Commit Graph

116 Commits

Author SHA1 Message Date
offl 050f55b62f Core/AI: OnSpellCast, OnSpellFailed, OnSpellStart hooks (#27704)
(cherry picked from commit 3dca705acc)
2022-03-26 15:15:46 +01:00
offl e27724b362 Core/SAI: Remove deprecated events and actions (#27258)
(cherry picked from commit c508203895)
2022-03-21 23:26:47 +01:00
Giacomo Pozzoni 71c2f0af46 Core/AI: Add DamageEffectType and SpellInfo parameters to UnitAI::DamageTaken (#26787)
* Core/AI: Add DamageEffectType and SpellInfo parameters to UnitAI::DamageTaken

* Update scripts

(cherry picked from commit 0800ab20a8)
2022-03-12 14:45:04 +01:00
jackpoz eb17e94b2e Core/SAI: Fix SMART_ACTION_WP_RESUME actually pausing next waypoint if the current path was not paused
Fixes #25519

(cherry picked from commit 5be7c2ad4f)
2022-02-28 14:42:53 +01:00
jackpoz b059f2f8ee Core/SAI: Allow to debug SmartAI methods
(cherry picked from commit 59bb822f78)
2022-02-28 14:42:40 +01:00
Shauren ad4f4bfab7 Core/Misc: Minor game include cleanup 2022-02-13 00:49:10 +01:00
Maks Szokalski bc04acb726 Add "On" to some gossip methods in AI (#25415)
* Add "On" to some methods

* Update npc_innkeeper.cpp

* Update zone_borean_tundra.cpp

(cherry picked from commit 41188eb535)
2022-02-05 22:18:19 +01:00
Treeston fc094509e9 Core/Scripts: Remove now-unused WaypointPathStarted hook. WaypointStarted does everything it used to do, anyway. b3694bf follow-up.
(cherry picked from commit c9356190b7)
2022-02-05 13:31:50 +01:00
jackpoz b3545479bf Core/SAI: Fix creatures casting spells while moving with flag SMARTCAST_COMBAT_MOVE
Fixes #24019

(cherry picked from commit 2910d0fb24)
2022-01-26 16:23:15 +01:00
Seyden f383c0ea21 Core/SAI: Add SMART_ACTION_BECOME_PERSONAL_CLONE_FOR_PLAYER (#27581) 2022-01-18 20:51:23 +01:00
Rothend d4a1a7a040 Core/SAI: implement SMART_EVENT_SUMMONED_UNIT_DIES (82), useable by creatures and gameobjects (#24874)
* Core/SAI: implement SMART_EVENT_SUMMONED_UNIT_DIES (82), useable by creatures and gameobjects.

Closes #24831

* Update SmartScriptMgr.h

(cherry picked from commit 5339d1d3b8)
2022-01-18 00:17:28 +01:00
ForesterDev 3171cd3fa9 Core/AI: refactor SpellHit and SpellHitTarget. (#24691)
* Core/AI: refactor SpellHit and SpellHitTarget.

- now caster/target is WorldObject instead of Unit
- remove SpellHitByGameObject / SpellHitTargetGameObject (handled by SpellHit / SpellHitTarget)
- rename parameters in scripts according parent methods

* Restore logic in Algalon script

* Changed check for REMORSELESS_WINTER hit to avoid dublicate call, because it has TARGET_UNIT_CASTER for effects 0/1 and TARGET_GAMEOBJECT_SRC_AREA for effect 2

* Fix build after merge

(cherry picked from commit e3b232fe0e)
2022-01-06 20:46:25 +01:00
Wyrserth 83a9222c39 Core/SAI: allow creatures to handle gameobject spellhit SAI events. (#23492)
(cherry picked from commit 7a71127da9)
2021-12-13 00:42:17 +01:00
Treeston e398bb1664 AI/SmartAI: Move SMART_EVENT_RESPAWN invocation from ::InitializeAI() to ::JustAppeared(). Closes #23313.
(cherry picked from commit 37fc38b917)
2021-12-12 01:27:04 +01:00
jackpoz 6034992dff Core/SmartAI: Implement SMART_EVENT_SUMMONED_UNIT and SMART_EVENT_SUMMON_DESPAWNED for GameObject owners
(cherry picked from commit 507a56d627)
2021-12-07 00:31:26 +01:00
Giacomo Pozzoni 5f545f5402 3.3.5 gameobject summoner (#23289)
* Scripts/Misc: Change IsSummonedBy(Unit*) to IsSummonedBy(WorldObject*)

* Scripts/Misc: Fix build

* Core/TempSummons: Rename GetSummoner() to GetSummonerUnit()

* Core/TempSummons: Add support to TempSummons::GetSummoner() to return GameObject too

* Fix build

* Core/TempSummons: Allow GameObject to be owner of TempSummon

* Core/TempSummons: Add support to SAI for GameObject owner of TempSummon

* Scripts/Misc: Fix no-pch build

* Core/TempSummons: Implement PR comments

(cherry picked from commit 797fba98e9)
2021-12-07 00:02:03 +01:00
ccrs 844f969ed7 Core/AI: logs, codestyle & cosmetics standarization
(cherry picked from commit fdb71ce19e)
2021-12-05 16:48:58 +01:00
ccrs dd11603150 Core/AI: variable naming standarization
plus minimum codestyle changes

(cherry picked from commit 179c7da1fc)
2021-12-05 16:17:02 +01:00
Treeston e4e8c1c59c Core/AI: Clean up charm AI handling, we now have two unique_ptr instead of a crapton of booleans
(cherry picked from commit 042f5515e4)
2021-10-22 23:47:51 +02:00
Seyden 8f097e4425 Core/Scripts: Implement script name reloading
* Authored by Seyden
* Co-authored by Naios
* We thank Shauren for your helpful feedback
2021-10-22 12:52:37 +02:00
ariel- 962f6d7988 Core/Spells: rework part 5: GameObject casting
Closes #21330
Closes #18885
Ref #18752

(cherry picked from commit 45c5e1b9d6)
2021-08-28 15:59:11 +02:00
ariel- a1a00f823e Core/Entities: kill unused return value from Unit::HandleSpellClick
- AI hook will now receive the result by copy, as modifying it had no effect
- Some renaming: result->spellClickHandled, clickPair is actually clickBounds, the clickPair is the pair <creatureID, SpellClickInfo>

(cherry picked from commit 98d6258efd)
2021-08-08 21:21:34 +02:00
Treeston 37298ca99c Scripts/SmartAI: SetData now has an invoker (if the setting is done by something using SmartAI).
Also, some refactors. SMARTAI IS SUCH A FUCKING CLUSTERFUCK I SWEAR.

(cherry picked from commit cfc77fd843)
2021-06-21 00:06:41 +02:00
Treeston 168be492f5 Entities/GO: Add forceRespawnTimer support to DespawnOrUnsummon. Use it in SAI.
(cherry picked from commit 264d4e1d30)
2021-06-20 22:10:08 +02:00
Treeston bd158f6c29 oops, now it builds (and a bonus refactor that annoyed me)
(cherry picked from commit 2cd5992f37)
2021-06-20 21:42:35 +02:00
Treeston 7695784fd2 AI/SmartAI: Remove a silly incorrect piece of code that was breaking react state swaps on SAI creatures. Fixes #21353.
(cherry picked from commit 6e0df9fce1)
2021-06-19 01:55:18 +02:00
Shauren b9d63c2009 Core/Scripts: Remove deprecated overload of QuestReward without LootItemType argument 2021-05-16 21:56:06 +02:00
Treeston e0afca513a Core/AI: UnitAI.h trimming part two. WaypointX methods kicked upstairs to CreatureAI.h.
(cherry picked from commit 9c1e675590)
2021-04-27 23:51:40 +02:00
Treeston bce43de7f3 Core/AI: Some more refactoring prep for #19930. CreatureAI::EnterCombat is now called CreatureAI::JustEngagedWith. There's also two new methods on UnitAI, though they're never invoked right now.
(cherry picked from commit 6113b9dec2)
2021-04-16 20:22:13 +02:00
Keader a7883380ce Core/AI: Making guid const& in SetGUID method (#21128)
(cherry picked from commit 465b43fabe)
2021-04-15 05:53:27 +02:00
Shauren 875fd4107f Core/SAI: Added SAI support for new areatriggers 2021-02-05 18:12:55 +01:00
ccrs 3e5a955fc8 Core/AI: rearrange SAI private methods
(cherry picked from commit 60a5535f64)
2021-01-29 19:23:53 +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 e10d7dd45c)
2021-01-29 19:23:53 +01:00
jackpoz d8804418ce Core/SAI: Fix static analysis issue
Initialize uninitialized value, move class field from public to private.

(cherry picked from commit 7dc97c0353)
2021-01-13 22:04:52 +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
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 7fff83d675)
2020-08-23 00:45:46 +02:00
Treeston 129dd7c909 Core/Scripts: dynamic_spawning follow-up, I had forgotten JustRespawned existed.
- Rename JustRespawned to JustAppeared, which better matches its behavior anyway.
- Properly invoke JustAppeared for new (re-)spawns - fixes #20111.
- Fix Thaddius script to work with dynamic_spawning (mostly unrelated to the above) - Feugen/Stalagg should really be a summon group, but I don't have time to fix that right now.
- Fix default value for DynamicEscortNPC to match worldserver.conf.dist.

(cherry picked from commit 184c45cfe0)
2020-08-22 20:10:42 +02:00
ariel- 5903a10a83 Core/AI: segregate GameObject ReportUse from normal Use (lock open/normal click)
Closes #19819

(cherry picked from commit 2335b9de1a)
2020-07-16 21:47:28 +02:00
ariel- 1881088744 Core/AI: Factory functions cleanup
- Get rid of fugly void pointers
- Streamlined AI selection code, using Permissible as it should've been instead of harcoded checks on the selector code
- Moved IdleMovementGenerator singleton to factory code

(cherry picked from commit ce3787f190)
2020-06-14 23:49:05 +02:00
ariel- 444754e65a Core/SmartAI: allow SMART_ACTION_SEND_GOSSIP_MENU to override default gossip
Closes #19769

(cherry picked from commit f2b0819e53)
2020-06-14 23:49:04 +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 f913f3bb89)
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 b6b59f6c23)
2020-04-29 01:36:46 +02:00
Aokromes b0bf1275ee New Year 2020-01-02 06:44:10 +01:00
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 b0ae5fadd1)
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 a3c6880579)
2019-08-17 20:04:14 +02:00
vincent-michael 5620eb9463 Update copyright note for 2019
auto happy = new year(2019);
2019-01-01 10:14:33 +01:00
Riztazz 05fb27dae4 [3.3.5][master] Core/Movement: Smooth movement #13467 (#18020)
Implement smooth movement for all waypoint pathing and escortai

(cherry picked from commit 28050f338d)
2018-02-11 15:53:32 +01:00
vincent-michael 7d00ae4045 Update copyright note for 2018
auto happy = new year(2018);
2018-01-01 00:40:17 +01:00
Malcrom acbc3f5a68 Core/Smartscripts: Add respawn timer to smartscript despawn (#20070) 2017-07-22 22:34:23 +02:00
Shauren 3d7c2ef88f Core/Game: Include cleanup, part 4 - packets and largest headers (after preprocessing, except player/objectmgr) 2017-05-21 23:18:43 +02:00