treeston
489027703e
Entities/Unit: Finally fix no-path evasion.
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- When a creature cannot find a path to its victim, it begins evading all attacks and regenerating health.
- If this persists for 5 seconds, it evades back to spawn position with new EvadeReason value EVADE_REASON_NO_PATH.
- Also some SmartAI cleanup (why oh why does it have so much duplicated code) and getting rid of #defines in favor of type-checked compile-time constants.
(cherry picked from commit 7b1560fccba77ecbdfecd7b33af740aea41b7087)
2017-01-07 21:33:28 +01:00
treeston
f93730b160
CreatureAI: Adjust AI behavior when a charm ends. OnCharmed will be invoked on the creature's base (non-charmed) AI, allowing the AI to react to the creature no longer being charmed.
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(cherry picked from commit 26b084a90ff3e4f0601e72c283bd3296d4640585)
align fix
(cherry picked from commit 58486fc19ad51eaff2ef1a4a5ddd8edfdedec28d)
2017-01-07 21:05:34 +01:00
vincent-michael
86b98686a9
Update copyright note for 2017
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Happy new year
2017-01-01 16:23:13 +01:00
Shocker
b539ac6afa
Core/GameObjects: Add isUse parameter to GossipHello for distinction between CMSG_GAMEOBJECT_USE and CMSG_GAMEOBJECT_REPORT_USE
2016-05-26 13:09:56 +03:00
Rushor
2265e33cc2
Merge pull request #16503 from Rushor/evading
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[3.3.5][6.x]Core/Unit: Do not remove auras from Pets and Guardians after evading
(cherry picked from commit e869ccb29793aa0dd39dc2ecef9f11ab56ba010e)
2016-04-28 17:20:40 +01:00
treeston
9e07adccf4
I don't like drycoding. It's coarse and rough and irritating and it gets everywhere.
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(cherry picked from commit d4184065b6d51b250ab08f35e88868cef631ed4b)
2016-04-08 18:43:18 +02:00
treeston
b2e4a962d9
Incorrect AI aggression as a consequence of the LineOfSight change, episode three, revenge of the special AIs. Also, hopefully the last. No original trilogy please.
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(cherry picked from commit ab194d5ae3b9812ebd5c8f56559e85f1441cf857)
2016-04-08 18:43:03 +02:00
treeston
e2f2c70ba4
Merge branch '3.3.5-bossboundary' into 3.3.5-base (PR #16089 )
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(cherry picked from commit 5b8b8c653039ec2add0b3a66468abb85e6f35054)
2016-03-22 22:56:43 +01:00
Vincent-Michael
478cc756eb
Update copyright note for 2016
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Happy new year (Again new year with idiots ...)
2016-01-01 00:34:25 +01:00
treeston
c64b71d01e
Clean up SmartAI::MoveInLineOfSight. Remove tons of duplicate logic and forward to CreatureAI::MoveInLineOfSight instead of using its own (incorrect) implementation.
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Move the removal of the 'distracted' state from SmartAI to UnitAI.cpp.
Fixes and closes #7197 and #15482 .
(cherry picked from commit f446538cb16dad3dcd04e79aebc944feefc16275)
2015-10-16 12:37:42 +02:00
joschiwald
2bc4dea4da
Core/Misc: renamed sGossipSelect parameters
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(cherry picked from commit ad38c2712460fe9d3ecb71959294655d2b88799d)
# Conflicts:
# src/server/scripts/EasternKingdoms/ZulAman/zulaman.cpp
# src/server/scripts/Kalimdor/zone_azshara.cpp
2015-10-16 11:56:53 +02:00
Shauren
cd27fd38b9
Core/Maps: Moved corpse management to map level
2015-09-28 17:20:27 +02:00
Vincent-Michael
2e586bc520
Core: Header cleanup in game/*/*.cpp
2015-07-25 20:18:42 +02:00
mik1893
fa0e5289a8
Merge pull request #14974 from pete318/stealth_work
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Stealth changes (Player stealthed vs NPCs) - 3.3.5
(cherry picked from commit 90fcfb3f2d71e15d162cb52b915b53a11bc42212)
Conflicts:
src/server/game/Entities/Object/Object.h
src/server/game/Entities/Unit/Unit.cpp
2015-07-19 01:43:05 +01:00
Carbenium
9b6ccdc49f
Merge pull request #15023 from robinsch/combatMovement
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SmartAI: Incorrect removal of movement at SetCombatMove
(cherry picked from commit a6f7bb029c8d29c19de8596d5d402222ca6c00a2)
2015-07-12 12:47:53 +01:00
MitchesD
c6d3b0f250
Merge pull request #14838 from Rushor/stop
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Scripts/SmartScripts: Clear Movement on Death
(cherry picked from commit f166dc3cab3f5325984c9f0fcf9ed1406ae6eae6)
2015-06-26 03:23:59 +01:00
Golrag
d999caee67
Core/AreaTrigger: Added 'bool entered' to OnTrigger
2015-04-18 11:22:30 +02:00
Vincent-Michael
ab90f74486
Update copyright note for 2015
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Happy new year
2015-01-01 00:28:09 +01:00
Intel
5f2b5a325b
Core/DataStores: Updated AreaTrigger.dbc struct
2014-11-06 01:13:06 +02:00
Shauren
9cc7044546
Core/Entities: First batch of removing implicit conversions of ObjectGuid to uint64
2014-10-21 19:23:32 +02:00
Kinzcool
bc97908822
Core/Defines: Updated some enums to build 6.0.2.18988
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* Fixed build
2014-10-06 18:37:38 -04:00
Shauren
a3d8f1d879
Core/Scripts: Fixed build of boss_* scripts
2014-09-15 22:07:11 +02:00
Shauren
6ce0a3107d
Core/Scripts: Changed GetGUID/SetGUID script hooks to operate on ObjectGuid class
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Fixed compile for boss scripts starting with letters B, C and D
2014-09-15 00:23:47 +02:00
Shauren
a0e50ea35f
Core/Entities: Use ObjectGuid class in game project
2014-09-14 16:14:12 +02:00
DDuarte
df3b08d140
Core/Server: Use nullptr instead of 0 where pointers are expected
2014-08-09 21:32:26 +01:00
Subv
1320c9f8d6
Core/SmartAI: Allow the use of SMART_ACTION_SET_EVENT_PHASE with SMART_EVENT_RESPAWN.
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Closes #9289
2014-06-24 23:01:12 -05:00
Ascathor
6949735098
Core/Misc:
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* Fix some codestyle, fix some typos
* Change CMakeLists for: Custom (can be uncommented), Events, World
** Custom is theoretically unchanged. You can, however, uncomment the glob_recurse that initializes every file within. This might be easier for beginners.
* Introducing the IP Based Action Log System:
** On several different actions, e.g. Login, Character Login, etc., a new entry is added
** Can be logged on and off in worldserver config
*** Disabled by default to prevent increased log db size for unknowing users.
* Add a new row to account table called 'last_attempt_ip'
** Lists the last ip trying to connect to the account
* Add a new type of HookScripts: AccountScript
** Includes: OnAccountLogin, OnFailedAccountLogin, OnEmailChange, OnFailedChange, OnPasswordChange, OnFailedPasswordChange
* Added new Hook to PlayerScripts: OnFailedPlayerDelete
* Added new variables to PlayerScripts: OnPlayerDelete
2014-06-13 16:25:11 +02:00
jackpoz
1083dbb993
Core/Misc: Remove Unit::Get* wrappers for ObjectAccessor::Get*
2014-05-20 21:21:33 +02:00
jackpoz
d36ecbf4a3
Merge pull request #12076 from Trisjdc/even_more_sai
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Core/SAI: Clear UNIT_STATE_EVADE immediately if we're about to follow a target on EnterEvadeMode
2014-05-19 22:00:48 +02:00
Trisjdc
9bad26fc88
Core/SAI: Clear UNIT_STATE_EVADE immediately if we're about to follow a target on EnterEvadeMode (MoveFollow does not clear evade)
2014-05-16 19:46:02 +01:00
Trisjdc
50336af1c7
Core/SAI: Prevent nullifying damage, because of player damage requirements
2014-05-15 17:05:02 +01:00
Kinzcool
c536305e3a
Core: Droped faction_H field -- only one faction table is necessary
2014-04-27 18:13:55 -04:00
jackpoz
2585e799f9
Core/Misc: Change how Position struct is retrieved
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Update Position::GetPosition() and similar methods signatures to reflect 2a4c9bcaf9 changes by return a Position object instead of accepting a Position parameter by reference.
2014-04-25 21:19:30 +02:00
jackpoz
8ca6371793
Core/Misc: Ensure GetVictim() returns a valid reference when expected
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Add a new method EnsureVictim() which asserts a valid not NULL reference will be returned to the caller. Use this whenever the GetVictim() would be dereferenced .
2014-04-19 21:48:22 +02:00
Gacko
7630b3c627
SmartAI: Use same method for removing auras in EnterEvadeMode as in CreatureAI
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Also fixes warnings about duplicate auras. Self-casted auras were not removed on entering evade mode in SAI as they are in CreatureAI.
2014-03-30 15:05:04 +02:00
joschiwald
7ec7fcf78c
Core/SAI: drop unneeded code
2014-01-10 17:36:04 +01:00
Vincent_Michael
20004050bc
Update copyright note for 2014.
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Happy new year.
2014-01-01 00:07:53 +01:00
Shauren
8bcde41538
Core/Quests: Added stuff missing in previous commit
2013-12-25 12:17:23 +01:00
Discover-
20a22662df
Core/SAI: Using SMART_ACTION_SET_FOLLOW with target_type 0 (SMART_TARGET_NONE) will now stop the following completely. Fixes 6 scripts in a clean TDB already using this functionality even though it wasn't implemented.
2013-12-17 10:12:23 +01:00
jackpoz
1c0903e286
Core/Misc: Fix some static analysis issues
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Fix some static analysis issues about uninitialized values. Most of them are false positives, always initialized before being accessed, while some of them are real issues spotted by valgrind too.
2013-12-14 18:41:26 +01:00
Malcrom
c045d4c7f4
Core/SmartAI: Reset Actions will not be processed until creature reaches home.
2013-12-12 21:23:14 -03:30
Malcrom
9f741432a3
Core/AI: Some code cleanup
2013-12-12 18:09:07 -03:30
Malcrom
9d95351118
Core/SmartAI: Fixed issue where ranged caster would switch to combat ready state between cast.
2013-12-12 16:39:30 -03:30
Malcrom
c084b3d16e
Core/SmartAI: Remove unneeded code added in error
2013-12-04 01:05:56 -03:30
Malcrom
e60fe4c303
Core/SmartAI: Fixed waypoint pathing not resuming after evade.
2013-12-03 23:41:11 -03:30
Malcrom
48d8af0962
Core/SmartAI: Fix SMART_ACTION_ALLOW_COMBAT_MOVEMENT
2013-12-03 20:19:17 -03:30
Spp
94e2b9332a
Core/Logging: Remove LOG_FILTER_XXX defines with it's value (remember logger names are case-sensitive)
2013-11-08 10:50:51 +01:00
leguybrush
0a308144a8
Core/Code: Unify [more] codestyle for brackets: )\n{\n} to ) { }.
2013-10-28 14:36:07 -04:00
Ascathor
2607738990
Core/Code: Unify codestyle for brackets: {} to { }.
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Also added missing copyright to some files.
2013-10-27 23:46:02 +01:00
Discover-
11d9a44508
Core/SAI: Properly implement the second parameter of SMART_ACTION_CALL_TIMED_ACTIONLIST to reflect the wiki (which also makes more sense)
2013-10-01 10:08:05 +02:00