* 1. Added Magistrate Barthilas escape event
2. Fighting the Magistrate Barthilas at the entrance will close the 2 gates leading to the plaza
3. A fight in the slaughterhouse will close the door to the side of the slaughterhouse and will not open until a fight with baron Rivendare
4. Associate some conversation text to Broad*castTextId
5. Added an action for the player to stand up - turn around - salute when the player approaches Aurius
6. Added combat AI to Aurius to prepare for the event where Aurius helps players kill baron Rivendare
* Error in SQL statements is fixed
* Fixed Magistrate Barthilas not turning into human form when he died. Transfiguration should be used on himself
* Fix a misspelling in a note
* fix error
* Save the status of the escape event to the database
* Remove spaces
* Modify the code formatting
* enum format restore
* Modify the enum
* Delete data/sql/updates/pending_db_world/斯坦索姆 fix.sql
Delete files that were accidentally pushed
* fix "Grand Crusader Dathrohan" Unable to speak when transforming and dying and the worldserver console error
* 1 waypoint 1 plus 1s suspension time.
2 Transmission data plus map number.
* The door to the slaughterhouse is opened when there is a player dying and all players in the party are not in combat
* Remove spaces and add comments
* Change as requested
* Update data/sql/updates/pending_db_world/rev_1699566747105058500.sql
Test if this button can be updated directly
Co-authored-by: KJack <kgithub@kellerg.com>
* Use the full sniffing path
* fix error
* edit
* Moved the escape time to smartscript
Delete the closed door
* Remove spaces
* Fixed where barthilas were not in the slaughterhouse after moving to near the slaughterhouse after the save location was restarted
* Delete unused classes
---------
Co-authored-by: KJack <kgithub@kellerg.com>
* fix(Core): Save gameobject state on instances
Currently, azerothcore doesn't save gameobject states on instances.
Whenever there's a re-start or crash, the instance's gameobjects and
their states aren't saved, producing un-wanted behaviours and blocking instances at times.
Implemented CRUD for new table `instance_saved_data` that holds the states of gameobjects.
- When worldserver launches and gameobjects are loaded, this will check
if this object's state exists on the DB and sets the previous state.
- On instance deletion (reset) these states are also removed based on
the instance ID.
- Whenever a gameobject state changes inside a dungeon or raid, we save
on the database the set state.
* Select query to synchronous and used FindMap()
* loading gameobject states on create
* reseting instance saved data
* missing reset methods and on create state
* database structure
* Update src/server/game/Entities/GameObject/GameObject.cpp
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
* Update src/server/game/Entities/GameObject/GameObject.cpp
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
* Update src/server/game/Entities/GameObject/GameObject.cpp
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
* Update src/server/game/Entities/GameObject/GameObject.cpp
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
* Update src/server/game/Entities/Player/PlayerMisc.cpp
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
* Update src/server/game/Groups/Group.cpp
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
* codestyle
* table changes
* table style
* codestyle
* table changes for columns
* data sanitization
* todo:
- Finish loading db data into the containers
- Using containers to find data
- How to get data from ObjectMGR inside Gameobject?
* loading on start up and db changes
* Removing unused data structure
* Uninitialised integer
* Whitespace
* clean-up and hooks to save states on memory
* Codestyle MySQL deprecated backticks
* i dont understand codefactor
* build
* Update data/sql/updates/pending_db_world/rev_1643395587559675400.sql
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
* Update src/server/game/Globals/ObjectMgr.h
Co-authored-by: Kargatum <dowlandtop@yandex.com>
* review changes
* unecessary removal
* pushback instead of emplace
* wrong database update
* Update ObjectMgr.cpp
* missing check
* removing entry from the PR
* missing removals
* last delete
* build
* aha! Found the culprit for the sudden assert errors
* type safety, save only important gameobjects
* static cast to unsigned short
* Update data/sql/updates/pending_db_characters/rev_1643629468629316100.sql
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
* type changes
* queries fix
* fix build
* enabling which gameobjects to save on the database
* deadmines iron clad door
* Adjustment to gameobject onj create state and instances:
- Gnomeregan doors and Grubbis boss state
- Deadmines missing doors
- Stratholme gameobjects state saved
* forgot emi blastfuse change to despawn
* Leaving group logic
* codestyle
* fixing merge issues
* prevent bad behaviour
* brain meltdown
* Update data/sql/updates/pending_db_characters/rev_1643629468629316100.sql
* Update data/sql/updates/pending_db_world/rev_1649359139539727000.sql
Co-authored-by: Claudiodfc <54484196+claudiodfc@users.noreply.github.com>
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
Co-authored-by: Kargatum <dowlandtop@yandex.com>
Co-authored-by: Skjalf <47818697+Nyeriah@users.noreply.github.com>