* Core/Combat: Disable triggers entering combat
* Move check to database flags_extra flag in creature_template with value 0x00002000
* Fix Rotface puddle stalker too
* Rename 9999_99_99_99_world.sql to 2020_07_22_00_world.sql
# Conflicts:
# src/server/game/Entities/Creature/Creature.h
# src/server/game/Entities/Creature/enuminfo_CreatureData.cpp
* Online states are now re-evaluated before victim update instead of continuously. Closes#22226. Tagging #21501.
* Victim update now happens every 1s as opposed to every server tick unless current target goes away.
* Suppressed threat is no longer re-established until the victim gains additional threat (by hitting the target, for instance).
* Assistance threat is now split between non-controlled units threatened by target, as opposed to all units threatened by target.
# Conflicts:
# src/server/game/Combat/ThreatManager.cpp
- No more automatic combat -> threat promotion. This matches anecdotal retail behavior - spells already in transit will not cause mob to chase you if its primary target vanishes before the spell hits.
- Prevent mobbing by stopping creatures from auto-acquiring a nearby target just because the primary target vanished.
- Triggers can no longer have a threat list (this may expose some ugliness in old legacy scripts)
- Threat entries are forced to OFFLINE if the AI refuses to attack the target
- Clean up passive creature evade behavior to be more consistent
- Fix a months old issue in spawn group management that would cause "Inactive" to incorrectly show in .list respawns for system groups outside of map 0
- Valithria script cleanups, remove old hacks and make it work with the new system. Closes#21174.
- Some strings cleanup
# Conflicts:
# sql/old/4.3.4/world/23_2017_11_15/2018_01_04_00_world.sql
# src/server/scripts/Northrend/IcecrownCitadel/boss_valithria_dreamwalker.cpp
- PvE combat is now always mutual. UNIT_FLAG_IN_COMBAT is backed by actual references to the units we're in combat with.
- PvP combat is now also tracked, and almost always mutual; spells like Vanish and Feign Death can break this rule. That means we can easily determine a list of players we're fighting.
- By extension, IsInCombatWith now has sensible behavior when invoked on nonplayers.
- Threat and combat systems are no longer the same.
- They still have an enforced relationship (threat implies combat - clearing combat clears threat)...
- ...but we can have combat without threat. A creature (with threat list) isn't considered to be engaged until it has an entry on its threat list...
- ...which means we can now faithfully replicate retail engage behavior. Combat on projectile launch - engagement start on projectile impact. Yay for progress!
- AI method refactor, as already ported in 6113b9d - `JustEngagedWith`, `JustEnteredCombat` and `JustExitedCombat`.
- Vehicle threat is now properly pooled on the main vehicle body (fixes#16542).
- Various edge case bug fixes for threat redirects (Misdirection "cancelling" Vigilance and similar).
- Target re-selection is now significantly faster.
- Fixed a ton of other smaller edge case bugs, probably.
Closes#7951 and #19998.
* Combat/Threat rewrite (PR #19930) prep work. Mostly refactors, and a compatibility layer on ThreatManager/HostileReference that allows scripts to be changed already.
* players and creatures now share the same power regeneration regeneration function
* UpdatePowerRegeneration is now virtual and handles creature and player specific formulas individually
* handle update field flag UF_FLAG_UNIT_ALL to handle UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER and UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER for creatures as well
* all stats and values will now be set before summons are getting added to map
* cleaned up summon spell effect handler to reduce duplicade code
* summoner guids will no longer be set for every minion and correctly handle assigning creator guids instead. These values will serve as fallback guid if there is no summoner guid
* friendly tempsummons will now inherit the guild data of their player and pass them on to further allied summons. This fixes guild specific visuals for creatures such as Guild Battle Standards and Guild Heralds.
Todo: check for regressions
* use a reversed client function to get the power regeneration rate for all types of powers
* unified all player based regeneration updates into a single statsystem helper
* cleaned up unnecessary regeneration timers
* implement power regeneration for alternative powers
* corrected rage gain numbers based on simulationcraft formulas