* spawn groups have been able to spawn for all difficulties even when they should be restricted to a single difficulty only
(cherry picked from commit 48f63eda9029d4fe16b7a350059c8e26ba8484ce)
* Core/Pools: Fix pools with 1 member never spawning anything anymore
Attempts to fix a 6 years old bug and never fixed by the original author.
* Remove respawn times from db once a respawn has been handled
* Allow to specify if Despawn1Object() should save or not the respawn time. We don't need to do that when respawning an object.
* Apply the same fix to GameObjects too
(cherry picked from commit c8ca48823d45dadb042a80637eff954483dd5328)
* Core/Console: Improve ReadWinConsole logic and cosmetic changes
* Core/Console: Fixed possible appearance of weird characters in the console when printing the output of child processes
* Fix codestyle
* Removed auto
* Core/Misc: Explicit casting Difficulty values to uint8 before outputting to console
* Core/Misc: Cast Difficulty to uint32 for output to console
Co-authored-by: jackpoz <[email protected]>
(cherry picked from commit 6c12f45f3b7d7eab32ed29860d2261fc8a512f0e)
Use a fixed offset 0.5f instead of full collision height when retrieving floor Z as a full collision height ended up on the floor above a few times. It makes more sense to cast the ray just a bit higher up than using a full collision height (which by default is 2.0f)
(cherry picked from commit f96aab2186d17ddd286fa42913f3f14e9562c4eb)
Use the same logic of (CENTER_GRID_ID - x / SIZE_OF_GRIDS) in GridMap::getMinHeight() as Map::GetGrid() to avoid coord grid mismatches caused by floating point precision, i.e. getting the wrong grid.
Replace defines with constexpr in grids to make debugging easier.
Closes#25652
(cherry picked from commit 0c69316714d0558e32462f5401197fe1e803ae75)
* Core/Maps: Always update the grid of player summons even if far away
* Code cleanup
* Use a vector instead of unordered_set
(cherry picked from commit c68faf108edf50ae8a2ff4a341eff1e0d4269cbc)
* Misc: Use [[fallthrough]] attribute instead of comment to mark intentional fallthroughs
Related: #25006
* Misc: Add some missing breaks (no-ops) to satisfy clang
Related: #25006Closes#25055
* Build: Enable -Wimplicit-fallthrough on clang
Closes#25006
* Shared/Metric: Allow to specify tags in metrics
* Core/Metric: Log number of Creatures and GameObject per map
* Apply feedback
* Codestyle changes
* Codestyle changes
* Remove whitespace
* Update Grafana dashboards to v7.0.3
* Fix missing filter on realm
* Include Creatures and Gameobjects in Maps dashboard
* Show instances with a different color
(cherry picked from commit 4e1dbd1cf808c9cf1f310b6d498f7e304dfb4147)
* Core/Pooling: Remove respawn times from the database when despawning a pool
Remove respawn times from the database when despawning a pool. This is needed when a Game Event ends but there are still some respawn times saved in the database.
* Remove respawn time of active pool objects even if they are not spawned
(cherry picked from commit 4f33fd3932d362466ee017111895bf14fcc79c88)
- Split SpawnMetadata off from SpawnData
- No longer allocate Creature/Gameobject objects in ObjectGridLoader just to check their typeid and delete them afterwards
Co-authored-by: Giacomo Pozzoni <[email protected]>
(cherry picked from commit 9304e496cbf6ab6c028671fb8526c732ae5d799f)
Ensure to load the grid of TempSummons owned by Players when the relocate to another cell
(cherry picked from commit afbc47891965f9c31c4b31c66931a2dbc9846f93)
Move "Could not load MMAP" log from ERROR to WARN as 99% of times is a false positive
(cherry picked from commit 42ab6010f862e530517e2acd347ef6230bcf1c3b)
- FollowerAI properly resumes follow after evading.
- Removed duplicated getters from CreatureAI (IsEscorted vs IsEscortNPC), they were used to do the same thing
- FollowerAI properly assists in combat.
- FollowerAI properly despawns if quest is abandoned.
- FollowerAI now supports dynamic respawning for escort NPCs.
(cherry picked from commit 3d4bebd8d9210fbb84f8fc75742e248071192b09)
- Map::RemoveRespawnTime(SpawnObjectType, LowType, doRespawn) split into Map::Respawn and Map::RemoveRespawnTime, without the extra boolean
- Map::RemoveRespawnTime(RespawnInfo*) merged into Map::DeleteRespawnInfo(RespawnInfo*) and is now private
- Map::DeleteRespawnInfo(void) renamed to Map::UnloadAllRespawnInfos to properly describe what it does
- Map::ProcessRespawns now actually saves the delayed respawn time to DB if the respawn was delayed
- Map::AddRespawnInfo now takes const reference, and returns success as a boolean
- Map::AddRespawnInfo no longer offers an unused "replace" parameter
- Map::DeleteRespawnInfo no longer offers a variety of unused private overloads
- Map::SaveRespawnTime no longer offers a tantalizing writeDB parameter. Parameter is now called "startup" to properly describe what it does.
- Map::SaveRespawnInfoDB now takes RespawnInfo reference instead of all the various fields. Still public because compatibility mode. QQ.
- Map::GetWorldObjectBySpawnId sanitized
- Map::GetXRespawnTime methods sanitized to all go through Map::GetRespawnTime
(cherry picked from commit d60082ae866d77a12a9e6d09dfce27fc1cb5df90)
- .npc respawn no longer causes stupid things to happen (Fixes#23014)
- ::DeleteFromDB methods on Creature and GameObject rewritten to be as sensible as such a colossally stupid method can ever be. They're static now.
- .npc delete and .gobj delete ported to new argument handling, and rewritten as per above. They can no longer crash the server when used in instances, too. Yay for that.
- Adjusted various dusty cobwebbed hacks around the core (why does waypoint visualization use permanent spawns *shudder*) to still work too.
(cherry picked from commit 84b7b2e08ea55575cbe62d795383d4a5341ffd4d)
* Core/Movement:
- Only move to point if there is a path that is not a shortcut (which will make the unit move through terrain)
- Added new function to check if there is a vmap floor without search distance
- Units that can fly, are underground but far above the vmap floor will stay underground (bronze drakes in tanaris)
- Don't remove PATHFIND_SHORTCUT from path type in some cases
* Core/Object: Ignore UpdateAllowedPositionZ for flying units.
- This will make flying units go through mountains instead of going to the top and back to the bottom to reach you.
* Core/Object: Revert some changes and let MovePositionToFirstCollision deal with a position without ground
* Missing groundZ change for objects on transport
* use CanFly instead of IsFlying
(cherry picked from commit 9fcbd8f15d249070aabc25d48df86681e8ec3d11)