Commit Graph

43 Commits

Author SHA1 Message Date
Francesco Borzì
f6a17164be fix(Core/License): issue with old files license (#4762) 2021-03-17 09:46:01 -06:00
Stifler82
30b3d74f01 fix(DB/CreatureSAI): Ruul-Snowhoof (#4786) 2021-03-11 18:37:37 +01:00
LannyE
1e90722a15 fix(Core/DB): Missing Diplomat Quests Part 11,14,16 and Minor Guard Tower Fixes (#4719) 2021-03-07 13:35:41 +01:00
Kitzunu
28f1dc5c0c refactor(Core): replace NULL with nullptr (#4593) 2021-03-02 01:34:20 +01:00
Kitzunu
dbc0ff6554 refactor(Core): sort #includes alphabetically (#4579) 2021-02-24 22:34:42 +01:00
Kitzunu
0d52b4ca4a feat(Core/Spell): Implement ValidateSpellInfo (#4323)
* feat(Core/Spell): Implement ValidateSpellInfo

* cherry-pick from 2b5d7eef3a & a0a158b5b8

* sLog->outError

* cleanup

* convert to ValidateSpellInfo

* fix error log

* improve sLog->outError

* remove non related spells stuff from Validate

* remove the last

* build

* build x2
2021-02-01 18:57:25 +01:00
Yehonal
c8f43d8584 feat(Core/Movement): Improved pathfinding, collisions and movements (#4220)
Npc positioning
Implemented slope check to avoid unwanted climbing for some kind of movements (backwards, repositioning etc.)
Implemented backwards movement
Re-implemented circle repositioning algorithm (smartest than retail, but with the same feeling)
Fixed random position of summoned minions
Improved pet following movement. Also, they attack NPC from behind now. Thanks to @Footman

Swimming creatures
Fixed max_z coordinate for swimming creatures. Now only part of their body is allowed to be out of the water level
Fixed pathfinder for swimming creatures creating shortcuts for specific segments, now they swim underwater to reach the seashore instead of flying above the water level.
Creatures with water InhabitType but no swimming flag now, when not in combat, will walk on water depth instead of swimming. Thanks @jackpoz for the original code
UNIT_FLAG_SWIMMING in UpdateEnvironmentIfNeeded to show the swimming animation correctly when underwater
Implemented HasEnoughWater check to avoid swimming creatures to go where the water level is too low but also to properly enable swimming animation only when a creature has enough water to swim.

Walking creatures
Extended the DetourNavMeshQuery adding area cost based on walkability (slope angle + source height) to find better paths at runtime instead of completely remove them from mmaps
improve Z height in certain conditions (see #4205, #4203, #4247 )

Flying creatures
Rewriting of the hover system
Removed hacks and improved the UpdateEnvironmentIfNeeded. Now creatures can properly switch from flying to walk etc.
Spells
LOS on spell effect must be calculated on CollisionHeight and HitSpherePoint instead of position coords.
Improved position for object/creature spawned via spells
Improved checks for Fleeing movements (fear spells)

Other improvements
Implemented method to calculate the CollisionWidth from dbc (used by repositioning algorithm etc.)
Improved raycast and collision checks

Co-authored-by: Footman <p.alexej@freenet.de>
Co-authored-by: Helias <stefanoborzi32@gmail.com>
Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com>
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
2021-02-01 01:34:27 +01:00
WiZZy
42244612ff fix(DB/Creature): Gyromasts Revenge (#4115) 2021-01-19 22:04:49 +01:00
lineagedr
943c1e7ae7 fix(Scripts/DB/Creature): Set PvP flag for some creatures (#4270) 2021-01-14 19:15:55 +01:00
Kitzunu
da4edd547d chore(core): remove malformed whitespaces (#4244)
* from https://www.codefactor.io/repository/github/azerothcore/azerothcore-wotlk/issues?category=Style&groupId=838&lang=5&page=75
2021-01-10 14:27:55 +01:00
Kargatum
ea93a5c1a1 feat(CI/Codestyle): added codestyle check (#3668) 2021-01-09 11:59:50 +01:00
WiZZy
469d5a8bca fix(DB/Creature): Engineer "Spark" and Geezle (#4089) 2021-01-02 18:45:04 +01:00
Stefano Borzì
9be41ff4e6 fix(Core/Quest): They're Alive! Maybe... (#4035)
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
2021-01-01 20:02:08 +01:00
Silker
b6ec66eebd fix(scripts/CullingOfStratholme): Remove "Corrupting Blight" at Infinite Corruptor's death (#4011) 2020-12-19 22:07:54 -06:00
Francesco Borzì
d4a58700d4 refactor(Core): apply clang-tidy modernize-use-override (#3817) 2020-12-06 18:04:55 +01:00
Andrius Peleckas
ab5933effa fix(Core/Util): EventMap::RepeatEvent when eventId is retrieved by ExecuteEvent() call (#3426) 2020-10-17 14:59:22 +02:00
Kargatum
5e20b46812 refactor(Core/Scripts): restyle scripts lib with astyle (#3467) 2020-10-11 10:35:34 +02:00
Francesco Borzì
56ca87994b feat(CI): add support for GCC (#3314)
Co-authored-by: Viste <viste02@gmail.com>
2020-09-17 19:03:05 +02:00
Francesco Borzì
b61ae8abcd fix(Core/Misc): all GCC warnings (#3457) 2020-09-14 17:31:12 +02:00
Kitzunu
1f89282b22 refactor(Core): NULL -> nullptr (#3275)
* NULL to nullptr

* NULL to nullptr

* NULL to nullptr

* NULL to nullptr

* NULL to nullptr

Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com>
Co-authored-by: Stefano Borzì <stefanoborzi32@gmail.com>
2020-08-31 11:55:09 +02:00
Kaev
2fa9f5c249 fix(Core): potential crashes/bugs reported by static analysis #2 (#2622) 2020-02-03 07:52:27 +01:00
Stoabrogga
a87cce27f4 fix(DB/SAI): Loramus Thalipedes quests/gossip (#2535) 2020-01-11 09:21:06 +01:00
Stoabrogga
7a2d1cde79 fix(DB/SAI): Kanati Greycloud (#2522) 2019-12-31 09:15:58 +01:00
Viste
e22d78ecd6 refactor(Core): rename namespaces and macros to acore (#2454) 2019-12-01 13:13:31 +01:00
Shard
97c55c6152 fix(Core/Item): Random item properties generation (#2331) 2019-10-28 08:08:37 +01:00
Pondaveia
ff7658ed40 fix(Core/Raid): Reworked Archimonde fight (#1691)
* Reworked Archimonde

* missing spell scripts on db

*  Travis?

* Thanks Nefertum

* Update rev_1554524766481187700.sql

* compact sql

* Update data/sql/updates/pending_db_world/rev_1554524766481187700.sql

Co-Authored-By: Pondaveia <43385840+Pondaveia@users.noreply.github.com>

* Update rev_1554524766481187700.sql

* Update boss_archimonde.cpp

* Resets

* Update boss_archimonde.cpp

* Update boss_archimonde.cpp

* Finger of death check improvement

Deku suggested adding this check instead: 
- me->IsWithinMeleeRange(unit)

* fix: remove unneeded if statement

* Possible targets list bug

Added a list for both Finger of death and Spell protections specifically. Also cleared the lists when needed to avoid possible bugs.

* comment typo

* Last touches

* Copy paste fail?

Removed waypoint reached function. No idea how it got there!

* Update boss_archimonde.cpp

* The meele check was too small

This check allows the tank to move the boss without getting snipped by finger of death

* Update boss_archimonde.cpp

* Initializing summonlist on constructor

* Update hyjal.h

* Update hyjal.h

* Changed Archimonde AI

Hyjal_trash AI to BossAI

* Removing hyjal_trashAI function

* Somehow the commit above didn't remove

* unused variable

* bool initialization on the constructor

bool Enraged;
bool BelowTenPercent;
bool HasProtected;
bool IsChanneling;

* HOLY SHIT TRAVIS
2019-05-23 09:28:59 -04:00
Shocker
24ed94a320 fix(CORE): Increase C'Thun Dark Glare spell timer (#1754)
C'Thun's Dark Glare spell is now cast about 4 seconds after C'Thun turns red instead of 1 second.
2019-04-25 21:40:02 +02:00
Kargatum
824a80005c Refactor(Core/Misc): Remove remaining COMPILER_HAS_CPP11_SUPPORT related macros (#1627)
* Delete macros UNORDERED_MAP
* Delete macros UNORDERED_SET
2019-03-26 00:01:56 +07:00
Kargatum
b6cb9247ba Refactor(Core/Gossip): Replacing old macros with new (#1338)
* Correct support new macro
2019-03-25 21:10:57 +07:00
Kargatum
1f4f318705 Rewrite(Core/BanManager): Rewrite Ban system (#1576)
* Added ban manager
* Delete ban functions in world class
* Separate ban account to (ban account, ban ip, ban character)
* Support world announce
2019-03-25 10:00:17 +07:00
Stoabrogga
7a9f09341f chore(PCH): remove "ScriptPCH.h" from cpp scripts (#1423)
remove "ScriptPCH.h" from cpp scripts as it is intended to be used as precompiled header for the build process only
2019-02-10 14:50:44 +01:00
Poszer
8c49cec40a fix(DB/SAI): Lazy Peons quest (#1348)
- Quest: Lazy Peons: Moved from core to SAI
- Lazy Peon will now play work sounds
- Lazy Peon will now display the axe-swing emote
- Lazy Peon will now kneel in front of the pile, and start cutting in front of the tree
- Lazy Peon will now use better positions and orientations for the wood pile and the trees
- Lazy Peon will fall asleep after 80 seconds of working
- Lazy Peon will now activate itself every 120 000 till 150 000 milliseconds
2019-01-25 22:01:24 +01:00
Nefertumm
dd300003e2 Update license links (#783) 2018-03-12 10:54:57 +01:00
Yehonal
9e680b4aed Fixed ossirian crysthal 2018-02-06 22:15:14 +00:00
Kaev
05cd8c8c61 Move area trigger storage from DBC to database (#742)
Renamed AreaTrigger + related stuff to AreaTriggerTeleport
2018-01-02 22:08:08 +01:00
Yehonal
403ed2600f Merge branch 'master' of https://github.com/azerothcore/azerothcore-wotlk into dir-restructure 2017-12-21 11:26:43 +01:00
Yehonal
17332304fd Using TC structure allowing easier patches importing 2017-12-21 00:20:29 +01:00
Yehonal
0f85ce1c54 Big re-organization of repository [W.I.P] 2016-08-11 20:25:27 +02:00
Yehonal
991eed3b5a Using more appropriate NS prefixes for our macro and cmake vars 2016-08-11 20:10:08 +02:00
Yehonal
34d4accb5b [CMake] impl. ADD_SCRIPTS macro for modules
and renamed old to ADD_SCRIPT_LOADER
2016-08-11 14:57:25 +02:00
Yehonal
1aef789c85 [Core/Cmake] Scripts are now added dynamically
You can now add your scripts using cmake inside your module
instead patch core cpp files
2016-08-07 12:21:52 +02:00
Yehonal
f6eefedcd5 converted all tabs to 4 spaces 2016-06-26 19:23:57 +02:00
Yehonal
e8e94a0a66 First Commit
For Azeroth!
2016-06-26 10:39:44 +02:00