that doesn't directly specify its invoker.
(We are considering options for allowing INVOKER to make sense in timed action lists in a reliable fashion, so they are exempted at this time.)
(cherry picked from commit 482328bddf1c5fcd367268525d2f904793239bc9)
Following the work done in #19361 this is the cleanup and improvement of the related logic of waypoint management.
Ref 28050f3 #18020
(taking the good parts and ignoring the incomplete work)
(cherry picked from commit 7fff83d67526efff63867d41b9e036a19a9287b3)
- True blizzlike creature spawn/respawn behavior - new creature = new object
- Toggleable spawn groups (with C++/SAI/command options to use them)
- Custom feature: dynamic spawn rate scaling. Accelerates respawn rate based on players in the zone.
- Backward compatibility mode (set via group and for summons)
to support creatures/gos that currently don't work well with this
(this should be removed once the exceptions are fixed)
Fixes and closes#2858
Tags #8661 as fixable.
Fixes and closes#13787Fixes#15222.
(cherry picked from commit 59db2eeea0a35028779fd76372ae06cc98c8086f)
Applied the same treatment to GetWorldObjectsInDist
Honestly no idea why the original idea insisted so much
on using pointers. No more missing null checks or deletes.
SmartAI's "ObjectList" is now a std::vector instead of a std::list
because no where it was being used as an actual list.
Original idea by DDuarte :P
(cherry picked from commit a97439e8d63c0a78bda8a6ed4801f122385936e3)
- Changed self-accessor on GameObjectAI to "me", like UnitAI
- Moved all related functions to AI, now Unit and GameObject have the same function names with identical behaviour
- Remove "OnUpdate" from CreatureScript/GameObjectScript, was never used and we already have AI Update method
- Quest methods no longer return a bool, the return value was used to call the AI version if the ScriptMgr one returned false
- Implemented GameObjectAI::Destroyed hook (was never called), implemented Damaged method
- Rename OnStateChanged to OnLootStateChanged to reflect when it's really called, and created a new hook OnStateChanged that only gets called on GOState change
- Since the functions are now only getting called from AI, made GetAI methods full virtual. (CanSpawn method is anyways going to be used on creatures with AI)
(cherry picked from commit f913f3bb8977c127d200d5d4a608ab434b21bbcd)
- Duplicated logic never used, sometimes only ScriptMgr version was called, sometimes only AI
- They only encourage bad scripting practices
- You can still use OnSpellHit or a SpellScript
(cherry picked from commit b6b59f6c239bc0259c92c28bf43bbb50573330b5)