* Added personalSpawn for SMART_ACTION_SUMMON_CREATURE
* Added flags for smart action summon creature, including prefer unit and personal spawn. When preferUnit flag is chosen only the unit will be chosen, even if nullptr
(cherry picked from commit e0278f0537)
# Conflicts:
# src/server/game/AI/SmartScripts/SmartScript.cpp
# src/server/game/AI/SmartScripts/SmartScriptMgr.h
Add a second parameter to SetCorpseDelay() that specifies if Rate.Corpse.Decay.Looted setting should be ignored, false by default (aka don't ignore by default).
Add a second parameter to SMART_ACTION_SET_CORPSE_DELAY to specify if Rate.Corpse.Decay.Looted should be included, false by default (aka ignore by default).
* Core/SAI: Add new action SMART_ACTION_SET_HEALTH_PCT
Add new action SMART_ACTION_SET_HEALTH_PCT (142) with one single parameter "percent" to set the Unit health.
Close#25317
* Do not allow 0%
* Core/SAI: Fix SMART_EVENT_FLAG_NOT_REPEATABLE flag being ignored when specifying a chance
Fix SMART_EVENT_FLAG_NOT_REPEATABLE flag being ignored when specifying a chance, always making the action trigger.
* Fix SMART_ACTION_CAST with SMART_EVENT_FLAG_NOT_REPEATABLE not casting the spell at all if rolled chance was successful but creature couldn't cast the spell
* Prevent linked actions if SMART_ACTION_CAST couldn't be completed and will be retried later
* Core/SAI: implement new smart actions to change AI Animkits and to enable/disable hover movement for units
SMART_ACTION_SET_AI_ANIM_KIT (parameter 1: animKitId)
SMART_ACTION_SET_HOVER (parameter1: enable/disable)
* Update SmartScriptMgr.cpp
* Update SmartScript.cpp
* removed SMART_ACTION_SET_AI_ANIM_KIT since it's reserved for master
* Game/AI: Implement option to move a creature back to Homeposition on Evade.
* If ToHomePosition (action param 1) is 1 > Move to last stored position
* If ToHomePosition (action param 1) is 0 > Move to homeposition
* Ref: https://github.com/TrinityCore/TrinityCore/issues/24226
* Add parameter for walkmode
* Game/AI: SAI SMART_ACTION_EVADE - Rename ToHomePosition to ToRespawnPosition and store point from GetRespawnPosition.
* Game/AI: SAI SMART_ACTION_EVADE - Rename ToHomePosition to ToRespawnPosition
* Remove broken bits, simplify the code
* Update comments
* Code cleanup
Co-authored-by: jackpoz <giacomopoz@gmail.com>
* Core/SAI: Spell casts that cannot be executed because the unit is currently casting another spell will be retried asap with priority over other events
* Core/SAI: Re-sort the events only when needed
* Fix some priority reset and wrong mEventSortingRequired handling
* Code cleanup.
Sort only events loaded from db (not stored events, not timed action list).
* Code cleanup.
Raise priority of failed casts so they are retried before other spells
* Keep priority of the action fails and is rescheduled on next update
* Don't try recasting a spell in SMART_ACTION_CAST if there are multiple targets and at least 1 was successful
Unlike SMART_ACTION_AUTO_ATTACK, this action is actually stopping the entire attack procedure, rather than just hack-disabling auto-attacks. Keep in mind that this action requires a passive react state to prevent a immediate AttackStart ai reaction
* Game/AI: Implement new targettype SMART_TARGET_CLOSEST_UNSPAWNED_GAMEOBJECT which allows to search for closest unspawned gameobjects
* updates: https://github.com/TrinityCore/TrinityCore/issues/24067
* Game/AI: Implement new targettype SMART_TARGET_CLOSEST_UNSPAWNED_GAMEOBJECT which allows to search for closest unspawned gameobjects
* Core\SmartAI: implement SMART_ACTION_OVERRIDE_LIGHT and SMART_ACTION_OVERRIDE_WEATHER
* Change the invoker of action to any worldobject
* Revert "Change the invoker of action to any worldobject"
This reverts commit 2e15f7258553b7057c3e8f67c54efc77fb6d75b8.
* Add dbc-validations for new actions
* Use GetBaseObject() instead of Creature* for new actions. Add debug-logging
Add another value to event_param1 for SMART_EVENT_GOSSIP_HELLO to support all cases of OnGossipHello/OnReportUse in GameObjects:
- event_param1 set to 0: execute the action for both OnGossipHello and OnReportUse. This might result in the action being executed twice when clicking the GameObject
- event_param1 set to 1: execute the action for only OnGossipHello
- event_param1 set to 2: execute the action for only OnReportUse
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.)
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)
- True blizzlike creature spawn/respawn behavior - new creature = new object
- Toggleable spawn groups (with C++/SAI/command options to use them)
- Custom feature: dynamic spawn rate scaling. Accelerates respawn rate based on players in the zone.
- Backward compatibility mode (set via group and for summons)
to support creatures/gos that currently don't work well with this
(this should be removed once the exceptions are fixed)
Fixes and closes#2858
Tags #8661 as fixable.
Fixes and closes#13787Fixes#15222.