jackpoz
b3694bf47b
Core/SAI: Fix SMART_EVENT_WAYPOINT_START not being called at every waypoint checking wrong path id parameter
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Remove multiple calls to SMART_EVENT_WAYPOINT_START for the 1st waypoint.
Closes #24760
2020-09-06 17:37:26 +02:00
jackpoz
2910d0fb24
Core/SAI: Fix creatures casting spells while moving with flag SMARTCAST_COMBAT_MOVE
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Fixes #24019
2020-08-06 17:59:36 +02:00
Peter Keresztes Schmidt
c92950b3e1
Core/DataStores: Update DBC field names to generated ones ( #24999 )
2020-07-12 15:36:55 +02:00
akrom23
f99a79cb43
Creature/AI: Remove SetVisible from SmartAI::InitializeAI
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Closes #24184
2020-07-09 19:34:36 +02:00
Rothend
37cb391796
Core/SAI: do not allow the waypoint pause timer to update while in combat. ( #24877 )
2020-06-24 21:32:21 +02:00
Rothend
5339d1d3b8
Core/SAI: implement SMART_EVENT_SUMMONED_UNIT_DIES (82), useable by creatures and gameobjects ( #24874 )
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* Core/SAI: implement SMART_EVENT_SUMMONED_UNIT_DIES (82), useable by creatures and gameobjects.
Closes #24831
* Update SmartScriptMgr.h
2020-06-24 21:27:34 +02:00
Rothend
e7a714f66c
Core/SmartAI: allow AreaTrigger SAI scripts to use the player triggering it as base object for actions and targeting ( #24817 )
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* Core/SmartAI: allow AreaTrigger SAI scripts to use the player triggering it as base object for actions and targeting.
Closes #23669
Closes #24791
Closes #24792
Closes #24793
* Apply suggested changes.
* Initialize atPlayer in the constructor
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com >
2020-06-17 22:06:56 +02:00
ForesterDev
e3b232fe0e
Core/AI: refactor SpellHit and SpellHitTarget. ( #24691 )
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* 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
2020-06-07 10:22:13 +02:00
jackpoz
49e77d7c9e
Core/AI: Fix charmed Creatures with SAI scripts not starting waypoint paths
2020-03-07 23:18:21 +01:00
jackpoz
69809d1203
Core/AI: Fix remaining charming issue
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Make creatures evade when a charming expires and they cannot attack the charmer (i.e. charmer with .gm on)
2020-03-02 20:43:52 +01:00
Giacomo Pozzoni
ddf2f60c13
Core/AI: Make charmed creatures follow their owner ( #24195 )
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* Core/AI: Make charmed creatures follow their owner
* Follow the charmer only when applying the charm
* Make SmartAI follow the charmer
2020-03-01 13:31:13 +01:00
Ujp8LfXBJ6wCPR
a933ba6015
Modernize codebase with Clang-Tidy range based loops ( #24165 )
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Manual expansion of auto types into "typed types"
2020-02-29 13:22:51 +01:00
Aokromes
ed93932537
New year
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Say bye bye to every year changing dates
2020-01-02 06:25:50 +01:00
Killyana
7fb7432620
Core/AI: Fix creatures not updating their target properly once engaged
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Closes #21562
2019-12-30 19:03:14 +01:00
Treeston
1faa54fe8b
Core/SmartAI: SmartAI creatures no longer process health-based hooks after death.
2019-08-02 21:27:23 +02:00
ccrs
0e3e4353a1
Core/SmartAI: add missing movement generator type check on SmartAI::SetCombatMove
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ref #21562
2019-07-19 16:07:00 +02:00
ccrs
c8cb866db0
Core/SmartAI: allow more Unit::ResumeMovement calls on JustReachedHome()
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Since ResumeMovement also works on other MOTION_SLOT_DEFAULT generators (like RandomMG)
2019-07-19 15:52:35 +02:00
Wyrserth
7a71127da9
Core/SAI: allow creatures to handle gameobject spellhit SAI events. ( #23492 )
2019-06-26 18:08:19 +02:00
ccrs
3c77c04b05
Core/AI: remove extra empty line
2019-06-24 12:52:35 +02:00
Treeston
854a113fc7
AI/SmartAI: Properly forward to inherited CreatureAI::JustAppeared in SmartAI::JustAppeared. Fixes #23491 .
2019-06-23 23:32:21 +02:00
Treeston
37fc38b917
AI/SmartAI: Move SMART_EVENT_RESPAWN invocation from ::InitializeAI() to ::JustAppeared(). Closes #23313 .
2019-06-23 17:37:35 +02:00
Wyrserth
d6e3660115
Core/SAI: allow to start waypoint movement for a creature that is in combat. ( #23426 )
2019-06-18 20:04:34 +02:00
jackpoz
507a56d627
Core/SmartAI: Implement SMART_EVENT_SUMMONED_UNIT and SMART_EVENT_SUMMON_DESPAWNED for GameObject owners
2019-05-24 20:52:54 +02:00
Giacomo Pozzoni
797fba98e9
3.3.5 gameobject summoner ( #23289 )
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* 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
2019-05-23 21:08:29 +02:00
jackpoz
457fc22473
Core/SmartAI: Fix SMART_EVENT_SUMMON_DESPAWNED
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Fix SMART_EVENT_SUMMON_DESPAWNED not working when event_param1 was set to any value other than 0
2019-05-23 20:54:09 +02:00
ccrs
fdb71ce19e
Core/AI: logs, codestyle & cosmetics standarization
2019-05-15 19:23:28 +02:00
ccrs
179c7da1fc
Core/AI: variable naming standarization
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plus minimum codestyle changes
2019-05-15 01:33:55 +02:00
ccrs
aee26eb467
Core/Misc: standarize a couple logs
2019-04-28 19:41:30 +02:00
Killyana
9ab05e2b6d
Core/SAI: Fix Move to position and Set run if used after a waypoint
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Closes #22976
2019-03-13 23:29:52 +01:00
Killyana
75a8639242
Core/SAI: Fix the respawn event for GameObjects ( #23112 )
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Closes #22612
2019-03-13 23:24:51 +01:00
Aokromes
2d22c027fe
Core/Misc: Add categories to 3 logs
2019-02-08 10:58:33 +01:00
Treeston
fcfcb0eb6f
Happy New Year, folks. It's 2019!
2019-01-01 15:45:25 +01:00
Treeston
da21ca80fc
Core/Unit: Some charm fixes:
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* 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
2018-08-28 12:53:13 +02:00
Treeston
042f5515e4
Core/AI: Clean up charm AI handling, we now have two unique_ptr instead of a crapton of booleans
2018-08-23 16:34:42 +02:00
Treeston
f95a383293
Core/SmartAI: SetRun fix for SAI, because for some reason it has like 95% of escortai code duplicated??? shitshow zz
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closes #21463
2018-08-19 19:59:32 +02:00
ccrs
982643cd96
Core/Movement: MotionMaster reimplementation ( #21888 )
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Internal structure and handling changes, nothing behavioural (or thats the intention at least).
2018-06-03 10:06:57 -07:00
Killyana
e27a745c58
Core/SmartAI: Remove PauseMovement on AttackStart
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Closes #21144
2018-04-14 15:49:53 +02:00
ariel-
45c5e1b9d6
Core/Spells: rework part 5: GameObject casting
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Closes #21330
Closes #18885
Ref #18752
2018-03-09 14:41:28 -03:00
ariel-
98d6258efd
Core/Entities: kill unused return value from Unit::HandleSpellClick
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- 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>
2018-02-24 15:52:09 -03:00
Treeston
cfc77fd843
Scripts/SmartAI: SetData now has an invoker (if the setting is done by something using SmartAI).
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Also, some refactors. SMARTAI IS SUCH A FUCKING CLUSTERFUCK I SWEAR.
2018-02-15 11:44:37 +01:00
Treeston
2cd5992f37
oops, now it builds (and a bonus refactor that annoyed me)
2018-02-13 18:42:28 +01:00
Treeston
6fb0bc1038
Scripts/SmartAI: Forward invoker to invoked action list actions. Also JustAppeared -> InitializeAI.
2018-02-13 18:29:38 +01:00
Treeston
482328bddf
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.
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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.)
2018-02-13 16:59:32 +01:00
Treeston
6e0df9fce1
AI/SmartAI: Remove a silly incorrect piece of code that was breaking react state swaps on SAI creatures. Fixes #21353 .
2018-02-04 15:03:05 +01:00
ccrs
275c17b4c2
Revert "Core/SmartAI: Remove duplicate OnReset() call"
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This reverts commit 42c9289be3 .
2018-01-26 23:56:39 +01:00
sirikfoll
42c9289be3
Core/SmartAI: Remove duplicate OnReset() call
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It is already called for every creature in SmartAI::InitializeAI(), removing the one from SmartAI::JustAppeared to keep as much as possible of the old behavior, because JustAppeared is called on the next tick after InitializeAI
Closes #20881
Closes #20771
2018-01-26 19:18:10 -02:00
ariel-
73cc613dc8
Core/Formations: update codestyle and fix crash
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Closes #21288
2018-01-22 02:43:34 -03:00
Treeston
9c1e675590
Core/AI: UnitAI.h trimming part two. WaypointX methods kicked upstairs to CreatureAI.h.
2018-01-01 17:22:29 +01:00
tkrokli
f6b6f57a6d
Update copyright note for 2018
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Best wishes for the new year.
2018-01-01 01:55:29 +01:00
Treeston
6113b9dec2
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.
2017-12-31 03:23:42 +01:00