Commit Graph
461 Commits
Author SHA1 Message Date
ariel- d0f4310c44 Core/Entities: don't allow client control if player is still affected by any lose of control state
(cherry picked from commit e315e41d36061fc88dfa09bfa0da1fbc0c00826f)
2021-06-16 21:26:57 +02:00
ariel- c77925da4a Core/Entities: killed Creature::SetInCombatWithZone and replaced with AI version
Closes #12108 (again)

(cherry picked from commit 7c9722a4ae08b5f283f6a085a411e37604a7da9f)
2021-06-16 21:03:06 +02:00
Moein 172df39350 Core/SAI: Extended SMART_TARGET_VEHICLE_PASSENGER to allow specifying seat mask instead of single seat index (can now target all passengers) (#21245)
(cherry picked from commit 891bca934e1522fe33b00e27eef5d4f07bb83fa8)
2021-06-15 23:37:25 +02:00
Treeston 34c7810fe5 Core: Combat/threat system rewrite (PR #19930)
- PvE combat is now always mutual. UNIT_FLAG_IN_COMBAT is backed by actual references to the units we're in combat with.
- PvP combat is now also tracked, and almost always mutual; spells like Vanish and Feign Death can break this rule. That means we can easily determine a list of players we're fighting.
- By extension, IsInCombatWith now has sensible behavior when invoked on nonplayers.
- Threat and combat systems are no longer the same.
  - They still have an enforced relationship (threat implies combat - clearing combat clears threat)...
  - ...but we can have combat without threat. A creature (with threat list) isn't considered to be engaged until it has an entry on its threat list...
  - ...which means we can now faithfully replicate retail engage behavior. Combat on projectile launch - engagement start on projectile impact. Yay for progress!
- AI method refactor, as already ported in 6113b9d - `JustEngagedWith`, `JustEnteredCombat` and `JustExitedCombat`.
- Vehicle threat is now properly pooled on the main vehicle body (fixes #16542).
- Various edge case bug fixes for threat redirects (Misdirection "cancelling" Vigilance and similar).
- Target re-selection is now significantly faster.
- Fixed a ton of other smaller edge case bugs, probably.

Closes #7951 and #19998.

(cherry picked from commit 532ab1c7f8653d1a2e48aa1f1f8a9ba1041d4bb7)
2021-05-16 21:56:01 +02:00
Shauren 33b3ebcae6 Core/Objects: Pass privateObjectOwner guid directly to SummonCreature functions 2021-03-28 20:22:05 +02:00
Matan Shukry c019d4f10c Core/SAI: Don't require BaseObject when creating conversation from smart scripts (#26209) 2021-03-07 11:17:04 +01:00
Matan Shukry 1b4c4d2164 Core/SAI: Implement quest source for SAI (#26170) 2021-03-06 14:20:39 +01:00
jackpoz 55931b0d92 Core/SmartScripts: Code cleanup
(cherry picked from commit f555a67bf850e1a9659c89551d7bb69cc812f161)
2021-03-04 18:17:08 +01:00
Killyana 77ee6dca45 Core/SAI: Add event_parm5 "player only" for EVENT_OOC_LOS and EVENT_IC_LOS
Closes #21497

(cherry picked from commit 5ad38c31b0ed633555f281318684e57ea5d6dd73)
2021-03-04 18:15:55 +01:00
Shauren afae75841b Core/SAI: Rename SMART_ACTION_TALK_CONVERSATION to SMART_ACTION_CREATE_CONVERSATION 2021-02-27 11:42:44 +01:00
Matan Shukry 0996d60944 Core/SAI: Add SAI action to create a conversation (#26169) 2021-02-27 11:22:55 +01:00
Matan Shukry e0278f0537 Core/SAI: Added new Flags argument for SMART_ACTION_SUMMON_CREATURE (#26055)
* Added personalSpawn for SMART_ACTION_SUMMON_CREATURE
* Added flags for smart action summon creature, including prefer unit and personal spawn. When preferUnit flag is chosen only the unit will be chosen, even if nullptr
2021-02-10 21:18:01 +01:00
jackpoz 852c9e9108 Core/Misc: Fix static analysis issues
(cherry picked from commit a80c95a1c788932696fb43e69b9012a751431bac)
2021-02-06 21:41:51 +01:00
BAndysc 17676d4d41 Core/SAI: Add missing AreaTrigger to SmartScript::GetBaseObject 2021-02-06 19:20:07 +01:00
Shauren 875fd4107f Core/SAI: Added SAI support for new areatriggers 2021-02-05 18:12:55 +01:00
ccrs bf12bae467 Core/Misc: waypoint movement
- Creature: update current waypoint to store nodeId and pathId
- MotionMaster: change variable type on GetMotionSlotType and GetMotionSlot to keep consistency and prevent errors (ASSERT is now no longer needed)
- UnitAI: add new waypoint hooks WaypointPathStarted and WaypointPathEnded
- SAI: handle WAYPOINT related events if creature is no escorting
* SMART_EVENT_WAYPOINT_RESUMED still not implemented for no escorting

TODO: the new hooks can save, now duplicated, logic on EscortAI and SAI

closes #20777
updates #20310
updates 21bd52cb99

(cherry picked from commit e10d7dd45cfc073c791cd5e5f3f964d14b37df3d)
2021-01-29 19:23:53 +01:00
Kittnz 097335f2c4 Core/SAI: Add distance option for SMART_ACTION_SOUND & SMART_ACTION_RANDOM_SOUND (#20717)
(cherry picked from commit 37995ade2991ed27845728eb6a6dd95f3a490849)
2021-01-13 22:04:52 +01:00
jackpoz d8804418ce Core/SAI: Fix static analysis issue
Initialize uninitialized value, move class field from public to private.

(cherry picked from commit 7dc97c035350f9505a9fba0b8ec2d2037044e586)
2021-01-13 22:04:52 +01:00
Shauren 2e4609f6e1 Core/Chat: Send broadcast text id in sound packets to allow playing encrypted sound files 2020-12-27 22:43:36 +01:00
Shauren b231903932 Core/Misc: Port all the refactors sneaked in master to 3.3.5 include cleanup port 2020-09-04 13:38:24 +02:00
Treeston 06a1271a50 Core/Misc: random refactors
(cherry picked from commit 37dff2b7a1850f9f751c472e277277305a660229)
2020-08-23 17:47:41 +02:00
Treeston 27806eeac9 Core/Spawn: Move spawn group state management from sObjectMgr to the Map object, which makes it actually function as intended with instances. Woops.
(cherry picked from commit f279207d482b886fc8b049e94b46653325ec4d2d)
2020-08-23 17:00:59 +02:00
ccrs 9a5e2b80b3 Core/Creature: regenerate health
There are three possible scenarios regarding regenerating health
- db lock and curhealth set to > 0
- db lock and curhealth set to 0
- dynamic lock (set in scripts and such) overriding db lock

(cherry picked from commit 91c0d49c188977c3d797f5749b1204612ce50195)
2020-08-23 15:56:21 +02:00
ccrs 97585597f0 Core/Movement: waypoint movement (#20121)
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)
2020-08-23 00:45:46 +02:00
r00ty-tc 03b125e6d1 Dynamic Creature/Go spawning:
- 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 #13787
Fixes #15222.

(cherry picked from commit 59db2eeea0a35028779fd76372ae06cc98c8086f)
2020-08-22 12:59:57 +02:00
jackpoz 77e6355fba Core/Misc: Fix static analysis issues
(cherry picked from commit 9cf4dd7345b7f05db834fd48a9f0a135f1884d70)
2020-08-19 00:14:06 +02:00
treeston daf9c703c4 Two more refactors I missed for #19930. Last ones for now, I promise.
(cherry picked from commit 62d51132524b5afff13371ccd13df556dd545bef)
2020-08-18 18:53:13 +02:00
Shauren 1c52d5fff7 Core/Misc: Replace NULL with nullptr 2020-08-14 17:06:03 +02:00
Treeston 8be23fcbbd [3.3.5] Combat/Threat rewrite - prep & refactor (#19966)
* Combat/Threat rewrite (PR #19930) prep work. Mostly refactors, and a compatibility layer on ThreatManager/HostileReference that allows scripts to be changed already.

(cherry picked from commit e2a1ccd118d129b96e09ff1a15ed0adb1d4a3897)
2020-08-13 22:46:44 +02:00
ariel- 593d3243d4 Core/SmartAI: implemented SMART_EVENT_EVENT_PHASE_CHANGE
- Use instead of Update + event_phase_mask when action needs to be synchronized

(cherry picked from commit 619a5534c5f6ce5e736b22e645f7bac72eba9b16)
2020-07-17 18:38:25 +02:00
Carbenium 692ec8e7c1 Core/SAI: Apply include cleanups to cherry-picked changes 2020-07-16 22:00:30 +02:00
treeston bb7061407f SAI fixes follow-up: I missed one.
(cherry picked from commit cb265e02aa38c17e203191b68966879a1ccb7b31)
2020-07-16 21:47:27 +02:00
treeston e6145a8ec4 Fix a whole set of possible infinite loop crashes in SAI (events triggering themselves even with cooldown set).
(cherry picked from commit 823007934a2bd084a4e6e607da9369fbea16c99d)
2020-07-16 21:47:27 +02:00
ariel- 960bfcabc3 Core/SAI: properly validate stored targets when using SmartTrigger and fix a related crash
(cherry picked from commit 866074b6899d87df6c835b936524d9f76ba78949)
2020-07-16 21:47:27 +02:00
ariel- 259bde5914 Core/SAI: Change SmartScript::GetTargets to return an ObjectList instead of a ObjectList*
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)
2020-07-16 20:59:25 +02:00
ariel- 444754e65a Core/SmartAI: allow SMART_ACTION_SEND_GOSSIP_MENU to override default gossip
Closes #19769

(cherry picked from commit f2b0819e5368b2b8e8865b13555c140e4f9a59a7)
2020-06-14 23:49:04 +02:00
Shauren c7306439e7 Core/Spells: Implement using different difficulty data from all spell related db2s, not just SpellEffect and SpellPower 2020-06-12 01:29:18 +02:00
Shauren 4d69cc1c56 Core/Misc: GCC build and warning fixes 2020-05-21 22:15:58 +02:00
ariel- 6604849716 Core/Scripts: unified scripted gossip/quest api
- 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)
2020-05-03 03:04:32 +02:00
ariel- 1929ca3aa1 Core/Scripts: remove OnDummyEffect hook/sOnDummyEffect ai hook
- 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)
2020-04-29 01:36:46 +02:00
ariel- 93c19c4194 Core/Misc: camelize GetFaction/SetFaction properly
(cherry picked from commit 4c4dca6d694bd1064b403a31a5b1c776a326f3ce)
2020-04-29 01:36:41 +02:00
tkrokli a0feff65be Game/AI: SMART_ACTION_JUMP_TO_POS should resume path when reached jump location (#19029)
SmartAI NPCs using SMART_ACTION_JUMP_TO_POS
should resume their path when they have reached the jump location.

The changes in this PR makes the action work as intended.

Closes #18760

(cherry picked from commit 6e08051825d3d05ea2bccbe43c0823a40ee08057)
2020-04-24 17:18:50 +02:00
Aokromes b0bf1275ee New Year 2020-01-02 06:44:10 +01:00
Shauren 0065671316 Nopch fix 2019-11-01 14:54:34 +01:00
Lopfest 7d999b70a1 Core/SmartScripts: implement SMART_ACTION_PLAY_SPELL_VISUAL_KIT (#23737) 2019-09-01 15:51:01 +02:00
Lopfest 5dd6d31c01 Core/SAI: Implement new action to set movement speed 2019-08-31 14:35:47 +02:00
Lopfest a778f75783 Core/SAI: Restore SMART_ACTION_SET_DATA accidentally deleted in cherry-picks (#23731) 2019-08-22 13:45:11 +02:00
ariel- a24cb8a057 Core/Entities: spawned movementtype should override template movementtype
Core/SmartAI: pass the CreatureData pointer (if any) on updating template

(cherrypicked from ff43a74822630c11851abae4cba35a6542e0c86a)

Closes #19223
2019-08-17 20:04:14 +02:00
xinef1 a32d5cfa17 Core/SmartAI: Various fixes and extensions for smart scripts: (#18673)
- Possible crashes fixed
- Memory leak fixed
- Implemented checking of vehicle conditions
- Extended eventphasemask to 12 bits (sql required to change DB field type)
- SMART_EVENT_GOSSIP_HELLO - added possibility to detect for gameobject reportUse call
- Renamed action SMART_ACTION_SET_FLY to SMART_ACTION_SET_DISABLE_GRAVITY (to reflect actual functionality)
- Added targetsLimit to action SMART_ACTION_CAST and SMART_ACTION_INVOKER_CAST to limit max amount of targets (selected randomly)
- Action SMART_ACTION_TALK corrected to always work as intended
- Properly call GroupEventHappens in action SMART_ACTION_CALL_GROUPEVENTHAPPENS if invoker was charmed or owned by the player
- Properly utilize followAngle in action SMART_ACTION_FOLLOW (db orientation should be in degrees), but keep backward compatibility
- Added action SMART_ACTION_SET_CAN_FLY (119) 0/1
- Added action SMART_ACTION_REMOVE_AURAS_BY_TYPE (120) AuraType, can be used to exit vehicle for example
- Added action SMART_ACTION_SET_SIGHT_DIST (121) sightDist
- Added action SMART_ACTION_FLEE (122) fleeTime
- Added action SMART_ACTION_ADD_THREAT (123) +threat, -threat
- Added action SMART_ACTION_LOAD_EQUIPMENT (124) equipmentId
- Added action SMART_ACTION_TRIGGER_RANDOM_TIMED_EVENT (125) minId, maxId
- Added action SMART_ACTION_REMOVE_ALL_GAMEOBJECTS (126), removes all owned gameobjects
- Added action SMART_ACTION_STOP_MOTION (127), stopMoving, movementExpired
- Extended target SMART_TARGET_HOSTILE_SECOND_AGGRO with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_LAST_AGGRO with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_RANDOM with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_RANDOM_NOT_TOP with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_THREAT_LIST with maxdist
- Extended target SMART_TARGET_OWNER_OR_SUMMONER to be able to get charmer/owner of current owner
- Added new target SMART_TARGET_FARTHEST with maxDist, playerOnly, isInLos restrictions
- Added SpellHit hook to GameObjectAI and extended SmartGameObjectAI to call SMART_EVENT_SPELLHIT when gameobject is hit by spell
- Call GameObjectAI Reset hook on gameobject respawn (for ex. to reset one time events in smart scripts)
- Fixed some logic errors in code
- SmartAI Escorts properly despawn escortee if no players are in range
- Disable Evading while charming creature with SmartAI
- Don't call SMART_EVENT_RESPAWN for dead units before they actually respawn
- Don't call SMART_EVENT_RESPAWN for not spawned gameobjects
- Properly call SMART_EVENT_RESPAWN for gameobject respawn
- Allow action SMART_ACTION_SET_IN_COMBAT_WITH_ZONE to utilize targetlist
- Allow action SMART_ACTION_CALL_FOR_HELP to utilize targetList
- Allow action SMART_ACTION_SET_INVINCIBILITY_HP_LEVEL to utilize targetList
- Allow action SMART_ACTION_SET_VISIBILITY to utilize targetList
- Allow action SMART_ACTION_SET_ACTIVE to utilize targetList
- Allow action SMART_ACTION_ATTACK_START to select random attack target instead of first on the list
- Allow gameobjects to summon gameobjects with action SMART_ACTION_SUMMON_GO
- Properly store action invokers for action SMART_ACTION_WP_START, if no player invokers are found, distance despawn check won't be used
- Allow action SMART_ACTION_WP_RESUME to compensate for the state the unit actually is in (eg. combat)
- Allow action SMART_ACTION_MOVE_TO_POS to select random of the avaiable targets, not only the first one.
- Allow action SMART_ACTION_MOVE_TO_POS to utilize x, y, z parameters as an offset to calculated coordinates
- Action SMART_ACTION_RESPAWN_TARGET should never modify respawntime of already spawned gameobjects, use dedicated function
- Properly delete ontime events created by SMART_ACTION_CREATE_TIMED_EVENT
- If action could not be started because conditions were not satisfied, do not recalculate the waittime to action repeattime, use smaller value to recheck more frequently
- Allow target SMART_TARGET_CLOSEST_PLAYER to be used by gameobjects
- Allow target SMART_TARGET_OWNER_OR_SUMMONER to be used by gameobjects
- Fixed SMART_EVENT_COUNTER_SET to be only called for the id that was incremented
- Changed the way counters work
- Protect PhaseInc from surpassing maximum phase
- Added loading checks for missing NON_REPEATABLE flag if no repeatmin, repeatmax is set
- Added spell validation for SMART_ACTION_CROSS_CAST

(cherrypicked from b0ae5fadd19fd172ec5154cde4f4fd14aa20ff88)
2019-08-17 20:04:14 +02:00
Riztazz 2caec4f4d2 Revert "[3.3.5][master] Core/Movement: Smooth movement #13467 (#18020)"
This reverts commit 05fb27dae4.

(cherrypicked from a3c6880579f3326088ecbe5b8c08c4b75ed91a59)
2019-08-17 20:04:14 +02:00