Merge branch 'master' into Playerbot
This commit is contained in:
@@ -604,9 +604,9 @@ void CharacterDatabaseConnection::DoPrepareStatements()
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PrepareStatement(CHAR_DEL_CHAR_SETTINGS, "DELETE FROM character_settings WHERE guid = ?", CONNECTION_ASYNC);
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// Instance saved data. Stores the states of gameobjects in instances to be loaded on server start
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PrepareStatement(CHAR_SELECT_INSTANCE_SAVED_DATA, "SELECT id, guid, state FROM instance_saved_go_state_data", CONNECTION_SYNCH);
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PrepareStatement(CHAR_UPDATE_INSTANCE_SAVED_DATA, "UPDATE instance_saved_go_state_data SET state = ? WHERE guid = ? AND id = ?", CONNECTION_ASYNC);
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PrepareStatement(CHAR_INSERT_INSTANCE_SAVED_DATA, "INSERT INTO instance_saved_go_state_data (id, guid, state) VALUES (?, ?, ?)", CONNECTION_ASYNC);
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PrepareStatement(CHAR_SELECT_INSTANCE_SAVED_DATA, "SELECT guid, state FROM instance_saved_go_state_data WHERE id = ?", CONNECTION_SYNCH);
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PrepareStatement(CHAR_INSERT_INSTANCE_SAVED_DATA, "INSERT INTO instance_saved_go_state_data (id, guid, state) VALUES (?, ?, ?)"
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"ON DUPLICATE KEY UPDATE state = VALUES(state)", CONNECTION_ASYNC);
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PrepareStatement(CHAR_DELETE_INSTANCE_SAVED_DATA, "DELETE FROM instance_saved_go_state_data WHERE id = ?", CONNECTION_ASYNC);
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PrepareStatement(CHAR_SANITIZE_INSTANCE_SAVED_DATA, "DELETE FROM instance_saved_go_state_data WHERE id NOT IN (SELECT instance.id FROM instance)", CONNECTION_ASYNC);
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}
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@@ -517,7 +517,6 @@ enum CharacterDatabaseStatements : uint32
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CHAR_DEL_CHAR_SETTINGS,
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CHAR_SELECT_INSTANCE_SAVED_DATA,
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CHAR_UPDATE_INSTANCE_SAVED_DATA,
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CHAR_INSERT_INSTANCE_SAVED_DATA,
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CHAR_DELETE_INSTANCE_SAVED_DATA,
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CHAR_SANITIZE_INSTANCE_SAVED_DATA,
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@@ -500,6 +500,7 @@ void SmartAI::CheckConditions(const uint32 diff)
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void SmartAI::UpdateAI(uint32 diff)
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{
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bool hasVictim = UpdateVictim();
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CheckConditions(diff);
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GetScript()->OnUpdate(diff);
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UpdatePath(diff);
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@@ -535,7 +536,7 @@ void SmartAI::UpdateAI(uint32 diff)
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return;
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}
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if (!UpdateVictim())
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if (!hasVictim)
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return;
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if (mCanAutoAttack)
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@@ -827,14 +828,14 @@ void SmartAI::AttackStart(Unit* who)
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// xinef: dont allow charmed npcs to act on their own
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if (me->HasUnitFlag(UNIT_FLAG_POSSESSED))
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{
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if (who && mCanAutoAttack)
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me->Attack(who, true);
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if (who)
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me->Attack(who, mCanAutoAttack);
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return;
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}
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if (who && me->Attack(who, me->IsWithinMeleeRange(who)))
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{
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if (mCanCombatMove || GetScript()->GetMaxCombatDist())
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if (mCanCombatMove)
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{
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SetRun(mRun);
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MovementGeneratorType type = me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE);
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@@ -843,8 +844,8 @@ void SmartAI::AttackStart(Unit* who)
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me->GetMotionMaster()->MovementExpired();
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me->StopMoving();
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}
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float range = GetScript()->GetCasterActualDist() > 0.f ? GetScript()->GetCasterActualDist() : GetScript()->GetActualCombatDist();
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me->GetMotionMaster()->MoveChase(who, range > 0.f ? ChaseRange(range) : std::optional<ChaseRange>());
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me->GetMotionMaster()->MoveChase(who);
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}
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}
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}
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@@ -1019,21 +1020,8 @@ void SmartAI::sQuestReward(Player* player, Quest const* quest, uint32 opt)
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GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt);
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}
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void SmartAI::SetForcedCombatMove(float dist)
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void SmartAI::SetCombatMove(bool on, float chaseRange)
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{
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if (!me->GetVictim())
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return;
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SetRun(mRun);
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me->GetMotionMaster()->MoveChase(me->GetVictim(), dist);
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}
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void SmartAI::SetCombatMove(bool on)
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{
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// Xinef: Fix Combat Movement
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if (GetScript()->GetMaxCombatDist()/* || GetScript()->GetCasterMaxDist()*/) // Xinef: we only need this hack for old caster movement system
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return;
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if (mCanCombatMove == on)
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return;
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@@ -1049,7 +1037,7 @@ void SmartAI::SetCombatMove(bool on)
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE)
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{
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SetRun(mRun);
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me->GetMotionMaster()->MoveChase(me->GetVictim());
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me->GetMotionMaster()->MoveChase(me->GetVictim(), chaseRange);
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me->CastStop();
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}
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}
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@@ -1115,6 +1103,32 @@ void SmartAI::StopFollow(bool complete)
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GetScript()->ProcessEventsFor(SMART_EVENT_FOLLOW_COMPLETED, player);
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}
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void SmartAI::MoveAway(float distance)
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{
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
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return;
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mCanCombatMove = false;
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if (!IsAIControlled())
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return;
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if (!HasEscortState(SMART_ESCORT_ESCORTING))
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{
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if (me->GetVictim())
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{
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me->StopMoving();
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
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me->GetMotionMaster()->Clear(false);
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float x, y, z;
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me->GetClosePoint(x, y, z, me->GetObjectSize(), distance, M_PI);
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if (me->GetVictim()->IsWithinLOS(x, y, z))
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me->GetMotionMaster()->MovePoint(SMART_RANDOM_POINT, x, y, z);
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}
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}
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}
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void SmartAI::SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker)
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{
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if (invoker)
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@@ -64,10 +64,11 @@ public:
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bool IsEscorted() override { return (mEscortState & SMART_ESCORT_ESCORTING); }
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void RemoveEscortState(uint32 uiEscortState) { mEscortState &= ~uiEscortState; }
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void SetAutoAttack(bool on) { mCanAutoAttack = on; }
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void SetCombatMove(bool on);
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void SetCombatMove(bool on, float chaseRange = 0.0f);
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bool CanCombatMove() { return mCanCombatMove; }
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void SetFollow(Unit* target, float dist = 0.0f, float angle = 0.0f, uint32 credit = 0, uint32 end = 0, uint32 creditType = 0, bool aliveState = true);
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void StopFollow(bool complete);
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void MoveAway(float distance);
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void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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SmartScript* GetScript() { return &mScript; }
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@@ -205,7 +206,6 @@ public:
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||||
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// Xinef
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void SetWPPauseTimer(uint32 time) { mWPPauseTimer = time; }
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void SetForcedCombatMove(float dist);
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private:
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bool mIsCharmed;
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@@ -56,15 +56,8 @@ SmartScript::SmartScript()
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mTemplate = SMARTAI_TEMPLATE_BASIC;
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mScriptType = SMART_SCRIPT_TYPE_CREATURE;
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isProcessingTimedActionList = false;
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// Xinef: Fix Combat Movement
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mActualCombatDist = 0;
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mMaxCombatDist = 0;
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smartCasterActualDist = 0.0f;
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smartCasterMaxDist = 0.0f;
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smartCasterPowerType = POWER_MANA;
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mCurrentPriority = 0;
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mEventSortingRequired = false;
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_allowPhaseReset = true;
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}
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@@ -87,14 +80,16 @@ void SmartScript::OnReset()
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InitTimer((*i));
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(*i).runOnce = false;
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}
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if ((*i).priority != SmartScriptHolder::DEFAULT_PRIORITY)
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{
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(*i).priority = SmartScriptHolder::DEFAULT_PRIORITY;
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mEventSortingRequired = true;
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}
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}
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ProcessEventsFor(SMART_EVENT_RESET);
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mLastInvoker.Clear();
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mCounterList.clear();
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// Xinef: Fix Combat Movement
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RestoreMaxCombatDist();
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RestoreCasterMaxDist();
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}
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void SmartScript::ProcessEventsFor(SMART_EVENT e, Unit* unit, uint32 var0, uint32 var1, bool bvar, SpellInfo const* spell, GameObject* gob)
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@@ -118,14 +113,18 @@ void SmartScript::ProcessEventsFor(SMART_EVENT e, Unit* unit, uint32 var0, uint3
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void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, uint32 var1, bool bvar, SpellInfo const* spell, GameObject* gob)
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{
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e.runOnce = true;//used for repeat check
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//calc random
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if (e.event.event_chance < 100 && e.event.event_chance)
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if (e.event.event_chance < 100 && e.event.event_chance && !(e.event.event_flags & SMART_EVENT_FLAG_TEMP_IGNORE_CHANCE_ROLL))
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{
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uint32 rnd = urand(1, 100);
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if (e.event.event_chance <= rnd)
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return;
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}
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e.runOnce = true;//used for repeat check
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// Remove SMART_EVENT_FLAG_TEMP_IGNORE_CHANCE_ROLL flag after processing roll chances as it's not needed anymore
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e.event.event_flags &= ~SMART_EVENT_FLAG_TEMP_IGNORE_CHANCE_ROLL;
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if (unit)
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mLastInvoker = unit->GetGUID();
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@@ -589,6 +588,8 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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if (e.action.cast.targetsLimit)
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Acore::Containers::RandomResize(targets, e.action.cast.targetsLimit);
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bool failedSpellCast = false, successfulSpellCast = false;
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for (WorldObject* target : targets)
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{
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// may be nullptr
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@@ -621,23 +622,40 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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if (e.action.cast.castFlags & SMARTCAST_INTERRUPT_PREVIOUS)
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me->InterruptNonMeleeSpells(false);
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// Flag usable only if caster has max dist set.
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if ((e.action.cast.castFlags & SMARTCAST_COMBAT_MOVE) && GetCasterMaxDist() > 0.0f && me->GetMaxPower(GetCasterPowerType()) > 0)
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{
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// Check mana case only and operate movement accordingly, LoS and range is checked in targetet movement generator.
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(e.action.cast.spell);
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int32 currentPower = me->GetPower(GetCasterPowerType());
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(e.action.cast.spell);
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float distanceToTarget = me->GetDistance(target->ToUnit());
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float spellMaxRange = me->GetSpellMaxRangeForTarget(target->ToUnit(), spellInfo);
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float spellMinRange = me->GetSpellMinRangeForTarget(target->ToUnit(), spellInfo);
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float meleeRange = me->GetMeleeRange(target->ToUnit());
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if ((spellInfo && (currentPower < spellInfo->CalcPowerCost(me, spellInfo->GetSchoolMask()) || me->IsSpellProhibited(spellInfo->GetSchoolMask()))) || me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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{
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SetCasterActualDist(0);
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CAST_AI(SmartAI, me->AI())->SetForcedCombatMove(0);
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}
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else if (GetCasterActualDist() == 0.0f && me->GetPowerPct(GetCasterPowerType()) > 30.0f)
|
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{
|
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RestoreCasterMaxDist();
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CAST_AI(SmartAI, me->AI())->SetForcedCombatMove(GetCasterActualDist());
|
||||
}
|
||||
bool isWithinLOSInMap = me->IsWithinLOSInMap(target->ToUnit());
|
||||
bool isWithinMeleeRange = distanceToTarget <= meleeRange;
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||||
bool isRangedAttack = spellMaxRange > NOMINAL_MELEE_RANGE;
|
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bool isTargetRooted = target->ToUnit()->HasUnitState(UNIT_STATE_ROOT);
|
||||
// To prevent running back and forth when OOM, we must have more than 10% mana.
|
||||
bool canCastSpell = me->GetPowerPct(POWER_MANA) > 10.0f && spellInfo->CalcPowerCost(me, spellInfo->GetSchoolMask()) < (int32)me->GetPower(POWER_MANA) && !me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED);
|
||||
|
||||
// If target is rooted we move out of melee range before casting, but not further than spell max range.
|
||||
if (isWithinLOSInMap && isWithinMeleeRange && isRangedAttack && isTargetRooted && canCastSpell)
|
||||
{
|
||||
failedSpellCast = true; // Mark spellcast as failed so we can retry it later
|
||||
float minDistance = std::max(meleeRange, spellMinRange) - distanceToTarget + NOMINAL_MELEE_RANGE;
|
||||
CAST_AI(SmartAI, me->AI())->MoveAway(std::min(minDistance, spellMaxRange));
|
||||
continue;
|
||||
}
|
||||
|
||||
// Let us not try to cast spell if we know it is going to fail anyway. Stick to chasing and continue.
|
||||
if (distanceToTarget > spellMaxRange && isWithinLOSInMap)
|
||||
{
|
||||
failedSpellCast = true;
|
||||
CAST_AI(SmartAI, me->AI())->SetCombatMove(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
|
||||
continue;
|
||||
}
|
||||
else if (distanceToTarget < spellMinRange || !isWithinLOSInMap)
|
||||
{
|
||||
failedSpellCast = true;
|
||||
CAST_AI(SmartAI, me->AI())->SetCombatMove(true);
|
||||
continue;
|
||||
}
|
||||
|
||||
TriggerCastFlags triggerFlags = TRIGGERED_NONE;
|
||||
@@ -649,11 +667,38 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
|
||||
triggerFlags = TRIGGERED_FULL_MASK;
|
||||
}
|
||||
|
||||
me->CastSpell(target->ToUnit(), e.action.cast.spell, triggerFlags);
|
||||
SpellCastResult result = me->CastSpell(target->ToUnit(), e.action.cast.spell, triggerFlags);
|
||||
bool spellCastFailed = (result != SPELL_CAST_OK && result != SPELL_FAILED_SPELL_IN_PROGRESS);
|
||||
|
||||
if (e.action.cast.castFlags & SMARTCAST_COMBAT_MOVE)
|
||||
{
|
||||
// If cast flag SMARTCAST_COMBAT_MOVE is set combat movement will not be allowed unless target is outside spell range, out of mana, or LOS.
|
||||
if (result == SPELL_FAILED_OUT_OF_RANGE)
|
||||
// if we are just out of range, we only chase until we are back in spell range.
|
||||
CAST_AI(SmartAI, me->AI())->SetCombatMove(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
|
||||
else
|
||||
// if spell fail for any other reason, we chase to melee range, or stay where we are if spellcast was successful.
|
||||
CAST_AI(SmartAI, me->AI())->SetCombatMove(spellCastFailed);
|
||||
}
|
||||
|
||||
if (spellCastFailed)
|
||||
failedSpellCast = true;
|
||||
else
|
||||
successfulSpellCast = true;
|
||||
|
||||
LOG_DEBUG("scripts.ai", "SmartScript::ProcessAction:: SMART_ACTION_CAST: Unit {} casts spell {} on target {} with castflags {}",
|
||||
me->GetGUID().ToString(), e.action.cast.spell, target->GetGUID().ToString(), e.action.cast.castFlags);
|
||||
}
|
||||
}
|
||||
|
||||
// If there is at least 1 failed cast and no successful casts at all, retry again on next loop
|
||||
if (failedSpellCast && !successfulSpellCast)
|
||||
{
|
||||
RetryLater(e, true);
|
||||
// Don't execute linked events
|
||||
return;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case SMART_ACTION_SELF_CAST:
|
||||
@@ -864,15 +909,8 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
|
||||
if (!IsSmart())
|
||||
break;
|
||||
|
||||
// Xinef: Fix Combat Movement
|
||||
bool move = e.action.combatMove.move;
|
||||
if (move && GetMaxCombatDist() && e.GetEventType() == SMART_EVENT_MANA_PCT)
|
||||
{
|
||||
SetActualCombatDist(0);
|
||||
CAST_AI(SmartAI, me->AI())->SetForcedCombatMove(0);
|
||||
}
|
||||
else
|
||||
CAST_AI(SmartAI, me->AI())->SetCombatMove(move);
|
||||
CAST_AI(SmartAI, me->AI())->SetCombatMove(move);
|
||||
LOG_DEBUG("sql.sql", "SmartScript::ProcessAction:: SMART_ACTION_ALLOW_COMBAT_MOVEMENT: Creature {} bool on = {}",
|
||||
me->GetGUID().ToString(), e.action.combatMove.move);
|
||||
break;
|
||||
@@ -2425,17 +2463,6 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
|
||||
|
||||
break;
|
||||
}
|
||||
case SMART_ACTION_SET_CASTER_COMBAT_DIST:
|
||||
{
|
||||
if (e.action.casterDistance.reset)
|
||||
RestoreCasterMaxDist();
|
||||
else
|
||||
SetCasterActualDist(e.action.casterDistance.dist);
|
||||
|
||||
if (me->GetVictim() && me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
|
||||
me->GetMotionMaster()->MoveChase(me->GetVictim(), GetCasterActualDist());
|
||||
break;
|
||||
}
|
||||
case SMART_ACTION_SET_SIGHT_DIST:
|
||||
{
|
||||
for (WorldObject* const target : targets)
|
||||
@@ -4577,7 +4604,7 @@ void SmartScript::UpdateTimer(SmartScriptHolder& e, uint32 const diff)
|
||||
{
|
||||
if (me && me->HasUnitState(UNIT_STATE_CASTING))
|
||||
{
|
||||
e.timer = 1200;
|
||||
RaisePriority(e);
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -4635,6 +4662,18 @@ void SmartScript::UpdateTimer(SmartScriptHolder& e, uint32 const diff)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (e.priority != SmartScriptHolder::DEFAULT_PRIORITY)
|
||||
{
|
||||
// Reset priority to default one only if the event hasn't been rescheduled again to next loop
|
||||
if (e.timer > 1)
|
||||
{
|
||||
// Re-sort events if this was moved to the top of the queue
|
||||
mEventSortingRequired = true;
|
||||
// Reset priority to default one
|
||||
e.priority = SmartScriptHolder::DEFAULT_PRIORITY;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
e.timer -= diff;
|
||||
@@ -4663,6 +4702,12 @@ void SmartScript::OnUpdate(uint32 const diff)
|
||||
|
||||
InstallEvents();//before UpdateTimers
|
||||
|
||||
if (mEventSortingRequired)
|
||||
{
|
||||
SortEvents(mEvents);
|
||||
mEventSortingRequired = false;
|
||||
}
|
||||
|
||||
for (SmartAIEventList::iterator i = mEvents.begin(); i != mEvents.end(); ++i)
|
||||
UpdateTimer(*i, diff);
|
||||
|
||||
@@ -4718,6 +4763,33 @@ void SmartScript::OnUpdate(uint32 const diff)
|
||||
}
|
||||
}
|
||||
|
||||
void SmartScript::SortEvents(SmartAIEventList& events)
|
||||
{
|
||||
std::sort(events.begin(), events.end());
|
||||
}
|
||||
|
||||
void SmartScript::RaisePriority(SmartScriptHolder& e)
|
||||
{
|
||||
e.timer = 1200;
|
||||
// Change priority only if it's set to default, otherwise keep the current order of events
|
||||
if (e.priority == SmartScriptHolder::DEFAULT_PRIORITY)
|
||||
{
|
||||
e.priority = mCurrentPriority++;
|
||||
mEventSortingRequired = true;
|
||||
}
|
||||
}
|
||||
|
||||
void SmartScript::RetryLater(SmartScriptHolder& e, bool ignoreChanceRoll)
|
||||
{
|
||||
RaisePriority(e);
|
||||
|
||||
// This allows to retry the action later without rolling again the chance roll (which might fail and end up not executing the action)
|
||||
if (ignoreChanceRoll)
|
||||
e.event.event_flags |= SMART_EVENT_FLAG_TEMP_IGNORE_CHANCE_ROLL;
|
||||
|
||||
e.runOnce = false;
|
||||
}
|
||||
|
||||
void SmartScript::FillScript(SmartAIEventList e, WorldObject* obj, AreaTrigger const* at)
|
||||
{
|
||||
(void)at; // ensure that the variable is referenced even if extra logs are disabled in order to pass compiler checks
|
||||
@@ -4822,37 +4894,8 @@ void SmartScript::OnInitialize(WorldObject* obj, AreaTrigger const* at)
|
||||
|
||||
GetScript();//load copy of script
|
||||
|
||||
uint32 maxDisableDist = 0;
|
||||
uint32 minEnableDist = 0;
|
||||
for (SmartAIEventList::iterator i = mEvents.begin(); i != mEvents.end(); ++i)
|
||||
{
|
||||
InitTimer((*i));//calculate timers for first time use
|
||||
if (i->GetEventType() == SMART_EVENT_RANGE && i->GetActionType() == SMART_ACTION_ALLOW_COMBAT_MOVEMENT)
|
||||
{
|
||||
if (i->action.combatMove.move == 1 && i->event.minMaxRepeat.rangeMin > minEnableDist)
|
||||
minEnableDist = i->event.minMaxRepeat.rangeMin;
|
||||
else if (i->action.combatMove.move == 0 && (i->event.minMaxRepeat.rangeMax < maxDisableDist || maxDisableDist == 0))
|
||||
maxDisableDist = i->event.minMaxRepeat.rangeMax;
|
||||
}
|
||||
|
||||
// Xinef: if smartcast combat move flag is present
|
||||
if (i->GetActionType() == SMART_ACTION_CAST && (i->action.cast.castFlags & SMARTCAST_COMBAT_MOVE))
|
||||
{
|
||||
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(i->action.cast.spell))
|
||||
{
|
||||
float maxRange = spellInfo->GetMaxRange(spellInfo->IsPositive());
|
||||
float minRange = spellInfo->GetMinRange(spellInfo->IsPositive());
|
||||
|
||||
if (maxRange > 0 && minRange <= maxRange)
|
||||
{
|
||||
smartCasterMaxDist = minRange + ((maxRange - minRange) * 0.65f);
|
||||
smartCasterPowerType = (Powers)spellInfo->PowerType;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (maxDisableDist > 0 && minEnableDist >= maxDisableDist)
|
||||
mMaxCombatDist = uint32(maxDisableDist + ((minEnableDist - maxDisableDist) / 2));
|
||||
for (SmartScriptHolder& event : mEvents)
|
||||
InitTimer(event);//calculate timers for first time use
|
||||
|
||||
ProcessEventsFor(SMART_EVENT_AI_INIT);
|
||||
InstallEvents();
|
||||
|
||||
@@ -216,19 +216,6 @@ public:
|
||||
typedef std::unordered_map<uint32, uint32> CounterMap;
|
||||
CounterMap mCounterList;
|
||||
|
||||
// Xinef: Fix Combat Movement
|
||||
void SetActualCombatDist(uint32 dist) { mActualCombatDist = dist; }
|
||||
void RestoreMaxCombatDist() { mActualCombatDist = mMaxCombatDist; }
|
||||
uint32 GetActualCombatDist() const { return mActualCombatDist; }
|
||||
uint32 GetMaxCombatDist() const { return mMaxCombatDist; }
|
||||
|
||||
// Xinef: SmartCasterAI, replace above
|
||||
void SetCasterActualDist(float dist) { smartCasterActualDist = dist; }
|
||||
void RestoreCasterMaxDist() { smartCasterActualDist = smartCasterMaxDist; }
|
||||
Powers GetCasterPowerType() const { return smartCasterPowerType; }
|
||||
float GetCasterActualDist() const { return smartCasterActualDist; }
|
||||
float GetCasterMaxDist() const { return smartCasterMaxDist; }
|
||||
|
||||
bool AllowPhaseReset() const { return _allowPhaseReset; }
|
||||
void SetPhaseReset(bool allow) { _allowPhaseReset = allow; }
|
||||
|
||||
@@ -241,6 +228,10 @@ private:
|
||||
void SetPhase(uint32 p);
|
||||
bool IsInPhase(uint32 p) const;
|
||||
|
||||
void SortEvents(SmartAIEventList& events);
|
||||
void RaisePriority(SmartScriptHolder& e);
|
||||
void RetryLater(SmartScriptHolder& e, bool ignoreChanceRoll = false);
|
||||
|
||||
SmartAIEventList mEvents;
|
||||
SmartAIEventList mInstallEvents;
|
||||
SmartAIEventList mTimedActionList;
|
||||
@@ -262,15 +253,8 @@ private:
|
||||
uint32 mLastTextID;
|
||||
uint32 mTalkerEntry;
|
||||
bool mUseTextTimer;
|
||||
|
||||
// Xinef: Fix Combat Movement
|
||||
uint32 mActualCombatDist;
|
||||
uint32 mMaxCombatDist;
|
||||
|
||||
// Xinef: SmartCasterAI, replace above in future
|
||||
uint32 smartCasterActualDist;
|
||||
uint32 smartCasterMaxDist;
|
||||
Powers smartCasterPowerType;
|
||||
uint32 mCurrentPriority;
|
||||
bool mEventSortingRequired;
|
||||
|
||||
// Xinef: misc
|
||||
bool _allowPhaseReset;
|
||||
|
||||
@@ -755,7 +755,6 @@ bool SmartAIMgr::CheckUnusedActionParams(SmartScriptHolder const& e)
|
||||
case SMART_ACTION_EXIT_VEHICLE: return NO_PARAMS;
|
||||
case SMART_ACTION_SET_UNIT_MOVEMENT_FLAGS: return sizeof(SmartAction::movementFlag);
|
||||
case SMART_ACTION_SET_COMBAT_DISTANCE: return sizeof(SmartAction::combatDistance);
|
||||
case SMART_ACTION_SET_CASTER_COMBAT_DIST: return sizeof(SmartAction::casterDistance);
|
||||
case SMART_ACTION_FALL: return NO_PARAMS;
|
||||
case SMART_ACTION_SET_EVENT_FLAG_RESET: return sizeof(SmartAction::setActive);
|
||||
case SMART_ACTION_STOP_MOTION: return sizeof(SmartAction::stopMotion);
|
||||
@@ -1918,7 +1917,6 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
|
||||
case SMART_ACTION_EXIT_VEHICLE:
|
||||
case SMART_ACTION_SET_UNIT_MOVEMENT_FLAGS:
|
||||
case SMART_ACTION_SET_COMBAT_DISTANCE:
|
||||
case SMART_ACTION_SET_CASTER_COMBAT_DIST:
|
||||
case SMART_ACTION_SET_SIGHT_DIST:
|
||||
case SMART_ACTION_FLEE:
|
||||
case SMART_ACTION_ADD_THREAT:
|
||||
|
||||
@@ -26,6 +26,7 @@
|
||||
#include "Spell.h"
|
||||
#include "SpellMgr.h"
|
||||
#include "Unit.h"
|
||||
#include <limits>
|
||||
|
||||
typedef uint32 SAIBool;
|
||||
|
||||
@@ -686,7 +687,7 @@ enum SMART_ACTION
|
||||
SMART_ACTION_EXIT_VEHICLE = 203, // none
|
||||
SMART_ACTION_SET_UNIT_MOVEMENT_FLAGS = 204, // flags
|
||||
SMART_ACTION_SET_COMBAT_DISTANCE = 205, // combatDistance
|
||||
SMART_ACTION_SET_CASTER_COMBAT_DIST = 206, // followDistance, resetToMax
|
||||
// UNUSED = 206,
|
||||
SMART_ACTION_SET_HOVER = 207, // 0/1
|
||||
SMART_ACTION_ADD_IMMUNITY = 208, // type, id, value
|
||||
SMART_ACTION_REMOVE_IMMUNITY = 209, // type, id, value
|
||||
@@ -1859,7 +1860,10 @@ enum SmartEventFlags
|
||||
SMART_EVENT_FLAG_WHILE_CHARMED = 0x200, // Event occurs even if AI owner is charmed
|
||||
|
||||
SMART_EVENT_FLAG_DIFFICULTY_ALL = (SMART_EVENT_FLAG_DIFFICULTY_0 | SMART_EVENT_FLAG_DIFFICULTY_1 | SMART_EVENT_FLAG_DIFFICULTY_2 | SMART_EVENT_FLAG_DIFFICULTY_3),
|
||||
SMART_EVENT_FLAGS_ALL = (SMART_EVENT_FLAG_NOT_REPEATABLE | SMART_EVENT_FLAG_DIFFICULTY_ALL | SMART_EVENT_FLAG_RESERVED_5 | SMART_EVENT_FLAG_RESERVED_6 | SMART_EVENT_FLAG_DEBUG_ONLY | SMART_EVENT_FLAG_DONT_RESET | SMART_EVENT_FLAG_WHILE_CHARMED)
|
||||
SMART_EVENT_FLAGS_ALL = (SMART_EVENT_FLAG_NOT_REPEATABLE | SMART_EVENT_FLAG_DIFFICULTY_ALL | SMART_EVENT_FLAG_RESERVED_5 | SMART_EVENT_FLAG_RESERVED_6 | SMART_EVENT_FLAG_DEBUG_ONLY | SMART_EVENT_FLAG_DONT_RESET | SMART_EVENT_FLAG_WHILE_CHARMED),
|
||||
|
||||
// Temp flags, used only at runtime, never stored in DB
|
||||
SMART_EVENT_FLAG_TEMP_IGNORE_CHANCE_ROLL = 0x40000000, //Event occurs no matter what roll_chance_i(e.event.event_chance) returns.
|
||||
};
|
||||
|
||||
enum SmartCastFlags
|
||||
@@ -1889,7 +1893,7 @@ enum SmartFollowType
|
||||
struct SmartScriptHolder
|
||||
{
|
||||
SmartScriptHolder() : entryOrGuid(0), source_type(SMART_SCRIPT_TYPE_CREATURE)
|
||||
, event_id(0), link(0), event(), action(), target(), timer(0), active(false), runOnce(false)
|
||||
, event_id(0), link(0), event(), action(), target(), timer(0), priority(DEFAULT_PRIORITY), active(false), runOnce(false)
|
||||
, enableTimed(false) {}
|
||||
|
||||
int32 entryOrGuid;
|
||||
@@ -1908,9 +1912,18 @@ public:
|
||||
uint32 GetTargetType() const { return (uint32)target.type; }
|
||||
|
||||
uint32 timer;
|
||||
uint32 priority;
|
||||
bool active;
|
||||
bool runOnce;
|
||||
bool enableTimed;
|
||||
|
||||
// Default comparision operator using priority field as first ordering field
|
||||
bool operator<(SmartScriptHolder const& other) const
|
||||
{
|
||||
return std::tie(priority, entryOrGuid, source_type, event_id, link) < std::tie(other.priority, other.entryOrGuid, other.source_type, other.event_id, other.link);
|
||||
}
|
||||
|
||||
static constexpr uint32 DEFAULT_PRIORITY = std::numeric_limits<uint32>::max();
|
||||
};
|
||||
|
||||
typedef std::unordered_map<uint32, WayPoint*> WPPath;
|
||||
|
||||
@@ -335,21 +335,22 @@ bool GameObject::Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, u
|
||||
|
||||
if (IsInstanceGameobject())
|
||||
{
|
||||
switch (GetStateSavedOnInstance())
|
||||
if (InstanceScript* instance = GetInstanceScript())
|
||||
{
|
||||
case 0:
|
||||
SetGoState(GO_STATE_READY);
|
||||
SwitchDoorOrButton(true);
|
||||
break;
|
||||
case 1:
|
||||
SetGoState(GO_STATE_READY);
|
||||
break;
|
||||
case 2:
|
||||
SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
|
||||
break;
|
||||
default:
|
||||
SetGoState(go_state);
|
||||
break;
|
||||
switch (uint8 state = instance->GetStoredGameObjectState(GetSpawnId()))
|
||||
{
|
||||
case 0:
|
||||
SetGoState(GO_STATE_READY);
|
||||
SwitchDoorOrButton(true);
|
||||
break;
|
||||
case 1:
|
||||
case 2:
|
||||
SetGoState((GOState)state);
|
||||
break;
|
||||
default:
|
||||
SetGoState(go_state);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -2505,21 +2506,13 @@ void GameObject::SetGoState(GOState state)
|
||||
* save it's state on the database to be loaded properly
|
||||
* on server restart or crash.
|
||||
*/
|
||||
if (IsInstanceGameobject() && IsAbleToSaveOnDb())
|
||||
if (IsInstanceGameobject() && IsAllowedToSaveToDB())
|
||||
{
|
||||
// Save the gameobject state on the Database
|
||||
if (!FindStateSavedOnInstance())
|
||||
{
|
||||
SaveInstanceData(GameobjectStateToInt(&state));
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateInstanceData(GameobjectStateToInt(&state));
|
||||
}
|
||||
SaveStateToDB();
|
||||
}
|
||||
}
|
||||
|
||||
bool GameObject::IsInstanceGameobject()
|
||||
bool GameObject::IsInstanceGameobject() const
|
||||
{
|
||||
// Avoid checking for unecessary gameobjects whose
|
||||
// states don't matter for the dungeon progression
|
||||
@@ -2538,7 +2531,7 @@ bool GameObject::IsInstanceGameobject()
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GameObject::ValidateGameobjectType()
|
||||
bool GameObject::ValidateGameobjectType() const
|
||||
{
|
||||
switch (m_goInfo->type)
|
||||
{
|
||||
@@ -2553,7 +2546,7 @@ bool GameObject::ValidateGameobjectType()
|
||||
}
|
||||
}
|
||||
|
||||
uint8 GameObject::GameobjectStateToInt(GOState* state)
|
||||
uint8 GameObject::GameobjectStateToInt(GOState* state) const
|
||||
{
|
||||
uint8 m_state = 3;
|
||||
|
||||
@@ -2578,71 +2571,24 @@ uint8 GameObject::GameobjectStateToInt(GOState* state)
|
||||
return m_state;
|
||||
}
|
||||
|
||||
bool GameObject::IsAbleToSaveOnDb()
|
||||
{
|
||||
return m_saveStateOnDb;
|
||||
}
|
||||
|
||||
void GameObject::UpdateSaveToDb(bool enable)
|
||||
{
|
||||
m_saveStateOnDb = enable;
|
||||
|
||||
if (enable)
|
||||
{
|
||||
SavingStateOnDB();
|
||||
}
|
||||
}
|
||||
|
||||
void GameObject::SavingStateOnDB()
|
||||
void GameObject::SaveStateToDB()
|
||||
{
|
||||
if (IsInstanceGameobject())
|
||||
{
|
||||
GOState param = GetGoState();
|
||||
if (!FindStateSavedOnInstance())
|
||||
if (InstanceScript* instance = GetInstanceScript())
|
||||
{
|
||||
SaveInstanceData(GameobjectStateToInt(¶m));
|
||||
GOState param = GetGoState();
|
||||
instance->StoreGameObjectState(GetSpawnId(), GameobjectStateToInt(¶m));
|
||||
|
||||
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INSERT_INSTANCE_SAVED_DATA);
|
||||
stmt->SetData(0, GetInstanceId());
|
||||
stmt->SetData(1, GetSpawnId());
|
||||
stmt->SetData(2, GameobjectStateToInt(¶m));
|
||||
CharacterDatabase.Execute(stmt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameObject::SaveInstanceData(uint8 state)
|
||||
{
|
||||
uint32 id = GetInstanceId();
|
||||
uint32 guid = GetSpawnId();
|
||||
|
||||
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INSERT_INSTANCE_SAVED_DATA);
|
||||
stmt->SetData(0, id);
|
||||
stmt->SetData(1, guid);
|
||||
stmt->SetData(2, state);
|
||||
CharacterDatabase.Execute(stmt);
|
||||
|
||||
sObjectMgr->NewInstanceSavedGameobjectState(id, guid, state);
|
||||
}
|
||||
|
||||
void GameObject::UpdateInstanceData(uint8 state)
|
||||
{
|
||||
uint32 id = GetInstanceId();
|
||||
uint32 guid = GetSpawnId();
|
||||
|
||||
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_INSTANCE_SAVED_DATA);
|
||||
stmt->SetData(0, state);
|
||||
stmt->SetData(1, guid);
|
||||
stmt->SetData(2, id);
|
||||
CharacterDatabase.Execute(stmt);
|
||||
|
||||
sObjectMgr->SetInstanceSavedGameobjectState(id, guid, state);
|
||||
}
|
||||
|
||||
uint8 GameObject::GetStateSavedOnInstance()
|
||||
{
|
||||
return sObjectMgr->GetInstanceSavedGameobjectState(GetInstanceId(), GetSpawnId());
|
||||
}
|
||||
|
||||
bool GameObject::FindStateSavedOnInstance()
|
||||
{
|
||||
return sObjectMgr->FindInstanceSavedGameobjectState(GetInstanceId(), GetSpawnId());
|
||||
}
|
||||
|
||||
void GameObject::SetDisplayId(uint32 displayid)
|
||||
{
|
||||
SetUInt32Value(GAMEOBJECT_DISPLAYID, displayid);
|
||||
|
||||
@@ -350,25 +350,21 @@ public:
|
||||
|
||||
static std::unordered_map<int, goEventFlag> gameObjectToEventFlag; // Gameobject -> event flag
|
||||
|
||||
void SaveInstanceData(uint8 state);
|
||||
void UpdateInstanceData(uint8 state);
|
||||
bool FindStateSavedOnInstance();
|
||||
bool ValidateGameobjectType();
|
||||
uint8 GetStateSavedOnInstance();
|
||||
bool IsInstanceGameobject();
|
||||
uint8 GameobjectStateToInt(GOState* state);
|
||||
[[nodiscard]] bool ValidateGameobjectType() const;
|
||||
[[nodiscard]] bool IsInstanceGameobject() const;
|
||||
[[nodiscard]] uint8 GameobjectStateToInt(GOState* state) const;
|
||||
|
||||
/* A check to verify if this object is available to be saved on the DB when
|
||||
* a state change occurs
|
||||
*/
|
||||
bool IsAbleToSaveOnDb();
|
||||
[[nodiscard]] bool IsAllowedToSaveToDB() const { return m_saveStateOnDb; };
|
||||
|
||||
/* Enable or Disable the ability to save on the database this gameobject's state
|
||||
* whenever it changes
|
||||
*/
|
||||
void UpdateSaveToDb(bool enable);
|
||||
void AllowSaveToDB(bool enable) { m_saveStateOnDb = enable; };
|
||||
|
||||
void SavingStateOnDB();
|
||||
void SaveStateToDB();
|
||||
|
||||
std::string GetDebugInfo() const override;
|
||||
protected:
|
||||
|
||||
@@ -105,6 +105,14 @@ void Pet::AddToWorld()
|
||||
|
||||
if (GetOwnerGUID().IsPlayer())
|
||||
{
|
||||
if (Player* owner = GetOwner())
|
||||
{
|
||||
if (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)
|
||||
{
|
||||
owner->SetLastPetSpell(GetUInt32Value(UNIT_CREATED_BY_SPELL));
|
||||
}
|
||||
}
|
||||
|
||||
sScriptMgr->OnPetAddToWorld(this);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2524,6 +2524,11 @@ void Player::GiveLevel(uint8 level)
|
||||
sScriptMgr->OnPlayerLevelChanged(this, oldLevel);
|
||||
}
|
||||
|
||||
bool Player::IsMaxLevel() const
|
||||
{
|
||||
return GetLevel() >= GetUInt32Value(PLAYER_FIELD_MAX_LEVEL);
|
||||
}
|
||||
|
||||
void Player::InitTalentForLevel()
|
||||
{
|
||||
uint32 talentPointsForLevel = CalculateTalentsPoints();
|
||||
@@ -14166,24 +14171,21 @@ void Player::ResummonPetTemporaryUnSummonedIfAny()
|
||||
|
||||
bool Player::CanResummonPet(uint32 spellid)
|
||||
{
|
||||
switch (getClass())
|
||||
if (getClass() == CLASS_DEATH_KNIGHT)
|
||||
{
|
||||
case CLASS_DEATH_KNIGHT:
|
||||
if (CanSeeDKPet())
|
||||
return true;
|
||||
else if (spellid == 52150) //Raise Dead
|
||||
return false;
|
||||
break;
|
||||
case CLASS_MAGE:
|
||||
if (HasSpell(31687) && HasAura(70937)) //Has [Summon Water Elemental] spell and [Glyph of Eternal Water].
|
||||
return true;
|
||||
break;
|
||||
case CLASS_HUNTER:
|
||||
case CLASS_WARLOCK:
|
||||
if (CanSeeDKPet())
|
||||
return true;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
else if (spellid == 52150) // Raise Dead
|
||||
return false;
|
||||
}
|
||||
else if (getClass() == CLASS_MAGE)
|
||||
{
|
||||
if (HasSpell(31687) && HasAura(70937)) //Has [Summon Water Elemental] spell and [Glyph of Eternal Water].
|
||||
return true;
|
||||
}
|
||||
else if (getClass() == CLASS_HUNTER)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return HasSpell(spellid);
|
||||
|
||||
@@ -1686,6 +1686,7 @@ public:
|
||||
void SetFreeTalentPoints(uint32 points);
|
||||
bool resetTalents(bool noResetCost = false);
|
||||
[[nodiscard]] uint32 resetTalentsCost() const;
|
||||
bool IsMaxLevel() const;
|
||||
void InitTalentForLevel();
|
||||
void BuildPlayerTalentsInfoData(WorldPacket* data);
|
||||
void BuildPetTalentsInfoData(WorldPacket* data);
|
||||
|
||||
@@ -2352,7 +2352,7 @@ void Player::SendQuestReward(Quest const* quest, uint32 XP)
|
||||
WorldPacket data(SMSG_QUESTGIVER_QUEST_COMPLETE, (4 + 4 + 4 + 4 + 4));
|
||||
data << uint32(questid);
|
||||
|
||||
if (GetLevel() < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
|
||||
if (!IsMaxLevel())
|
||||
{
|
||||
data << uint32(XP);
|
||||
data << uint32(quest->GetRewOrReqMoney(GetLevel()));
|
||||
|
||||
@@ -4468,19 +4468,12 @@ void Unit::_ApplyAura(AuraApplication* aurApp, uint8 effMask)
|
||||
SpellInfo const* spellInfo = aura->GetSpellInfo();
|
||||
if (AuraStateType aState = spellInfo->GetAuraState())
|
||||
{
|
||||
if (aState != AURA_STATE_CONFLAGRATE)
|
||||
{
|
||||
// Sting (hunter's pet ability), Faerie Fire (druid versions)
|
||||
if (aState == AURA_STATE_FAERIE_FIRE)
|
||||
aurApp->GetTarget()->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
|
||||
|
||||
uint32 aStateMask = (1 << (aState - 1));
|
||||
// force update so the new caster registers it
|
||||
if ((aStateMask & PER_CASTER_AURA_STATE_MASK) && HasFlag(UNIT_FIELD_AURASTATE, aStateMask))
|
||||
ForceValuesUpdateAtIndex(UNIT_FIELD_AURASTATE);
|
||||
else
|
||||
ModifyAuraState(aState, true);
|
||||
}
|
||||
else if (caster)
|
||||
{
|
||||
ConflagrateAuraStateDelayEvent* pEvent = new ConflagrateAuraStateDelayEvent(this, caster->GetGUID());
|
||||
m_Events.AddEvent(pEvent, m_Events.CalculateTime(700)); // intended 700ms delay before allowing to cast conflagrate
|
||||
}
|
||||
}
|
||||
|
||||
if (aurApp->GetRemoveMode())
|
||||
@@ -4575,9 +4568,19 @@ void Unit::_UnapplyAura(AuraApplicationMap::iterator& i, AuraRemoveMode removeMo
|
||||
ToTotem()->setDeathState(DeathState::JustDied);
|
||||
}
|
||||
|
||||
// Remove aurastates only if were not found
|
||||
if (!auraStateFound)
|
||||
ModifyAuraState(auraState, false);
|
||||
// Remove aurastates only if needed and were not found
|
||||
if (auraState)
|
||||
{
|
||||
if (!auraStateFound)
|
||||
ModifyAuraState(auraState, false);
|
||||
else
|
||||
{
|
||||
// update for casters, some shouldn't 'see' the aura state
|
||||
uint32 aStateMask = (1 << (auraState - 1));
|
||||
if ((aStateMask & PER_CASTER_AURA_STATE_MASK) != 0)
|
||||
ForceValuesUpdateAtIndex(UNIT_FIELD_AURASTATE);
|
||||
}
|
||||
}
|
||||
|
||||
aura->HandleAuraSpecificMods(aurApp, caster, false, false);
|
||||
|
||||
@@ -20762,16 +20765,6 @@ int32 Unit::CalculateAOEDamageReduction(int32 damage, uint32 schoolMask, Unit* c
|
||||
return damage;
|
||||
}
|
||||
|
||||
bool ConflagrateAuraStateDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
|
||||
{
|
||||
if (m_owner->IsInWorld())
|
||||
if (m_owner->GetAuraEffect(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_WARLOCK, 0x4, 0, 0, m_casterGUID) || // immolate
|
||||
m_owner->GetAuraEffect(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_WARLOCK, 0, 0, 0x2, m_casterGUID)) // shadowflame
|
||||
m_owner->ModifyAuraState(AURA_STATE_CONFLAGRATE, true);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Unit::ExecuteDelayedUnitRelocationEvent()
|
||||
{
|
||||
this->RemoveFromNotify(NOTIFY_VISIBILITY_CHANGED);
|
||||
|
||||
@@ -2674,17 +2674,6 @@ namespace Acore
|
||||
};
|
||||
}
|
||||
|
||||
class ConflagrateAuraStateDelayEvent : public BasicEvent
|
||||
{
|
||||
public:
|
||||
ConflagrateAuraStateDelayEvent(Unit* owner, ObjectGuid casterGUID) : BasicEvent(), m_owner(owner), m_casterGUID(casterGUID) { }
|
||||
bool Execute(uint64 e_time, uint32 p_time) override;
|
||||
|
||||
private:
|
||||
Unit* m_owner;
|
||||
ObjectGuid m_casterGUID;
|
||||
};
|
||||
|
||||
class RedirectSpellEvent : public BasicEvent
|
||||
{
|
||||
public:
|
||||
|
||||
@@ -10135,72 +10135,6 @@ uint32 ObjectMgr::GetQuestMoneyReward(uint8 level, uint32 questMoneyDifficulty)
|
||||
return 0;
|
||||
}
|
||||
|
||||
void ObjectMgr::LoadInstanceSavedGameobjectStateData()
|
||||
{
|
||||
uint32 oldMSTime = getMSTime();
|
||||
|
||||
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SELECT_INSTANCE_SAVED_DATA);
|
||||
PreparedQueryResult result = CharacterDatabase.Query(stmt);
|
||||
|
||||
if (!result)
|
||||
{
|
||||
// There's no gameobject with this GUID saved on the DB
|
||||
LOG_INFO("sql.sql", ">> Loaded 0 Instance saved gameobject state data. DB table `instance_saved_go_state_data` is empty.");
|
||||
return;
|
||||
}
|
||||
|
||||
Field* fields;
|
||||
uint32 count = 0;
|
||||
do
|
||||
{
|
||||
fields = result->Fetch();
|
||||
GameobjectInstanceSavedStateList.push_back({ fields[0].Get<uint32>(), fields[1].Get<uint32>(), fields[2].Get<unsigned short>() });
|
||||
count++;
|
||||
} while (result->NextRow());
|
||||
|
||||
LOG_INFO("server.loading", ">> Loaded {} instance saved gameobject state data in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
|
||||
LOG_INFO("server.loading", " ");
|
||||
}
|
||||
|
||||
uint8 ObjectMgr::GetInstanceSavedGameobjectState(uint32 id, uint32 guid)
|
||||
{
|
||||
for (auto it = GameobjectInstanceSavedStateList.begin(); it != GameobjectInstanceSavedStateList.end(); it++)
|
||||
{
|
||||
if (it->m_guid == guid && it->m_instance == id)
|
||||
{
|
||||
return it->m_state;
|
||||
}
|
||||
}
|
||||
return 3; // Any state higher than 2 to get the default state
|
||||
}
|
||||
|
||||
bool ObjectMgr::FindInstanceSavedGameobjectState(uint32 id, uint32 guid)
|
||||
{
|
||||
for (auto it = GameobjectInstanceSavedStateList.begin(); it != GameobjectInstanceSavedStateList.end(); it++)
|
||||
{
|
||||
if (it->m_guid == guid && it->m_instance == id)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void ObjectMgr::SetInstanceSavedGameobjectState(uint32 id, uint32 guid, uint8 state)
|
||||
{
|
||||
for (auto it = GameobjectInstanceSavedStateList.begin(); it != GameobjectInstanceSavedStateList.end(); it++)
|
||||
{
|
||||
if (it->m_guid == guid && it->m_instance == id)
|
||||
{
|
||||
it->m_state = state;
|
||||
}
|
||||
}
|
||||
}
|
||||
void ObjectMgr::NewInstanceSavedGameobjectState(uint32 id, uint32 guid, uint8 state)
|
||||
{
|
||||
GameobjectInstanceSavedStateList.push_back({ id, guid, state });
|
||||
}
|
||||
|
||||
void ObjectMgr::SendServerMail(Player* player, uint32 id, uint32 reqLevel, uint32 reqPlayTime, uint32 rewardMoneyA, uint32 rewardMoneyH, uint32 rewardItemA, uint32 rewardItemCountA, uint32 rewardItemH, uint32 rewardItemCountH, std::string subject, std::string body, uint8 active) const
|
||||
{
|
||||
if (active)
|
||||
|
||||
@@ -1445,12 +1445,6 @@ public:
|
||||
|
||||
[[nodiscard]] uint32 GetQuestMoneyReward(uint8 level, uint32 questMoneyDifficulty) const;
|
||||
void SendServerMail(Player* player, uint32 id, uint32 reqLevel, uint32 reqPlayTime, uint32 rewardMoneyA, uint32 rewardMoneyH, uint32 rewardItemA, uint32 rewardItemCountA, uint32 rewardItemH, uint32 rewardItemCountH, std::string subject, std::string body, uint8 active) const;
|
||||
|
||||
void LoadInstanceSavedGameobjectStateData();
|
||||
bool FindInstanceSavedGameobjectState(uint32 id, uint32 guid);
|
||||
uint8 GetInstanceSavedGameobjectState(uint32 id, uint32 guid);
|
||||
void SetInstanceSavedGameobjectState(uint32 id, uint32 guid, uint8 state);
|
||||
void NewInstanceSavedGameobjectState(uint32 id, uint32 guid, uint8 state);
|
||||
private:
|
||||
// first free id for selected id type
|
||||
uint32 _auctionId; // pussywizard: accessed by a single thread
|
||||
|
||||
@@ -371,10 +371,6 @@ void WorldSession::HandleAuctionSellItem(WorldPacket& recvData)
|
||||
item2->SetState(ITEM_CHANGED, _player);
|
||||
_player->ItemRemovedQuestCheck(item2->GetEntry(), count[j]);
|
||||
item2->SendUpdateToPlayer(_player);
|
||||
|
||||
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
|
||||
item2->SaveToDB(trans);
|
||||
CharacterDatabase.CommitTransaction(trans);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -188,7 +188,10 @@ void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recvData*
|
||||
uint8 playerLevel = GetPlayer() ? GetPlayer()->GetLevel() : 0;
|
||||
data << uint8(done);
|
||||
data << uint32(quest->GetRewOrReqMoney(playerLevel));
|
||||
data << uint32(quest->XPValue(playerLevel));
|
||||
if (!GetPlayer()->IsMaxLevel())
|
||||
data << uint32(quest->XPValue(playerLevel));
|
||||
else
|
||||
data << uint32(0);
|
||||
data << uint32(0);
|
||||
data << uint32(0);
|
||||
data << uint8(quest->GetRewItemsCount());
|
||||
|
||||
@@ -740,6 +740,26 @@ void InstanceScript::SendEncounterUnit(uint32 type, Unit* unit /*= nullptr*/, ui
|
||||
instance->SendToPlayers(&data);
|
||||
}
|
||||
|
||||
void InstanceScript::LoadInstanceSavedGameobjectStateData()
|
||||
{
|
||||
_objectStateMap.clear();
|
||||
|
||||
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SELECT_INSTANCE_SAVED_DATA);
|
||||
stmt->SetData(0, instance->GetInstanceId());
|
||||
|
||||
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
|
||||
{
|
||||
Field* fields;
|
||||
|
||||
do
|
||||
{
|
||||
fields = result->Fetch();
|
||||
StoreGameObjectState(fields[0].Get<uint32>(), fields[1].Get<uint8>());
|
||||
|
||||
} while (result->NextRow());
|
||||
}
|
||||
}
|
||||
|
||||
std::string InstanceScript::GetBossStateName(uint8 state)
|
||||
{
|
||||
// See enum EncounterState in InstanceScript.h
|
||||
@@ -762,6 +782,18 @@ std::string InstanceScript::GetBossStateName(uint8 state)
|
||||
}
|
||||
}
|
||||
|
||||
uint8 InstanceScript::GetStoredGameObjectState(ObjectGuid::LowType spawnId) const
|
||||
{
|
||||
auto i = _objectStateMap.find(spawnId);
|
||||
|
||||
if (i != _objectStateMap.end())
|
||||
{
|
||||
return i->second;
|
||||
}
|
||||
|
||||
return 3; // Any state higher than 2 to get the default state for the object we are loading.
|
||||
}
|
||||
|
||||
bool InstanceHasScript(WorldObject const* obj, char const* scriptName)
|
||||
{
|
||||
if (InstanceMap* instance = obj->GetMap()->ToInstanceMap())
|
||||
|
||||
@@ -136,6 +136,7 @@ typedef std::pair<DoorInfoMap::const_iterator, DoorInfoMap::const_iterator> Door
|
||||
typedef std::map<uint32 /*entry*/, MinionInfo> MinionInfoMap;
|
||||
typedef std::map<uint32 /*type*/, ObjectGuid /*guid*/> ObjectGuidMap;
|
||||
typedef std::map<uint32 /*entry*/, uint32 /*type*/> ObjectInfoMap;
|
||||
typedef std::map<ObjectGuid::LowType /*spawnId*/, uint8 /*state*/> ObjectStateMap;
|
||||
|
||||
class InstanceScript : public ZoneScript
|
||||
{
|
||||
@@ -265,6 +266,12 @@ public:
|
||||
// Allows executing code using all creatures registered in the instance script as minions
|
||||
void DoForAllMinions(uint32 id, std::function<void(Creature*)> exec);
|
||||
|
||||
//
|
||||
void StoreGameObjectState(ObjectGuid::LowType spawnId, uint8 state) { _objectStateMap[spawnId] = state; };
|
||||
[[nodiscard]] uint8 GetStoredGameObjectState(ObjectGuid::LowType spawnId) const;
|
||||
|
||||
void LoadInstanceSavedGameobjectStateData();
|
||||
|
||||
TaskScheduler scheduler;
|
||||
protected:
|
||||
void SetHeaders(std::string const& dataHeaders);
|
||||
@@ -311,6 +318,7 @@ private:
|
||||
ObjectInfoMap _creatureInfo;
|
||||
ObjectInfoMap _gameObjectInfo;
|
||||
ObjectGuidMap _objectGuids;
|
||||
ObjectStateMap _objectStateMap;
|
||||
uint32 completedEncounters; // completed encounter mask, bit indexes are DungeonEncounter.dbc boss numbers, used for packets
|
||||
std::unordered_set<uint32> _activatedAreaTriggers;
|
||||
};
|
||||
|
||||
@@ -3096,6 +3096,8 @@ void InstanceMap::CreateInstanceScript(bool load, std::string data, uint32 compl
|
||||
if (data != "")
|
||||
instance_data->Load(data.c_str());
|
||||
}
|
||||
|
||||
instance_data->LoadInstanceSavedGameobjectStateData();
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
@@ -107,7 +107,7 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
|
||||
|
||||
if (i_recalculateTravel && PositionOkay(owner, target, _movingTowards ? maxTarget : Optional<float>(), angle))
|
||||
{
|
||||
if (owner->HasUnitState(UNIT_STATE_CHASE_MOVE) && !target->isMoving() && !mutualChase)
|
||||
if ((owner->HasUnitState(UNIT_STATE_CHASE_MOVE) && !target->isMoving() && !mutualChase) || _range)
|
||||
{
|
||||
i_recalculateTravel = false;
|
||||
i_path = nullptr;
|
||||
@@ -134,11 +134,11 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
|
||||
}
|
||||
|
||||
// if the target moved, we have to consider whether to adjust
|
||||
if (!_lastTargetPosition || target->GetPosition() != _lastTargetPosition.value() || mutualChase != _mutualChase)
|
||||
if (!_lastTargetPosition || target->GetPosition() != _lastTargetPosition.value() || mutualChase != _mutualChase || !owner->IsWithinLOSInMap(target))
|
||||
{
|
||||
_lastTargetPosition = target->GetPosition();
|
||||
_mutualChase = mutualChase;
|
||||
if (owner->HasUnitState(UNIT_STATE_CHASE_MOVE) || !PositionOkay(owner, target, target->isMoving() ? maxTarget : maxRange, angle))
|
||||
if (owner->HasUnitState(UNIT_STATE_CHASE_MOVE) || !PositionOkay(owner, target, maxTarget, angle))
|
||||
{
|
||||
// can we get to the target?
|
||||
if (cOwner && !target->isInAccessiblePlaceFor(cOwner))
|
||||
@@ -150,10 +150,10 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
|
||||
}
|
||||
|
||||
// figure out which way we want to move
|
||||
float tarX, tarY, tarZ;
|
||||
target->GetPosition(tarX, tarY, tarZ);
|
||||
float x, y, z;
|
||||
target->GetPosition(x, y, z);
|
||||
bool withinRange = owner->IsInDist(target, maxRange);
|
||||
bool withinLOS = owner->IsWithinLOS(tarX, tarY, tarZ);
|
||||
bool withinLOS = owner->IsWithinLOS(x, y, z);
|
||||
bool moveToward = !(withinRange && withinLOS);
|
||||
|
||||
// make a new path if we have to...
|
||||
@@ -181,14 +181,12 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
|
||||
additionalRange = owner->GetExactDistSq(target) < G3D::square(speed) ? 0 : speed;
|
||||
}
|
||||
|
||||
float x, y, z;
|
||||
bool shortenPath;
|
||||
|
||||
// if we want to move toward the target and there's no fixed angle...
|
||||
if (moveToward && !angle)
|
||||
{
|
||||
// ...we'll pathfind to the center, then shorten the path
|
||||
target->GetPosition(x, y, z);
|
||||
shortenPath = true;
|
||||
}
|
||||
else
|
||||
@@ -214,7 +212,7 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
|
||||
}
|
||||
|
||||
if (shortenPath)
|
||||
i_path->ShortenPathUntilDist(G3D::Vector3(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ()), maxTarget);
|
||||
i_path->ShortenPathUntilDist(G3D::Vector3(x, y, z), maxTarget);
|
||||
|
||||
if (cOwner)
|
||||
{
|
||||
|
||||
@@ -385,10 +385,6 @@ void Spell::EffectSchoolDMG(SpellEffIndex effIndex)
|
||||
damage += damage / 4;
|
||||
}
|
||||
}
|
||||
// Immolate - hidden delay for conflagrate
|
||||
else if (m_spellInfo->SpellFamilyFlags[0] & 0x4)
|
||||
{
|
||||
}
|
||||
// Conflagrate - consumes Immolate or Shadowflame
|
||||
else if (m_spellInfo->TargetAuraState == AURA_STATE_CONFLAGRATE)
|
||||
{
|
||||
|
||||
@@ -612,6 +612,7 @@ public:
|
||||
virtual void SetRealmName(std::string name) = 0;
|
||||
virtual void RemoveOldCorpses() = 0;
|
||||
virtual SQLQueryHolderCallback& AddQueryHolderCallback(SQLQueryHolderCallback&& callback) = 0;
|
||||
virtual void DoForAllOnlinePlayers(std::function<void(Player*)> exec) = 0;
|
||||
};
|
||||
|
||||
#endif //AZEROTHCORE_IWORLD_H
|
||||
|
||||
@@ -1615,9 +1615,6 @@ void World::SetInitialWorldSettings()
|
||||
LOG_INFO("server.loading", "Loading Instance Template...");
|
||||
sObjectMgr->LoadInstanceTemplate();
|
||||
|
||||
LOG_INFO("server.loading", "Loading Instance Saved Gameobject State Data...");
|
||||
sObjectMgr->LoadInstanceSavedGameobjectStateData();
|
||||
|
||||
LOG_INFO("server.loading", "Loading Character Cache...");
|
||||
sCharacterCache->LoadCharacterCacheStorage();
|
||||
|
||||
@@ -3273,6 +3270,23 @@ void World::RemoveOldCorpses()
|
||||
_timers[WUPDATE_CORPSES].SetCurrent(_timers[WUPDATE_CORPSES].GetInterval());
|
||||
}
|
||||
|
||||
void World::DoForAllOnlinePlayers(std::function<void(Player*)> exec)
|
||||
{
|
||||
std::shared_lock lock(*HashMapHolder<Player>::GetLock());
|
||||
for (auto const& it : ObjectAccessor::GetPlayers())
|
||||
{
|
||||
if (Player* player = it.second)
|
||||
{
|
||||
if (!player->IsInWorld())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
exec(player);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool World::IsPvPRealm() const
|
||||
{
|
||||
return getIntConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || getIntConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP || getIntConfig(CONFIG_GAME_TYPE) == REALM_TYPE_FFA_PVP;
|
||||
|
||||
@@ -352,6 +352,8 @@ public:
|
||||
|
||||
void RemoveOldCorpses() override;
|
||||
|
||||
void DoForAllOnlinePlayers(std::function<void(Player*)> exec) override;
|
||||
|
||||
protected:
|
||||
void _UpdateGameTime();
|
||||
// callback for UpdateRealmCharacters
|
||||
|
||||
@@ -290,10 +290,9 @@ public:
|
||||
stmt->SetData(0, uint16(atLogin));
|
||||
CharacterDatabase.Execute(stmt);
|
||||
|
||||
std::shared_lock<std::shared_mutex> lock(*HashMapHolder<Player>::GetLock());
|
||||
HashMapHolder<Player>::MapType const& plist = ObjectAccessor::GetPlayers();
|
||||
for (auto itr = plist.begin(); itr != plist.end(); ++itr)
|
||||
itr->second->SetAtLoginFlag(atLogin);
|
||||
sWorld->DoForAllOnlinePlayers([&] (Player* player){
|
||||
player->SetAtLoginFlag(atLogin);
|
||||
});
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
-2
@@ -23,13 +23,11 @@
|
||||
#include "GridNotifiers.h"
|
||||
#include "InstanceMapScript.h"
|
||||
#include "InstanceScript.h"
|
||||
#include "ObjectDefines.h"
|
||||
#include "ObjectMgr.h"
|
||||
#include "ScriptedCreature.h"
|
||||
#include "SpellScript.h"
|
||||
#include "SpellScriptLoader.h"
|
||||
#include "blackrock_spire.h"
|
||||
#include "GridNotifiersImpl.h"
|
||||
|
||||
uint32 const DragonspireMobs[3] = { NPC_BLACKHAND_DREADWEAVER, NPC_BLACKHAND_SUMMONER, NPC_BLACKHAND_VETERAN };
|
||||
|
||||
|
||||
@@ -15,7 +15,6 @@
|
||||
* with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include "Containers.h"
|
||||
#include "CreatureScript.h"
|
||||
#include "ObjectAccessor.h"
|
||||
#include "ScriptedCreature.h"
|
||||
|
||||
@@ -46,17 +46,17 @@ public:
|
||||
case GO_DOOR_LEVER_2:
|
||||
case GO_DOOR_LEVER_3:
|
||||
case GO_CANNON:
|
||||
gameobject->UpdateSaveToDb(true);
|
||||
gameobject->AllowSaveToDB(true);
|
||||
break;
|
||||
case GO_FACTORY_DOOR:
|
||||
gameobject->UpdateSaveToDb(true);
|
||||
gameobject->AllowSaveToDB(true);
|
||||
// GoState (Door opened) is restored during GO creation, but we need to set LootState to prevent Lever from closing it again
|
||||
if (_encounters[TYPE_RHAHK_ZOR] == DONE)
|
||||
gameobject->SetLootState(GO_ACTIVATED);
|
||||
break;
|
||||
case GO_IRON_CLAD_DOOR:
|
||||
gameobject->UpdateSaveToDb(true);
|
||||
if (gameobject->GetStateSavedOnInstance() == GO_STATE_ACTIVE)
|
||||
gameobject->AllowSaveToDB(true);
|
||||
if (GetStoredGameObjectState(gameobject->GetSpawnId()) == GO_STATE_ACTIVE)
|
||||
{
|
||||
gameobject->DespawnOrUnsummon();
|
||||
}
|
||||
|
||||
@@ -62,7 +62,7 @@ public:
|
||||
case GO_CAVE_IN_2:
|
||||
case GO_WORKSHOP_DOOR:
|
||||
case GO_FINAL_CHAMBER_DOOR:
|
||||
gameobject->UpdateSaveToDb(true);
|
||||
gameobject->AllowSaveToDB(true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,7 +18,6 @@
|
||||
#include "SpellInfo.h"
|
||||
#include "SpellScript.h"
|
||||
#include "SpellScriptLoader.h"
|
||||
#include "Unit.h"
|
||||
|
||||
class spell_q12779_an_end_to_all_things : public SpellScript
|
||||
{
|
||||
|
||||
@@ -538,7 +538,7 @@ public:
|
||||
|
||||
void DamageTaken(Unit* /*doneBy*/, uint32& damage, DamageEffectType, SpellSchoolMask) override
|
||||
{
|
||||
if (!canResurrectCheck && damage >= me->GetHealth())
|
||||
if ((!canResurrectCheck || canResurrect) && damage >= me->GetHealth())
|
||||
damage = me->GetHealth() - 1;
|
||||
}
|
||||
|
||||
|
||||
@@ -65,7 +65,7 @@ public:
|
||||
GateKirtonosGUID = go->GetGUID();
|
||||
break;
|
||||
case GO_DOOR_OPENED_WITH_KEY:
|
||||
go->UpdateSaveToDb(true);
|
||||
go->AllowSaveToDB(true);
|
||||
break;
|
||||
case GO_GATE_GANDLING_DOWN_NORTH:
|
||||
GandlingGatesGUID[0] = go->GetGUID();
|
||||
|
||||
@@ -178,69 +178,69 @@ public:
|
||||
case GO_HALL_OF_HIGH_COMMAND:
|
||||
case GO_GAUNTLET_DOOR_1:
|
||||
case GO_GAUNTLET_DOOR_2:
|
||||
go->UpdateSaveToDb(true);
|
||||
go->AllowSaveToDB(true);
|
||||
break;
|
||||
case GO_ZIGGURAT_DOORS1:
|
||||
go->UpdateSaveToDb(true);
|
||||
go->AllowSaveToDB(true);
|
||||
_zigguratDoorsGUID1 = go->GetGUID();
|
||||
if (GetData(TYPE_ZIGGURAT1) >= 1)
|
||||
go->SetGoState(GO_STATE_ACTIVE);
|
||||
break;
|
||||
case GO_ZIGGURAT_DOORS2:
|
||||
go->UpdateSaveToDb(true);
|
||||
go->AllowSaveToDB(true);
|
||||
_zigguratDoorsGUID2 = go->GetGUID();
|
||||
if (GetData(TYPE_ZIGGURAT2) >= 1)
|
||||
go->SetGoState(GO_STATE_ACTIVE);
|
||||
break;
|
||||
case GO_ZIGGURAT_DOORS3:
|
||||
go->UpdateSaveToDb(true);
|
||||
go->AllowSaveToDB(true);
|
||||
_zigguratDoorsGUID3 = go->GetGUID();
|
||||
if (GetData(TYPE_ZIGGURAT3) >= 1)
|
||||
go->SetGoState(GO_STATE_ACTIVE);
|
||||
break;
|
||||
case GO_GAUNTLET_GATE:
|
||||
go->UpdateSaveToDb(true);
|
||||
go->AllowSaveToDB(true);
|
||||
_gauntletGateGUID = go->GetGUID();
|
||||
if (_zigguratState1 == 2 && _zigguratState2 == 2 && _zigguratState3 == 2)
|
||||
go->SetGoState(GO_STATE_ACTIVE);
|
||||
break;
|
||||
case GO_SLAUGTHER_GATE:
|
||||
go->UpdateSaveToDb(true);
|
||||
go->AllowSaveToDB(true);
|
||||
_slaughterGateGUID = go->GetGUID();
|
||||
if (_zigguratState1 == 2 && _zigguratState2 == 2 && _zigguratState3 == 2)
|
||||
go->SetGoState(GO_STATE_ACTIVE);
|
||||
break;
|
||||
case GO_ZIGGURAT_DOORS4:
|
||||
go->UpdateSaveToDb(true);
|
||||
go->AllowSaveToDB(true);
|
||||
_zigguratDoorsGUID4 = go->GetGUID();
|
||||
if (_slaughterProgress == 4)
|
||||
go->SetGoState(GO_STATE_ACTIVE);
|
||||
break;
|
||||
case GO_ZIGGURAT_DOORS5:
|
||||
go->UpdateSaveToDb(true);
|
||||
go->AllowSaveToDB(true);
|
||||
_zigguratDoorsGUID5 = go->GetGUID();
|
||||
if (_slaughterProgress == 4)
|
||||
go->SetGoState(GO_STATE_ACTIVE);
|
||||
break;
|
||||
case GO_SLAUGHTER_GATE_SIDE:
|
||||
go->UpdateSaveToDb(true);
|
||||
go->AllowSaveToDB(true);
|
||||
if (_slaughterProgress >= 2)
|
||||
go->SetGoState(GO_STATE_ACTIVE);
|
||||
break;
|
||||
case GO_PORT_TRAP_GATE_1:
|
||||
go->UpdateSaveToDb(true);
|
||||
go->AllowSaveToDB(true);
|
||||
_trapGatesGUIDs[0] = go->GetGUID();
|
||||
break;
|
||||
case GO_PORT_TRAP_GATE_2:
|
||||
go->UpdateSaveToDb(true);
|
||||
go->AllowSaveToDB(true);
|
||||
_trapGatesGUIDs[1] = go->GetGUID();
|
||||
break;
|
||||
case GO_PORT_TRAP_GATE_3:
|
||||
go->UpdateSaveToDb(true);
|
||||
go->AllowSaveToDB(true);
|
||||
_trapGatesGUIDs[2] = go->GetGUID();
|
||||
break;
|
||||
case GO_PORT_TRAP_GATE_4:
|
||||
go->UpdateSaveToDb(true);
|
||||
go->AllowSaveToDB(true);
|
||||
_trapGatesGUIDs[3] = go->GetGUID();
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -23,7 +23,6 @@
|
||||
#include "SpellScript.h"
|
||||
#include "SpellScriptLoader.h"
|
||||
#include "TaskScheduler.h"
|
||||
#include "WaypointMgr.h"
|
||||
#include "zulgurub.h"
|
||||
|
||||
enum Says
|
||||
|
||||
@@ -20,7 +20,6 @@ Blasted_Lands
|
||||
Quest support: 3628. Teleporter to Rise of the Defiler.
|
||||
*/
|
||||
|
||||
#include "CreatureScript.h"
|
||||
#include "Group.h"
|
||||
#include "Player.h"
|
||||
#include "ScriptedCreature.h"
|
||||
|
||||
@@ -18,7 +18,6 @@
|
||||
#include "CreatureScript.h"
|
||||
#include "Player.h"
|
||||
#include "ScriptedCreature.h"
|
||||
#include "ScriptedGossip.h"
|
||||
|
||||
/*######
|
||||
## NPC 9836: Maredis Firestar
|
||||
|
||||
@@ -20,7 +20,6 @@
|
||||
#include "Player.h"
|
||||
#include "ScriptedCreature.h"
|
||||
#include "ScriptedEscortAI.h"
|
||||
#include "ScriptedGossip.h"
|
||||
|
||||
/*######
|
||||
## npc_ranger_lilatha
|
||||
|
||||
@@ -1014,44 +1014,29 @@ class spell_midsummer_fling_torch : public SpellScript
|
||||
bool handled;
|
||||
bool Load() override { handled = false; return true; }
|
||||
|
||||
SpellCastResult CheckCast()
|
||||
{
|
||||
GetCaster()->GetCreaturesWithEntryInRange(_crList, 100.0f, NPC_TORCH_TARGET);
|
||||
if (_crList.empty())
|
||||
{
|
||||
return SPELL_FAILED_NOT_HERE;
|
||||
}
|
||||
|
||||
return SPELL_CAST_OK;
|
||||
}
|
||||
|
||||
void ThrowNextTorch(Unit* caster)
|
||||
{
|
||||
uint8 rand = urand(0, _crList.size() - 1);
|
||||
Position pos;
|
||||
pos.Relocate(0.0f, 0.0f, 0.0f);
|
||||
for (std::list<Creature*>::const_iterator itr = _crList.begin(); itr != _crList.end(); ++itr, --rand)
|
||||
{
|
||||
if (caster->GetDistance(*itr) < 5)
|
||||
{
|
||||
if (!rand)
|
||||
rand++;
|
||||
continue;
|
||||
}
|
||||
Creature* bunny = caster->FindNearestCreature(NPC_TORCH_TARGET, 100.0f);
|
||||
|
||||
if (!rand)
|
||||
{
|
||||
pos.Relocate(*itr);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!bunny)
|
||||
return;
|
||||
|
||||
// we have any pos
|
||||
if (pos.GetPositionX())
|
||||
{
|
||||
caster->CastSpell(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), SPELL_FLING_TORCH, true);
|
||||
caster->CastSpell(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), SPELL_TORCH_SHADOW, true);
|
||||
}
|
||||
// targets are located on a circle with fixed radius around the target bunny
|
||||
// first target is chosen randomly anywhere on the circle
|
||||
// next target is chosen on the opposite half of the circle
|
||||
// so a minimum flight duration of the torch is guaranteed
|
||||
float angle = 0.0f;
|
||||
if (GetSpellInfo()->Id == SPELL_FLING_TORCH_DUMMY)
|
||||
angle = frand(-1.0f * M_PI, 1.0f * M_PI); // full circle
|
||||
else
|
||||
angle = frand(-0.5f * M_PI, 0.5f * M_PI); // half circle
|
||||
|
||||
Position pos = bunny->GetPosition();
|
||||
pos.SetOrientation(caster->GetPosition().GetAbsoluteAngle(pos));
|
||||
pos.RelocatePolarOffset(angle, 8.0f); // radius is sniffed value
|
||||
|
||||
caster->CastSpell(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), SPELL_FLING_TORCH, true);
|
||||
caster->CastSpell(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), SPELL_TORCH_SHADOW, true);
|
||||
}
|
||||
|
||||
void HandleFinish()
|
||||
@@ -1108,15 +1093,11 @@ class spell_midsummer_fling_torch : public SpellScript
|
||||
void Register() override
|
||||
{
|
||||
AfterCast += SpellCastFn(spell_midsummer_fling_torch::HandleFinish);
|
||||
OnCheckCast += SpellCheckCastFn(spell_midsummer_fling_torch::CheckCast);
|
||||
if (m_scriptSpellId == SPELL_JUGGLE_TORCH)
|
||||
{
|
||||
OnEffectHitTarget += SpellEffectFn(spell_midsummer_fling_torch::HandleScript, EFFECT_0, SPELL_EFFECT_SCRIPT_EFFECT);
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
std::list<Creature*> _crList;
|
||||
};
|
||||
|
||||
enum eJuggle
|
||||
|
||||
@@ -59,19 +59,12 @@ enum Misc
|
||||
|
||||
struct boss_high_astromancer_solarian : public BossAI
|
||||
{
|
||||
boss_high_astromancer_solarian(Creature* creature) : BossAI(creature, DATA_ASTROMANCER)
|
||||
{
|
||||
scheduler.SetValidator([this]
|
||||
{
|
||||
return !me->HasUnitState(UNIT_STATE_CASTING);
|
||||
});
|
||||
}
|
||||
boss_high_astromancer_solarian(Creature* creature) : BossAI(creature, DATA_ASTROMANCER) { }
|
||||
|
||||
void Reset() override
|
||||
{
|
||||
BossAI::Reset();
|
||||
me->SetModelVisible(true);
|
||||
_visible = true;
|
||||
|
||||
ScheduleHealthCheckEvent(20, [&]{
|
||||
scheduler.CancelAll();
|
||||
@@ -131,7 +124,6 @@ struct boss_high_astromancer_solarian : public BossAI
|
||||
context.Repeat(33900ms, 48100ms);
|
||||
}).Schedule(52100ms, [this](TaskContext context)
|
||||
{
|
||||
_visible = false;
|
||||
me->SetReactState(REACT_PASSIVE);
|
||||
me->SetModelVisible(false);
|
||||
scheduler.DelayAll(21s);
|
||||
@@ -158,7 +150,6 @@ struct boss_high_astromancer_solarian : public BossAI
|
||||
});
|
||||
}).Schedule(20s, [this](TaskContext)
|
||||
{
|
||||
_visible = true;
|
||||
me->SetReactState(REACT_AGGRESSIVE);
|
||||
Talk(SAY_SUMMON2);
|
||||
summons.DoForAllSummons([&](WorldObject* summon)
|
||||
@@ -204,7 +195,7 @@ struct boss_high_astromancer_solarian : public BossAI
|
||||
|
||||
scheduler.Update(diff);
|
||||
|
||||
if (_visible)
|
||||
if (me->GetReactState() == REACT_AGGRESSIVE)
|
||||
{
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
@@ -223,76 +214,52 @@ struct boss_high_astromancer_solarian : public BossAI
|
||||
{
|
||||
return me->GetDistance2d(432.59f, -371.93f) > 105.0f;
|
||||
}
|
||||
private:
|
||||
bool _visible;
|
||||
};
|
||||
|
||||
class spell_astromancer_wrath_of_the_astromancer : public SpellScriptLoader
|
||||
class spell_astromancer_wrath_of_the_astromancer : public AuraScript
|
||||
{
|
||||
public:
|
||||
spell_astromancer_wrath_of_the_astromancer() : SpellScriptLoader("spell_astromancer_wrath_of_the_astromancer") { }
|
||||
PrepareAuraScript(spell_astromancer_wrath_of_the_astromancer);
|
||||
|
||||
class spell_astromancer_wrath_of_the_astromancer_AuraScript : public AuraScript
|
||||
void AfterRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
|
||||
{
|
||||
PrepareAuraScript(spell_astromancer_wrath_of_the_astromancer_AuraScript);
|
||||
if (GetTargetApplication()->GetRemoveMode() != AURA_REMOVE_BY_EXPIRE)
|
||||
return;
|
||||
|
||||
void AfterRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
|
||||
{
|
||||
if (GetTargetApplication()->GetRemoveMode() != AURA_REMOVE_BY_EXPIRE)
|
||||
return;
|
||||
Unit* target = GetUnitOwner();
|
||||
target->CastSpell(target, GetSpellInfo()->Effects[EFFECT_1].CalcValue(), false);
|
||||
}
|
||||
|
||||
Unit* target = GetUnitOwner();
|
||||
target->CastSpell(target, GetSpellInfo()->Effects[EFFECT_1].CalcValue(), false);
|
||||
}
|
||||
|
||||
void Register() override
|
||||
{
|
||||
AfterEffectRemove += AuraEffectRemoveFn(spell_astromancer_wrath_of_the_astromancer_AuraScript::AfterRemove, EFFECT_0, SPELL_AURA_PERIODIC_TRIGGER_SPELL, AURA_EFFECT_HANDLE_REAL);
|
||||
}
|
||||
};
|
||||
|
||||
AuraScript* GetAuraScript() const override
|
||||
void Register() override
|
||||
{
|
||||
return new spell_astromancer_wrath_of_the_astromancer_AuraScript();
|
||||
AfterEffectRemove += AuraEffectRemoveFn(spell_astromancer_wrath_of_the_astromancer::AfterRemove, EFFECT_0, SPELL_AURA_PERIODIC_TRIGGER_SPELL, AURA_EFFECT_HANDLE_REAL);
|
||||
}
|
||||
};
|
||||
|
||||
class spell_astromancer_solarian_transform : public SpellScriptLoader
|
||||
class spell_astromancer_solarian_transform : public AuraScript
|
||||
{
|
||||
public:
|
||||
spell_astromancer_solarian_transform() : SpellScriptLoader("spell_astromancer_solarian_transform") { }
|
||||
PrepareAuraScript(spell_astromancer_solarian_transform);
|
||||
|
||||
class spell_astromancer_solarian_transform_AuraScript : public AuraScript
|
||||
void OnApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
|
||||
{
|
||||
PrepareAuraScript(spell_astromancer_solarian_transform_AuraScript);
|
||||
GetUnitOwner()->HandleStatModifier(UnitMods(UNIT_MOD_ARMOR), TOTAL_PCT, 400.0f, true);
|
||||
}
|
||||
|
||||
void OnApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
|
||||
{
|
||||
GetUnitOwner()->HandleStatModifier(UnitMods(UNIT_MOD_ARMOR), TOTAL_PCT, 400.0f, true);
|
||||
}
|
||||
|
||||
void OnRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
|
||||
{
|
||||
GetUnitOwner()->HandleStatModifier(UnitMods(UNIT_MOD_ARMOR), TOTAL_PCT, 400.0f, false);
|
||||
}
|
||||
|
||||
void Register() override
|
||||
{
|
||||
OnEffectApply += AuraEffectApplyFn(spell_astromancer_solarian_transform_AuraScript::OnApply, EFFECT_0, SPELL_AURA_TRANSFORM, AURA_EFFECT_HANDLE_REAL);
|
||||
OnEffectRemove += AuraEffectRemoveFn(spell_astromancer_solarian_transform_AuraScript::OnRemove, EFFECT_0, SPELL_AURA_TRANSFORM, AURA_EFFECT_HANDLE_REAL);
|
||||
}
|
||||
};
|
||||
|
||||
AuraScript* GetAuraScript() const override
|
||||
void OnRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
|
||||
{
|
||||
return new spell_astromancer_solarian_transform_AuraScript();
|
||||
GetUnitOwner()->HandleStatModifier(UnitMods(UNIT_MOD_ARMOR), TOTAL_PCT, 400.0f, false);
|
||||
}
|
||||
|
||||
void Register() override
|
||||
{
|
||||
OnEffectApply += AuraEffectApplyFn(spell_astromancer_solarian_transform::OnApply, EFFECT_0, SPELL_AURA_TRANSFORM, AURA_EFFECT_HANDLE_REAL);
|
||||
OnEffectRemove += AuraEffectRemoveFn(spell_astromancer_solarian_transform::OnRemove, EFFECT_0, SPELL_AURA_TRANSFORM, AURA_EFFECT_HANDLE_REAL);
|
||||
}
|
||||
};
|
||||
|
||||
void AddSC_boss_high_astromancer_solarian()
|
||||
{
|
||||
RegisterTheEyeAI(boss_high_astromancer_solarian);
|
||||
new spell_astromancer_wrath_of_the_astromancer();
|
||||
new spell_astromancer_solarian_transform();
|
||||
RegisterSpellScript(spell_astromancer_wrath_of_the_astromancer);
|
||||
RegisterSpellScript(spell_astromancer_solarian_transform);
|
||||
}
|
||||
|
||||
|
||||
@@ -245,49 +245,6 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
/*######
|
||||
## at_sholazar_waygate
|
||||
######*/
|
||||
|
||||
enum Waygate
|
||||
{
|
||||
SPELL_SHOLAZAR_TO_UNGORO_TELEPORT = 52056,
|
||||
SPELL_UNGORO_TO_SHOLAZAR_TELEPORT = 52057,
|
||||
|
||||
AT_SHOLAZAR = 5046,
|
||||
AT_UNGORO = 5047,
|
||||
|
||||
QUEST_THE_MAKERS_OVERLOOK = 12613,
|
||||
QUEST_THE_MAKERS_PERCH = 12559,
|
||||
QUEST_MEETING_A_GREAT_ONE = 13956,
|
||||
};
|
||||
|
||||
class AreaTrigger_at_sholazar_waygate : public AreaTriggerScript
|
||||
{
|
||||
public:
|
||||
AreaTrigger_at_sholazar_waygate() : AreaTriggerScript("at_sholazar_waygate") { }
|
||||
|
||||
bool OnTrigger(Player* player, AreaTrigger const* trigger) override
|
||||
{
|
||||
if (!player->isDead() && (player->GetQuestStatus(QUEST_MEETING_A_GREAT_ONE) != QUEST_STATUS_NONE ||
|
||||
(player->GetQuestStatus(QUEST_THE_MAKERS_OVERLOOK) == QUEST_STATUS_REWARDED && player->GetQuestStatus(QUEST_THE_MAKERS_PERCH) == QUEST_STATUS_REWARDED)))
|
||||
{
|
||||
switch (trigger->entry)
|
||||
{
|
||||
case AT_SHOLAZAR:
|
||||
player->CastSpell(player, SPELL_SHOLAZAR_TO_UNGORO_TELEPORT, true);
|
||||
break;
|
||||
|
||||
case AT_UNGORO:
|
||||
player->CastSpell(player, SPELL_UNGORO_TO_SHOLAZAR_TELEPORT, true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
/*######
|
||||
## at_nats_landing
|
||||
######*/
|
||||
@@ -490,7 +447,6 @@ void AddSC_areatrigger_scripts()
|
||||
new AreaTrigger_at_stormwright_shelf();
|
||||
new AreaTrigger_at_scent_larkorwi();
|
||||
new AreaTrigger_at_last_rites();
|
||||
new AreaTrigger_at_sholazar_waygate();
|
||||
new AreaTrigger_at_nats_landing();
|
||||
new AreaTrigger_at_sentry_point();
|
||||
new AreaTrigger_at_brewfest();
|
||||
|
||||
@@ -120,6 +120,7 @@ public:
|
||||
MOCK_METHOD(std::string const&, GetRealmName, (), (const));
|
||||
MOCK_METHOD(void, SetRealmName, (std::string name), ());
|
||||
MOCK_METHOD(void, RemoveOldCorpses, ());
|
||||
MOCK_METHOD(void, DoForAllOnlinePlayers, (std::function<void(Player*)> exec));
|
||||
};
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
|
||||
Reference in New Issue
Block a user