Commit Graph

627 Commits

Author SHA1 Message Date
ariel-
303efcf0e4 Core/Spells: remove 'Vanish Purge' hack, the spell is present on DB and is copy of one in vanilla DBC
Thanks to killerwife for the heads-up
2018-02-08 23:18:45 -03:00
ariel-
65709e1c30 Core/Spells: fix logic error causing near teleports to drop combat for players
Closes #21362
2018-02-04 22:47:53 -03:00
ariel-
2d2c43f4b9 Core/Spells: fix SPELLMOD_DAMAGE application order for melee spells
Closes #20597
2018-02-04 21:28:15 -03:00
ariel-
f1986c6aaf Core/Entities: implement secondary damage for some weapons and removal of old voodoo
- Fixed correct Retaliation damage spell according to sniffs is 20240
- CalcArmorReducedDamage insisted on dealing a minimum of 1 damage even if damage was 0
- CalculateDamage was zero-phobic too: it defaulted to arbitrary max 5 damage

Closes #19081
2018-01-14 09:23:34 -03:00
ariel-
3b01cccd7e Core/Spell: SpellValueOverrides encapsulation
- No sense to let scripts use SpellValueOverrides, we already have modifiers in CastSpellExtraArgs struct
2018-01-13 20:49:43 -03:00
ariel-
cb9e72e521 Core/Auras: removed caster dependency from core
- Decoupled Unit logic: split of spell critical chance into done (caster bonuses) and taken (target bonuses), this allows to precalculate caster bonuses on aura apply and then check victim's auras on damage/healing calc
- Made static a bunch of methods (they no longer have this pointer because they are now called from periodic handlers which may or may not have an active caster in world)
- Simplified all AuraEffect bonuses into AuraEffect::_amount, no more duplicated code
- Critical chance and whether or not caster is player owned unit (for resilience calcs) is now saved one level upper, on Aura itself (it's impossible as of 3.3.5 to have different effects with different critical chances)
- Minor cleanup of SPELL_DAMAGE_CLASS_NONE and Arcane Potency (#18813) crit handling

Closes #19876
2018-01-13 06:45:21 -03:00
xinef1
23823f5147 Core/Spells: Defined and implemented some new spell attributes (#18950) 2018-01-08 20:31:21 +01:00
DanVS
01b18182c0 Core/Spells: Mana potions in druid forms (#21160)
* Fix mana potions in druid forms
2018-01-07 11:26:57 +01:00
Treeston
532ab1c7f8 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.
2018-01-03 20:04:19 +01:00
tkrokli
f6b6f57a6d Update copyright note for 2018
Best wishes for the new year.
2018-01-01 01:55:29 +01:00
Treeston
d507a7e338 [3.3.5] CastSpell unclusterfucking (that's a word now) (#21123)
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
2017-12-30 20:28:41 +01:00
Treeston
3a536260f8 Core/Spell: Remove some leftover hack code from ::EffectSanctuary pertaining to vanish. None of this code did anything anymore. 2017-12-24 13:54:15 +01:00
ariel-
7dff0e3246 Core/Auras: fixed off by one error in counting SPELL_ATTR5_START_PERIODIC_AT_APPLY ticks
- Made SpellInfo::GetMaxTicks and AuraEffect::GetTotalTicks return the same number without mods (dumped arbitrary default return value of 6 and arbitrary 30 sec limit)
- They should be streamlined whenever SPELL_AURA_48 is implemented
2017-12-15 03:40:36 -03:00
jackpoz
24e82fe83d Core/Misc: Fix static analysis issues
Fix static analysis issues reported by 3rd party tools
2017-12-08 23:27:30 +01:00
Ovah
abc4b48fe9 Core/Auras: Implemented PROC_HIT_INTERRUPT (#21015) 2017-12-02 08:12:30 +01:00
Shauren
463ed5e1ac Core/Items: Fixed sending unlocked items by mail
Closes #20976
2017-11-26 23:34:20 +01:00
jackpoz
a80c95a1c7 Core/Misc: Fix static analysis issues 2017-11-12 14:55:11 +01:00
Gildor
82e58a0c6f Core/Spells: EffectSanctuary should stop attack (#20492) 2017-10-04 21:37:05 +02:00
Keader
c1b833a919 Core/Spells: Fixed Cloak of Shadows dispel (removed old hack)
Closes #8758
Serverside spell (35729) already handle with it
2017-09-23 10:52:45 -03:00
Gustavo
22a7956069 Core/Scripts: More fixes in boss Lich King (#20147)
* Core/Scripts: More fixes in boss Lich King

Fix Valkyr charge spell, they will no longer ignore Z position and become unreachable.
Correct height of Spirit Bomb and added the 3 seconds delay on his explosion.
Set the Trigger inside frostmourne room as active, to avoid problems with reseting the room, e.g: Spirit Bombs not despawning and Wicked Spirits stuck in evade.
Use correct InhabitType for Wicked and Vile Spirits, this avoid a situation where they could spawn falling.
2017-08-17 12:03:56 -03:00
sirikfoll
e2565c2597 Core/Misc: Remove Whitespaces 2017-08-11 23:06:37 -03:00
Treeston
c7896f3102 Core/Unit: For convenience, explicitly redirect CastSpell with nullptr as first argument to the Unit* overloads. No more ->CastSpell((Unit*)nullptr, ...) all over the place! 2017-07-21 18:02:48 +02:00
treeston
74af880217 Hi, I'm Treeston, and welcome to Combat PR Prep Refactors.
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;
2017-07-09 02:07:29 +02:00
Treeston
e2a1ccd118 [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.
2017-07-01 20:18:02 +02:00
Treeston
489478b74d Core/Entities: Extend combo point system to all Units and fix numerous quirks with rogue CP and vehicles (Malygos P3) (#19914)
- Implement Wolverine Bite (fixes #752)
- General combo point system cleanup
2017-06-24 22:41:16 -03:00
ariel-
9f765a1620 Core/Spells: fixed crash
Closes #19924
2017-06-20 13:31:36 -03:00
ariel-
85a7d5ce9a Core: ported headers cleanup from master branch 2017-06-19 23:20:06 -03:00
Shauren
d6201e5dbb Core/Grids: Ported cmangos/mangos-wotlk@ea99457e50
(cherry picked from commit 9299e9bde0)
2017-06-19 13:16:13 -03:00
Gustavo
3bfe67792d Core/Spells Allow bosses to receive KnockBack under certain conditions (#19312)
Conditions: Not player, not controlled by player and not hunter's pet
2017-06-14 14:16:12 +02:00
ariel-
2335b9de1a Core/AI: segregate GameObject ReportUse from normal Use (lock open/normal click)
Closes #19819
2017-06-06 17:57:04 -03:00
Keader
ed43883160 Core/Spells: Removed duplicated check again followup 3a0417f712
to send some info to client
2017-06-01 09:08:01 -03:00
Keader
3a0417f712 Core/Spells: Removed duplicated check
unitTarget was checked twice in Spell::EffectTaunt
2017-06-01 09:04:40 -03:00
ariel-
e27c385b48 Core/Spell: fixed some problems with per caster aura states
- Update clients whenever target has more than one application of an aura that applies such aurastate
- Update again when one application gets removed
- Fixed Fire and Brimstone computing damage if any warlock applied the Immolate (should only count for own)

Closes #19790
2017-05-27 03:16:47 -03:00
Mikhail Redko
8a5b998f48 Core/Spells: Move Big Blizzard Bear implementation to spell script (#19544) 2017-05-04 12:46:10 -03:00
Chaouki Dhib
d625c0f619 Core/Spells: change to the way the spell effect SPELL_EFFECT_JUMP work 2017-05-02 23:59:21 +02:00
ariel-
f913f3bb89 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)
2017-05-01 18:19:36 -03:00
ariel-
231ec8331b Core/Entities: moved PetAura handling to Player where it belongs 2017-04-28 19:12:48 -03:00
ariel-
b6b59f6c23 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
2017-04-28 18:59:14 -03:00
ariel-
4c4dca6d69 Core/Misc: camelize GetFaction/SetFaction properly 2017-04-28 18:37:38 -03:00
ccrs
c7a57e2a09 Core/Unit: 2170541a51 followup
use true as default value since pretty much all the script calls will expect that
2017-04-27 14:55:06 +02:00
ccrs
bf56049f2f Core/Unit: cleanup UnitState enum 2017-03-25 12:16:13 +01:00
Chaouki Dhib
a1f2f30c14 Core/Spells: fix wrong distance calculations in AoE spells [Needs testing] (#16290)
Core/Spells: Fix wrong distance calculations in AoE spells.
Pull request #16290 by chaodhib.
God bless, finally.
2017-03-23 00:43:04 +01:00
xinef1
7567cafec8 Ensure that all actions are compared to fixed point in time (ie. world update start) (#18910)
- 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
2017-03-01 22:19:25 -03:00
ariel-
2e68736afc Core/Movement: Corrected all speed checks after 23b6991273
Ref issue #19210
2017-02-28 15:18:09 -03:00
ariel-
c69a7d1223 Core/Auras: reworked multiplicative AuraEffects calculation
- Splitted containers for flat modifiers and pct modifiers, as they now have different handling
- Amount is now multiplied only on apply; on unapply, iterate through auras and reset the counter
- Fixes many cases of rounding error due to applying/unapplying of small factors
- Allows amounts to be zeroed (ie with an AuraEffect of amount -100)
- Do a partial revert of 6dc37a9add, auras should update amounts only for items allowed (ie no more giving crit to a sword while having an axe in the other hand and being Poleaxe spec'd)
- SPELL_AURA_MOD_SCALE now scales additively, rather than multiplicatively (checked in sniffs)

Closes #18687
2017-02-27 14:24:20 -03:00
ariel-
f948ae80fc Core/Spell: fix Glyph of Devastate interaction with Glyph of Sunder Armor
- Killed existing ModStackAmount hack, spell is always casted in sniffs (twice with Glyph of Devastate)

Closes #14633
2017-02-22 16:50:05 -03:00
xinef1
b0ae5fadd1 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
2017-02-17 21:33:18 +01:00
xinef1
b3f04ec157 Added some missing SetFallInformation calls (#19121)
Fixed HP drop bug on zeppelins
Fixed possible packet relocation problems on huge transports
2017-02-13 21:05:32 +01:00
xinef1
2412886ef6 Core/Misc: Fixed player corpse looting, added player corpse loot and some more (#19122)
* Fixed corpse looting in wintergrasp
Added corpse loot for wintergrasp quests and To the Looter Go the Spoils (1166) achievement
Don't generate money for loot if no loot mode is available
Simplified few things
2017-02-13 20:42:06 +01:00
xinef1
227d5a9288 Core/Spells: Corrected summon category SUMMON_CATEGORY_VEHICLE (#19052) 2017-02-05 22:24:23 +01:00