The number of edge cases in which weirdness is seen on "effect movements" will be kinda reduced, plus consistency, plus movementInform on custom movement spline initalizations.
Core/Misc: Added helper function Unit::SetFullPower
Cherry-picked from 8199eef81c
Core/Creatures: Updated power type handling (#20981)
Cherry-picked from 16a7a414ab
- 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.
Core/Spell: The giant CastSpell unclusterfucking (that's a word now) of this generation.
- CastSpell now always takes three arguments - target, spellId, and a struct containing extra arguments
- This struct (CastSpellExtraArgs, see SpellDefines.h) serves as a conglomerate of every previous combination of the 20 billion different CastSpell overloads, all merged into one
- It has some great utility constructors - check them out! All of these can be used to implicitly construct the ExtraArgs object.
- A gajillion refactors to make everything behave the way it always has
Closes#6876
Fixed achievement Burning Hot Pole Dance
Update scripts for quest Torch Tossing, using all correct spells and timers
Updated script register model
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)
Today, we're moving UNIT_FLAG_IMMUNE_TO_PC and UNIT_FLAG_IMMUNE_TO_NPC to higher-level abstraction so combat manager can react to it.
New methods on Unit:
- void SetImmuneTo<All/PC/NPC>(apply, keepCombat = false);
- bool IsImmuneTo<All/PC/NPC>() const;
* Combat/Threat rewrite (PR #19930) prep work. Mostly refactors, and a compatibility layer on ThreatManager/HostileReference that allows scripts to be changed already.
- 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)
Set in front modifies only the serverside orientation, use with care.
Also check for current focus to prevent things like incorrect damage on casting creatures (ie dragon breath direction change in your face because of some taunt missclick)
- Actions will not be dependent on processing moment
- Increased GameObjects cooldown resolution to milliseconds, fixes arming time of traps to be exactly one second and not something from range (1000, 1999)
- Created GameTime namespace and UpdateTime class and moved there some code out of world
* Script/GO: Alliance Bell, Horde Bell and Karazhan Bell will now send a bell sound on the start of each hour.
How many times it rings depence on the hour.
* fix little things from pr comments
* Added OnGameEvent
* Fix braces
* almost finished
* fix enum
* Add gameobjects to the game event
Fix override for InitializeAI
* enum squash
* remove braces
* Rename 9999_99_99_99_world.sql to 2017_02_19_01_world.sql