* No TaxiPathNode row is skipped anymore (events/delays on first node now work)
* Fixed transport animation synchronization with client
* Fixed stoppable transports randomly resuming their path after relogging
Closes#27985
uint64 CalculateTime(uint64 t_offset) has been replaced with Milliseconds CalculateTime(Milliseconds t_offset).
Also add the std::chrono-ified overload void AddEvent(BasicEvent*, Milliseconds, bool)
(cherry picked from commit 92a02a5c8750913f596d7e3b58bf8439cb770c28)
Remove UnitScript from PlayerScript and CreatureScript classes as that's how the original system that was PR'd worked, see https://github.com/TrinityCore/TrinityCore/pull/7867 for reference.
Please note these are used as global hooks and should really just invoke stateless functions.
If you need to hook methods from PlayerScript/CreatureScript and UnitScript, just define 2 different scripts (this is how the original system worked and how it was designed to work)
(cherry picked from commit 5b7ead65bb116195f4336934bcff830e1b2af5bb)
Also remove CreatureScript::CanSpawn since nobody uses it, and spawn groups do the same thing.
(cherry picked from commit 94b5d9bfa1195ad7c32cf51a665b55514dac0938)
FOR_SCRIPTS, insteadof FOR_SCRIPTS_RET, shouldn't return
otherwise methods such as void ScriptMgr::OnPlayerEnterMap(Map* map, Player* player) will end prematurely
(cherry picked from commit 4ee16fb536177cdedcb435a59cb625490f5ec69f)
- 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)
- 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)