Updated to 8.2.0.31429 (scripts disabled atm, they still need updated)

Code Port from TrinityCore https://github.com/TrinityCore/TrinityCore
Casc from WoW-Tools https://github.com/WoW-Tools/CASCExplorer
This commit is contained in:
hondacrx
2019-08-14 11:20:42 -04:00
parent e4d500f4b5
commit 125e3b3ac7
232 changed files with 12268 additions and 14670 deletions
+51 -17
View File
@@ -221,7 +221,7 @@ namespace Game.AI
CreatureTemplate ci = Global.ObjectMgr.GetCreatureTemplate(obj.ToCreature().GetEntry());
if (ci != null)
{
if (obj.ToCreature().getFaction() != ci.Faction)
if (obj.ToCreature().GetFaction() != ci.Faction)
{
obj.ToCreature().SetFaction(ci.Faction);
Log.outDebug(LogFilter.ScriptsAi, "SmartScript.ProcessAction. SMART_ACTION_SET_FACTION: Creature entry {0}, GuidLow {1} set faction to {2}",
@@ -647,7 +647,7 @@ namespace Game.AI
{
if (IsUnit(obj))
{
obj.ToUnit().SetUInt32Value(UnitFields.NpcEmotestate, e.Action.emote.emoteId);
obj.ToUnit().SetEmoteState((Emote)e.Action.emote.emoteId);
Log.outDebug(LogFilter.ScriptsAi, "SmartScript.ProcessAction. SMART_ACTION_SET_EMOTE_STATE. Unit {0} set emotestate to {1}",
obj.GetGUID().ToString(), e.Action.emote.emoteId);
}
@@ -668,13 +668,13 @@ namespace Game.AI
{
if (e.Action.unitFlag.type == 0)
{
obj.ToUnit().SetFlag(UnitFields.Flags, e.Action.unitFlag.flag);
obj.ToUnit().AddUnitFlag((UnitFlags)e.Action.unitFlag.flag);
Log.outDebug(LogFilter.ScriptsAi, "SmartScript.ProcessAction. SMART_ACTION_SET_UNIT_FLAG. Unit {0} added flag {1} to UNIT_FIELD_FLAGS",
obj.GetGUID().ToString(), e.Action.unitFlag.flag);
}
else
{
obj.ToUnit().SetFlag(UnitFields.Flags2, e.Action.unitFlag.flag);
obj.ToUnit().AddUnitFlag2((UnitFlags2)e.Action.unitFlag.flag);
Log.outDebug(LogFilter.ScriptsAi, "SmartScript.ProcessAction. SMART_ACTION_SET_UNIT_FLAG. Unit {0} added flag {1} to UNIT_FIELD_FLAGS_2",
obj.GetGUID().ToString(), e.Action.unitFlag.flag);
}
@@ -696,13 +696,13 @@ namespace Game.AI
{
if (e.Action.unitFlag.type == 0)
{
obj.ToUnit().RemoveFlag(UnitFields.Flags2, e.Action.unitFlag.flag);
obj.ToUnit().RemoveUnitFlag((UnitFlags)e.Action.unitFlag.flag);
Log.outDebug(LogFilter.ScriptsAi, "SmartScript.ProcessAction. SMART_ACTION_REMOVE_UNIT_FLAG. Unit {0} removed flag {1} to UNIT_FIELD_FLAGS",
obj.GetGUID().ToString(), e.Action.unitFlag.flag);
}
else
{
obj.ToUnit().RemoveFlag(UnitFields.Flags2, e.Action.unitFlag.flag);
obj.ToUnit().RemoveUnitFlag2((UnitFlags2)e.Action.unitFlag.flag);
Log.outDebug(LogFilter.ScriptsAi, "SmartScript.ProcessAction. SMART_ACTION_REMOVE_UNIT_FLAG. Unit {0} removed flag {1} to UNIT_FIELD_FLAGS_2",
obj.GetGUID().ToString(), e.Action.unitFlag.flag);
}
@@ -1756,7 +1756,7 @@ namespace Game.AI
foreach (var obj in targets)
if (IsUnit(obj))
obj.ToUnit().SetUInt64Value(UnitFields.NpcFlags, e.Action.unitFlag.flag);
obj.ToUnit().SetNpcFlags((NPCFlags)e.Action.unitFlag.flag);
break;
}
case SmartActions.AddNpcFlag:
@@ -1767,7 +1767,7 @@ namespace Game.AI
foreach (var obj in targets)
if (IsUnit(obj))
obj.ToUnit().SetFlag64(UnitFields.NpcFlags, e.Action.unitFlag.flag);
obj.ToUnit().AddNpcFlag((NPCFlags)e.Action.unitFlag.flag);
break;
}
case SmartActions.RemoveNpcFlag:
@@ -1778,7 +1778,7 @@ namespace Game.AI
foreach (var obj in targets)
if (IsUnit(obj))
obj.ToUnit().RemoveFlag64(UnitFields.NpcFlags, e.Action.unitFlag.flag);
obj.ToUnit().RemoveNpcFlag((NPCFlags)e.Action.unitFlag.flag);
break;
}
case SmartActions.CrossCast:
@@ -1937,7 +1937,25 @@ namespace Game.AI
break;
foreach (var obj in targets)
if (IsUnit(obj))
obj.ToUnit().SetByteFlag(UnitFields.Bytes1, (byte)e.Action.setunitByte.type, e.Action.setunitByte.byte1);
{
switch (e.Action.setunitByte.type)
{
case 0:
obj.ToUnit().SetStandState((UnitStandStateType)e.Action.setunitByte.byte1);
break;
case 1:
// pet talent points
break;
case 2:
obj.ToUnit().AddVisFlags((UnitVisFlags)e.Action.setunitByte.byte1);
break;
case 3:
// this is totally wrong to maintain compatibility with existing scripts
// TODO: fix with animtier overhaul
obj.ToUnit().SetAnimTier((UnitBytes1Flags)(obj.ToUnit().m_unitData.AnimTier | e.Action.setunitByte.byte1), false);
break;
}
}
break;
}
case SmartActions.RemoveUnitFieldBytes1:
@@ -1948,7 +1966,23 @@ namespace Game.AI
foreach (var obj in targets)
if (IsUnit(obj))
obj.ToUnit().RemoveByteFlag(UnitFields.Bytes1, (byte)e.Action.delunitByte.type, e.Action.delunitByte.byte1);
{
switch (e.Action.setunitByte.type)
{
case 0:
obj.ToUnit().SetStandState(UnitStandStateType.Stand);
break;
case 1:
// pet talent points
break;
case 2:
obj.ToUnit().RemoveVisFlags((UnitVisFlags)e.Action.setunitByte.byte1);
break;
case 3:
obj.ToUnit().SetAnimTier((UnitBytes1Flags)(obj.ToUnit().m_unitData.AnimTier & ~e.Action.setunitByte.byte1), false);
break;
}
}
break;
}
case SmartActions.InterruptSpell:
@@ -1981,7 +2015,7 @@ namespace Game.AI
foreach (var obj in targets)
if (IsUnit(obj))
obj.ToUnit().SetUInt32Value(ObjectFields.DynamicFlags, e.Action.unitFlag.flag);
obj.ToUnit().SetDynamicFlags((UnitDynFlags)e.Action.unitFlag.flag);
break;
}
case SmartActions.AddDynamicFlag:
@@ -1992,7 +2026,7 @@ namespace Game.AI
foreach (var obj in targets)
if (IsUnit(obj))
obj.ToUnit().SetFlag(ObjectFields.DynamicFlags, e.Action.unitFlag.flag);
obj.ToUnit().AddDynamicFlag((UnitDynFlags)e.Action.unitFlag.flag);
break;
}
case SmartActions.RemoveDynamicFlag:
@@ -2003,7 +2037,7 @@ namespace Game.AI
foreach (var obj in targets)
if (IsUnit(obj))
obj.ToUnit().RemoveFlag(ObjectFields.DynamicFlags, e.Action.unitFlag.flag);
obj.ToUnit().RemoveDynamicFlag((UnitDynFlags)e.Action.unitFlag.flag);
break;
}
case SmartActions.JumpToPos:
@@ -2163,7 +2197,7 @@ namespace Game.AI
foreach (var obj in targets)
if (IsGameObject(obj))
obj.ToGameObject().SetUInt32Value(GameObjectFields.Flags, e.Action.goFlag.flag);
obj.ToGameObject().SetFlags((GameObjectFlags)e.Action.goFlag.flag);
break;
}
case SmartActions.AddGoFlag:
@@ -2174,7 +2208,7 @@ namespace Game.AI
foreach (var obj in targets)
if (IsGameObject(obj))
obj.ToGameObject().SetFlag(GameObjectFields.Flags, e.Action.goFlag.flag);
obj.ToGameObject().AddFlag((GameObjectFlags)e.Action.goFlag.flag);
break;
}
case SmartActions.RemoveGoFlag:
@@ -2185,7 +2219,7 @@ namespace Game.AI
foreach (var obj in targets)
if (IsGameObject(obj))
obj.ToGameObject().RemoveFlag(GameObjectFields.Flags, e.Action.goFlag.flag);
obj.ToGameObject().RemoveFlag((GameObjectFlags)e.Action.goFlag.flag);
break;
}
case SmartActions.SummonCreatureGroup: