Treeston
b4d5f46ea4
1b7ec4b follow-up
2020-07-22 17:33:08 +02:00
Treeston
de81a77ef8
Core/Threat: Fix taunt behavior in some edge cases
2020-07-22 17:33:00 +02:00
Treeston
d9e6e82c7d
Core/Unit: UNIT_FLAG renames
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[UNIT_FLAG_PLAYER_CONTROLLED -> UNIT_FLAG_POSSESSED]
[UNIT_FLAG_PVP_ATTACKABLE -> UNIT_FLAG_PLAYER_CONTROLLED]
Signed off by: Shauren, Warlockbugs.
# Conflicts:
# src/server/game/Entities/Object/Object.cpp
# src/server/game/Entities/Pet/Pet.cpp
# src/server/game/Entities/Unit/UnitDefines.h
# src/server/game/Spells/Auras/SpellAuraEffects.cpp
# src/server/game/Spells/Spell.cpp
2020-07-22 17:32:51 +02:00
Treeston
4b07f238ae
Core/Threat: Fix taunt logic relying on unspecified behavior by unordered boost heap iterators. Use ordered iterators instead, this is cheap for our use case anyway. This will make taunt behave consistently again.
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Closes #21499 .
# Conflicts:
# src/server/game/Combat/ThreatManager.cpp
2020-07-22 17:27:33 +02:00
Treeston
bd0408ff1a
Core/Combat: Unify combat permitted checks between CvC and PvC - only require "not friendly" in all cases. Fixes Yogg-Saron encounter. Closes #21380 .
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Also some bonus cleanup to Yogg's script to make transition cleaner.
# Conflicts:
# src/server/scripts/Northrend/Ulduar/Ulduar/boss_yogg_saron.cpp
2020-07-22 17:26:26 +02:00
Ovahlord
7bbc603efa
Core/Spells: feign death react state cleanup
2020-07-22 17:23:58 +02:00
Treeston
0d50435008
Scripts/AzjolNerub: Clean up Hadronox to hopefully avoid any further evade issues. Tag #20310 .
2020-07-22 17:22:35 +02:00
Treeston
fb83408023
Revert "Scripts/Northrend: Malygos now uses modifiable threat list when teleporting after vortex. Fixes a crash. Closes #21315."
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This reverts commit 6bbc95f3a0078e5d121e7092a60fa85b24c725d9, which is made unnecessary by 65709e1c3081c97442792695cbc0f0826015d625.
2020-07-22 17:20:20 +02:00
Treeston
8cde9455b7
Scripts/Northrend: Malygos now uses modifiable threat list when teleporting after vortex. Fixes a crash. Closes #21315 .
2020-07-22 17:20:11 +02:00
Treeston
b708144ca9
Core/Threat: Custom ThreatListIterator that transparently iterates over the backing map (instead of using heap iterators) when working with the unsorted threat list. This greatly reduces the range of actions that can cause iterator invalidation.
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Also some minor adjustments to .debug threat, which no longer hides certain invalid states from view.
2020-07-22 17:20:02 +02:00
Treeston
18c944cfda
Scripts/Ulduar: Flame Leviathan used a very weird mixture of victim logic and REACT_PASSIVE, which broke during transition to the new system. Replaced with a working version.
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Closes #21265 .
2020-07-22 17:19:07 +02:00
Treeston
56773ed7f3
nopch fix
2020-07-22 17:19:03 +02:00
Treeston
18bcdbfd7d
AI/SmartAI: Remove a silly incorrect piece of code that was breaking react state swaps on SAI creatures. Fixes #21353 .
2020-07-22 17:18:52 +02:00
Treeston
d5816cc224
nopch fix
2020-07-22 17:18:37 +02:00
Treeston
0425a52d7e
Scripts/ICC: Valithria Dreamwalker's script no longer despawns unrelated mobs in Frostwing Halls, and thus won't get them stuck in a despawned state due to linked_respawn.
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Closes #21286 .
2020-07-22 17:18:23 +02:00
Treeston
528953ab8f
Core/Creature: Adjust SelectVictim behavior: (PR #21324 )
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- 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.
2020-07-22 17:18:01 +02:00
Treeston
c8b05e927f
Combat/Threat: Now set engaged state for all units on offline reference registration (vanished/invis'd units). For non-PASSIVE units, this will immediately cause an evade.
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This fixes an exploit where creating the reference as offline (by vanishing while a spell was mid-flight) you could damage a creature further without it ever engaging you.
2020-07-22 17:17:33 +02:00
Treeston
0b64a60d5c
Game/AI: Remove some unused old logic.
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# Conflicts:
# src/server/game/AI/CreatureAI.cpp
2020-07-22 17:17:18 +02:00
Treeston
7c666188c1
typo
2020-07-22 17:16:50 +02:00
Treeston
f9b4dd7420
Core/Creature: add an assertion to guard against infinite loops
2020-07-22 17:16:42 +02:00
Treeston
544b6a3381
Misc: assert -> ASSERT
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# Conflicts:
# src/common/DataStores/DBCFileLoader.h
# src/server/scripts/Commands/cs_debug.cpp
2020-07-22 17:16:21 +02:00
Treeston
84bb8a8efe
Core/Threat: Assistance threat (healing, buffs, etc.) is now properly split (instead of copied) between all creatures threatened by the action. Thanks to Foereaper for help with testing, and my apologies to healers everywhere.
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(No apologies for charm AI though. You deserve that one.)
2020-07-22 17:13:38 +02:00
Treeston
2d14f744dd
Core/Threat: Passive creatures now properly become engaged when adding an offline threat entry. Fixes RoS and Thaddius, maybe more. Closes #21269 .
2020-07-22 17:13:29 +02:00
Keader
24482e1398
Scripts/Utgarde Keep: Fixed Ingvar evade in phase 2 (again)
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Closes #21264
2020-07-22 17:13:14 +02:00
Keader
c3d957f90e
Scripts/Pit of Saron: Fixed Tyrannus not working after evade
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# Conflicts:
# src/server/scripts/Northrend/FrozenHalls/PitOfSaron/boss_scourgelord_tyrannus.cpp
2020-07-22 17:11:49 +02:00
Treeston
5fc74508e3
Core/Threat: Fix a potential crash that would occur in specific edge cases of AI being a bit naughty.
2020-07-22 17:11:08 +02:00
ariel-
32d189e8b7
Core/Misc: kill whitespace
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# Conflicts:
# sql/updates/world/3.3.5/2018_01_10_04_world_335.sql
# src/server/game/Combat/ThreatManager.h
# src/server/game/Entities/Creature/Creature.cpp
# src/server/game/Entities/Player/Player.cpp
# src/server/scripts/Kalimdor/boss_azuregos.cpp
2020-07-22 17:10:27 +02:00
Treeston
f91c2335f5
3dcd49e v2, slightly cheaper
2020-07-22 17:08:13 +02:00
Treeston
3b2818b143
Core/Threat: fix a potential super edge case iterator invalidation
2020-07-22 17:08:04 +02:00
Treeston
3e78cffa1c
Scripts/World: New target dummy AI, because I don't trust the existing one in light of #21187 .
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# Conflicts:
# src/server/scripts/World/npcs_special.cpp
2020-07-22 17:07:56 +02:00
Treeston
34ed4c5923
nopch fix
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# Conflicts:
# src/server/scripts/Commands/cs_debug.cpp
2020-07-22 17:06:48 +02:00
Treeston
635371e5f8
missing return
2020-07-22 17:06:24 +02:00
Ovahlord
458f90323f
DB: fixed auth database base sql
2020-07-22 17:06:14 +02:00
Ovahlord
008bb3c7cf
DB: f45c211987794ff7e4192e0d3d4ca6bf67335fb5 followup
2020-07-22 17:04:24 +02:00
Treeston
cbec08f2b5
Scripts/Commands: New command: .debug threatinfo
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# Conflicts:
# sql/base/auth_database.sql
# sql/old/4.3.4/auth/19_2017_06_18/2018_01_09_00_auth.sql
# sql/old/4.3.4/world/23_2017_11_15/2018_01_09_00_world.sql
# src/server/game/Accounts/RBAC.h
# src/server/game/Combat/ThreatManager.h
2020-07-22 17:02:48 +02:00
Treeston
4411a5389c
9ad11e6 follow-up, prevent Halion respawn without loot
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tagging #21198
2020-07-22 16:59:17 +02:00
Treeston
c328eb6b10
typo fix
2020-07-22 16:59:08 +02:00
Treeston
523059f80e
Core/Threat: Fix a potential exploit allowing players to damage a boss without them taking damage.
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Scripts/Halion: General cleanup of old hacks no longer needed under new combat system.
2020-07-22 16:59:00 +02:00
Treeston
b733bde3bb
Core/Threat: only send periodic threat list updates while unit is engaged
2020-07-22 16:58:41 +02:00
Treeston
aa9f8ef96b
Revert "Scripts/Commands: Allow to use .tele in combat only to GMs"
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This reverts commit 3ae5b72075925f896c53603c26b2aa0dd7708fbf - see discussion on commit.
2020-07-22 16:58:32 +02:00
jackpoz
936d88c2ca
Scripts/Commands: Allow to use .tele in combat only to GMs
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Allow to use .tele in combat only to players who can be GMs (even if they have .gm off)
2020-07-22 16:58:09 +02:00
Treeston
3d9ad131ee
Core/Combat: Some more sanity check asserts to try and track down #21187 .
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Also, some anti-annoyance treatment for dot tele.
# Conflicts:
# src/server/game/Combat/CombatManager.h
# src/server/game/Combat/ThreatManager.h
# src/server/scripts/Commands/cs_tele.cpp
2020-07-22 16:57:59 +02:00
Treeston
be3a81ac55
Core/Combat: some more detailed assertions to possibly shed light on #21187 .
2020-07-22 16:56:59 +02:00
Ovahlord
65a7ba597f
Core/Combat: added missing files
2020-07-22 16:56:31 +02:00
Treeston
c1237c788b
Core/Map: Fix a crash that could happen if a player moved very far away from a creature they were in combat with. Closes #21177 .
2020-07-22 16:52:02 +02:00
Moein
d82abd8256
MovementInform should overrides
2020-07-22 16:51:52 +02:00
Ovahlord
4f9058a331
DB: 9f9507e6a1fd50a5ce643a4096c1712700244a61 followup
2020-07-22 16:51:38 +02:00
Treeston
4fd7d9aa00
Core/Misc: A variety of clean-up changes, mostly following up on 532ab1c to fix legacy bugs exposed by it:
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- 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
2020-07-22 16:50:54 +02:00
Treeston
20a9a8d934
nopch fixes
2020-07-22 16:49:58 +02:00
Treeston
942c3a77da
Core: Combat/threat system rewrite (PR #19930 )
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- 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 .
2020-07-22 16:49:37 +02:00