Internal structure and handling changes, nothing behavioural (or thats the intention at least).
(cherry picked from commit 982643cd96790ffc54e7a3e507469649f3b074d2)
0 - For despawn when creature dies or time runs out
1 - For despawn after time
Closes#11601
(cherry picked from commit ca4f1e334a98cbd810168b24714c46201079fc5a)
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)
- 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)
* 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
- 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)
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)
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)
* 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)
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)