Ovahlord
266d1d7717
Core/Creatures: temporarily revert all summon changes in order to keep the master branch functional until the implementation is done
2026-02-28 11:06:35 +01:00
Ovahlord
857f79b22a
Core/Creatures: converted CMSG_PET_ACTION to packet class and moved most parts of it to the SummonInfo API
2025-08-24 18:17:38 +02:00
Ovahlord
0e5489a9da
Core/Creatures: moved despawning summons upon summoner death to SummonInfo API and implemented more specific despawn rules
2025-08-24 13:23:45 +02:00
Ovahlord
73effb91ad
Core/Creatures: moved summon AI hooks to SummonInfo API
2025-08-23 08:08:02 +02:00
Ovahlord
98d4a57db1
Core/Creatures: moved pre/post summon actions into SummonInfo API and disabled most old TemporarySummon functionalities
2025-08-22 20:26:10 +02:00
Ovahlord
860f6b1bd3
Core/Creatures: implement SummonPropertiesFlags::DespawnOnSummonerLogout and fixed replacing totems when summoning new ones
2025-08-20 07:13:05 +02:00
Ovahlord
7f4c7a4412
Core/Units: Added new accessor methods to select Summons either by slot, spellId or creatureId
2025-08-18 20:02:59 +02:00
Ovahlord
2f9ced6ddc
Core/Creatures: moved the initialization of CreatorGUIDs to new summon handling
2025-08-18 07:30:11 +02:00
Ovahlord
ce55b5ad24
Core/Creatures: moved replacement of old summons and sending of SMSG_TOTEM_CREATED to new SummonInfo API and
2025-08-17 15:13:18 +02:00
Ovahlord
5848eedb24
Core/Creature: implement initial SummonInfo API for handling summons in the future
2025-08-09 15:01:55 +02:00
Ovahlord
ede231982e
Core/Spells: added missing part of 0d1d468c
2025-08-03 19:23:38 +02:00
Shauren
0d1d468c88
Core/Spells: Fully prevent infinite proc loops and add logging to detect most spells that could possibly trigger this behavior at startup
2025-08-03 14:28:23 +02:00
Shauren
b13703f1ea
Core/Auras: Fixed iterator invalidation crash with procs using SPELL_ATTR0_PROC_FAILURE_BURNS_CHARGE attribute
2025-08-03 14:11:56 +02:00
Ovahlord
744aa1fd96
Core/Spells: make proc related fields typesafe
2025-08-03 13:33:05 +02:00
Shauren
78de91a487
Core/Spells: Rename confusing SpellState enum values
...
* SPELL_STATE_CASTING -> SPELL_STATE_CHANNELING (was used for "channel in progress")
* SPELL_STATE_DELAYED -> SPELL_STATE_LAUNCHED
2025-08-02 12:37:52 +02:00
Ovahlord
088bbbd328
Core/Units: make use of the PlayHoverAnim update flag to store the play hover anim state
...
* this fixes playing hover animations for units which have enabled their hover animation without using anim tiers
2025-07-31 22:36:52 +02:00
Shauren
a2079b5835
Core/Spells: Split TRIGGERED_IGNORE_POWER_AND_REAGENT_COST into separate POWER and REAGENT flags
2025-07-28 21:57:12 +02:00
Ovahlord
65b0057332
Core/Units: fixed differences for rage generation between branches
2025-06-20 00:00:45 +02:00
Ovahlord
e8c928fc74
Core/Units: ported rage generation refactors from Classic
2025-06-19 23:30:04 +02:00
Ovahlord
4539f848ac
Core/Units: ported base attack time refactors from master branch
2025-06-19 23:18:17 +02:00
Ovahlord
ab866ca985
Core/Units: dealing melee damage will now generate rage based on armor reduced damage instead of the original value
2025-06-19 22:47:45 +02:00
Ovahlord
bb6a8ac297
Core/Units: moved CharmInfo class to an own file
2025-06-14 19:13:44 +02:00
Ovahlord
5c9ecf27e9
Core/Spells: dropped spell_bonus_data table and use the dbc internal data to calculate ap and sp bonus values
...
* some spells have a special formula in their tooltips, which need manual scripting via the CalcDamage and CalcHealing hooks respectively
2025-06-08 15:16:17 +02:00
Ovahlord
6eb73788f4
Core/Units: deprecate CREATURE_FLAG_EXTRA_NO_COMBAT and use CREATURE_STATIC_FLAG_IGNORE_COMBAT to turn creatures passive
2025-03-15 14:27:16 +01:00
Ovahlord
3e3212c9fe
Core/Units: Allow self inflicted damage to bypass CREATURE_STATIC_FLAG_UNKILLABLE
2025-03-15 09:09:03 +01:00
Shauren
a7644b03d4
Core/Creatures: Implemented CREATURE_STATIC_FLAG_2_IGNORE_SANCTUARY (ignore SPELL_EFFECT_SANCTUARY, used by Vanish)
2025-03-15 07:16:45 +01:00
Shauren
4ead80f388
Core/Auras: Minor optimization for Unit object creation with msvc (not allocating a list end sentinel node for all of the 500 lists stored in Unit for each aura type)
2025-03-14 16:57:04 +01:00
Ovahlord
291741c440
Core/Units: updated UpdateStatBuffMod to the same handling as the cata_classic branch
2025-03-10 20:05:14 +01:00
Ovahlord
f46b6f0797
Core/Units: removed the packetOnly parameter from several movement flag setters
2025-03-10 17:43:42 +01:00
Ovahlord
2953efb7a3
Core/Movement: ported most movement updates from master branch and corrected behavior of CREATURE_STATIC_FLAG_4_PREVENT_SWIM
2025-03-09 20:49:41 +01:00
Ovahlord
83958342d9
Core/Spells: ported spellMod handling from master branch
2025-03-09 13:20:40 +01:00
Ovahlord
f9425284ca
Core/Units: updated power regeneration handling to get closer to the master version of it
2025-03-09 10:30:07 +01:00
Ovahlord
e8588fd5ba
Core/Objects: ported Heartbeat implementation fron master branch
2025-03-09 02:40:05 +01:00
Ovahlord
6b67cd773e
Core/Objects: replaced ObjectUpdateFlags with CreateObjectBits to get closer to how master branch handles their bits
2025-03-09 00:26:00 +01:00
Ovahlord
0927c5af40
Core/Misc: backported most boost changes from master branch
2025-02-27 23:47:52 +01:00
Shauren
b5ec59a07e
Core/Units: Power handling improvements
2023-12-18 10:02:19 +01:00
Ovahlord
620c39be06
Core/Units: update facing splines immediately after launch
2023-12-17 05:50:10 +01:00
Ovahlord
9a4a902636
Core/Units: also allow creatures to generate rage from auto attacks and use their base attack time as base to calculate the generated amount
2023-12-12 20:56:33 +01:00
Ovahlord
ba10718ea7
Core/Units: removed a debug logging message that sneaked in
2023-12-11 21:02:39 +01:00
Ovahlord
5b5914beda
Core/Units: no longer set PowerUpdate packets when gaining rage from damage taken
2023-12-11 20:48:45 +01:00
Ovahlord
8613a5623c
Core/Units: use the weapon's/druid's base attack speed to calculate melee rage amounts instead of plain attack swing timers
...
The normalized rage calculation uses base speeds, which are the weapon's attack base attack speed and the druid's shapeshift base attack speed. The old implementation used plain swing timers which are affected by haste and thus resulting in negating any rage gains from faster attacks
2023-12-11 19:55:54 +01:00
Ovahlord
96e9b6189f
Core/Units: fixed a typo which was causing armor mitigation to be bypassed
2023-12-10 18:45:59 +01:00
Ovahlord
0f035fe940
Core/Units: refactor rage generation to reflect patch 4.0.1 changes:
...
* melee attacks will now send their awarded rage within SMSG_ATTACKER_STATE_UPDATE and moved the rage reward mechnic from Unit::DealDamage into Unit::AttackerStateUpdate
* killed CleanDamage struct and provide plain unmitigated damage values instead as since patch 4.0.1 the rage gained from damage taken is fully normalized and ignores any kind of damage reduction or negation
2023-12-10 18:26:24 +01:00
Ovahlord
4f309c127a
Core/Units: round rage gain values up so taking at least one point of damage will ensure you gain a rage point
2023-12-10 17:09:55 +01:00
Ovahlord
6cb2bd953d
Core/Units: fixed a rounding issue that caused very low damage unintentionally being reduced to zero
...
*also feed the AttackerStateUpdate SubDamage with the correct values
2023-12-10 16:58:21 +01:00
Ovahlord
8c3d501524
Core/Units: generating rage from damage taken will now use the full unmitigated damage amount instead of the final instead
2023-12-10 04:37:44 +01:00
Shauren
7d57ef7299
Core/Random: Changed random functions returning doubles to return floats
...
* They were all cast to float at use anyway
* Improves roll_chance_f performance (rand32() is now called internally by uniform_real_distribution once instead of twice)
2023-10-31 22:00:52 +01:00
Shauren
388c504047
Core/Spells: Named and implemented most of SpellAttr8
2023-10-23 18:07:05 +02:00
Meji
56077b35c3
Core/Creatures: Improved movement interruption while casting spells
2023-10-21 20:41:40 +02:00
Shauren
3c0cf32b43
Core/Spells: Named and implemented most of SpellAttr7
2023-10-21 20:32:32 +02:00