Commit Graph

205 Commits

Author SHA1 Message Date
Treeston
34f9666f20 Core/Unit: Some charm fixes:
* Properly restore react state after possession expires. Closes #20769.
* Possessed creatures now don't override player control with random/waypoint motion
* SmartAI creatures now properly re-aggress charmer after charm expires

(cherry picked from commit da21ca80fc)
2021-10-23 14:44:05 +02:00
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
Treeston
0c3690db91 Core/SmartAI: SetRun fix for SAI, because for some reason it has like 95% of escortai code duplicated??? shitshow zz
closes #21463

(cherry picked from commit f95a383293)
2021-10-22 00:41:41 +02:00
ccrs
426f9f2f92 Core/Movement: MotionMaster reimplementation (#21888)
Internal structure and handling changes, nothing behavioural (or thats the intention at least).

(cherry picked from commit 982643cd96)
2021-09-28 00:15:13 +02:00
Killyana
e7f93ca96d Core/SmartAI: Remove PauseMovement on AttackStart
Closes #21144

(cherry picked from commit e27a745c58)
2021-09-25 20:43:39 +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
1f26122528 Scripts/SmartAI: Forward invoker to invoked action list actions. Also JustAppeared -> InitializeAI.
(cherry picked from commit 6fb0bc1038)
2021-06-20 21:42:35 +02:00
Treeston
06b5b8d8b7 Scripts/SmartAI: SMART_TARGET_INVOKER cleanup step 1. The core will now log errors on start-up if SMART_TARGET_INVOKER abuse is found, but will continue to load the scripts as deprecated for now.
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 482328bddf)
2021-06-20 21:42:33 +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
ariel-
861cf261c5 Core/Formations: update codestyle and fix crash
Closes #21288

(cherry picked from commit 73cc613dc8)
2021-06-16 19:26:32 +02:00
Shauren
b9d63c2009 Core/Scripts: Remove deprecated overload of QuestReward without LootItemType argument 2021-05-16 21:56:06 +02:00
Shauren
91b91b502f Core/Quests: Quest improvements
* Add quest log slot argument to functions dealing with objective progress
* Implemented QUEST_OBJECTIVE_FLAG_SEQUENCED (prevent progressing hidden objectives)
2021-05-09 20:21:32 +02:00
Shauren
dd8aed421a Core/Quests: Drop unneeded QuestSpecialFlags 2021-05-09 16:01:34 +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
Matan Shukry
8b0de23d0e Core/SAI: Don't clear stored pathid if it changed after processing waypoint events (#26334) 2021-04-26 21:39:22 +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
Matan Shukry
1b4c4d2164 Core/SAI: Implement quest source for SAI (#26170) 2021-03-06 14:20:39 +01:00
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
Wyreth
b902e739d4 Core/SAI: remove double calls to SMART_EVENT_RESPAWN for creatures and gameobjects (#20420)
(cherry picked from commit 637b5f922d)
2021-01-13 22:04:52 +01:00
Wyreth
56dca10f1b Core/SAI: allow to pause/resume waypoint for non-escorting NPCs (#20684)
(cherry picked from commit 21bd52cb99)
2021-01-13 22:04:52 +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
138edeb34e Core/AI: add missing checks on AssistPlayerInCombatAgainst
(cherry picked from commit ee5cbf28bc)
2020-08-23 00:49:53 +02:00
ccrs
e10018029d Core/SmatAI: correct MoveInLineOfSight
mistake introduced in 15f2706aca that was masqueraded by other checks in combat start, till recent related commits

(cherry picked from commit d117a0e4d4)
2020-08-23 00:49:36 +02:00
ccrs
0a133e77d6 Core/Movement: 7fff83d675 followup
remove home position set from creature PauseMovement, and use it when necessary
change log level on DelayedDelete

(cherry picked from commit cd4775420a)
2020-08-23 00:48:46 +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
Treeston
8be23fcbbd [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.

(cherry picked from commit e2a1ccd118)
2020-08-13 22:46:44 +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-
960bfcabc3 Core/SAI: properly validate stored targets when using SmartTrigger and fix a related crash
(cherry picked from commit 866074b689)
2020-07-16 21:47:27 +02:00
ariel-
259bde5914 Core/SAI: Change SmartScript::GetTargets to return an ObjectList instead of a ObjectList*
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 a97439e8d6)
2020-07-16 20:59:25 +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
ariel-
93c19c4194 Core/Misc: camelize GetFaction/SetFaction properly
(cherry picked from commit 4c4dca6d69)
2020-04-29 01:36:41 +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
xinef1
ad008c43b7 Core/Misc: Fix various crashes, also related to multithreading (#19012)
* When iterating groups we have to either do it not in multithreaded context (map updates) or start with checking maps (they are guaranteed to change in single thread update).
* Properly clear ComboPoint references on player remove
* remove some possible references item may have when it is deleted during save.
* Also clear all hostile references when unit is removed from map.

(cherrypicked from 86da1a19bb)
2019-07-21 21:06:54 +02:00
Shauren
455959c606 Core/PacketIO: Rewrite updatefield handling 2019-06-08 17:06:57 +02:00
vincent-michael
5620eb9463 Update copyright note for 2019
auto happy = new year(2019);
2019-01-01 10:14:33 +01:00