Misc updates/fixes

This commit is contained in:
hondacrx
2022-01-27 12:36:56 -05:00
parent 169abc1531
commit 6c0e21b4de
36 changed files with 415 additions and 354 deletions
+15 -15
View File
@@ -143,7 +143,7 @@ namespace Game.AI
{
AddEscortState(EscortState.Returning);
ReturnToLastPoint();
Log.outDebug(LogFilter.Scripts, "EscortAI.EnterEvadeMode has left combat and is now returning to last point");
Log.outDebug(LogFilter.ScriptsAi, $"EscortAI.EnterEvadeMode has left combat and is now returning to last point {me.GetGUID()}");
}
else
{
@@ -195,7 +195,7 @@ namespace Game.AI
if (_despawnAtEnd)
{
Log.outDebug(LogFilter.Scripts, "EscortAI.UpdateAI: reached end of waypoints, despawning at end");
Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::UpdateAI: reached end of waypoints, despawning at end ({me.GetGUID()})");
if (_returnToStart)
{
Position respawnPosition = new();
@@ -203,7 +203,7 @@ namespace Game.AI
me.GetRespawnPosition(out respawnPosition.posX, out respawnPosition.posY, out respawnPosition.posZ, out orientation);
respawnPosition.SetOrientation(orientation);
me.GetMotionMaster().MovePoint(EscortPointIds.Home, respawnPosition);
Log.outDebug(LogFilter.Scripts, $"EscortAI.UpdateAI: returning to spawn location: {respawnPosition}");
Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::UpdateAI: returning to spawn location: {respawnPosition} ({me.GetGUID()})");
}
else if (_instantRespawn)
me.Respawn();
@@ -211,7 +211,7 @@ namespace Game.AI
me.DespawnOrUnsummon();
}
Log.outDebug(LogFilter.Scripts, "EscortAI.UpdateAI: reached end of waypoints");
Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::UpdateAI: reached end of waypoints ({me.GetGUID()})");
RemoveEscortState(EscortState.Escorting);
return;
}
@@ -242,7 +242,7 @@ namespace Game.AI
{
if (!IsPlayerOrGroupInRange())
{
Log.outDebug(LogFilter.Scripts, "EscortAI failed because player/group was to far away or not found");
Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::UpdateAI: failed because player/group was to far away or not found ({me.GetGUID()})");
bool isEscort = false;
CreatureData creatureData = me.GetCreatureData();
@@ -293,7 +293,7 @@ namespace Game.AI
if (Id == EscortPointIds.LastPoint)
{
Log.outDebug(LogFilter.Scripts, "EscortAI.MovementInform has returned to original position before combat");
Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::MovementInform has returned to original position before combat ({me.GetGUID()})");
me.SetWalk(!_running);
RemoveEscortState(EscortState.Returning);
@@ -301,16 +301,16 @@ namespace Game.AI
}
else if (Id == EscortPointIds.Home)
{
Log.outDebug(LogFilter.Scripts, "EscortAI.MovementInform: returned to home location and restarting waypoint path");
Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::MovementInform: returned to home location and restarting waypoint path ({me.GetGUID()})");
_started = false;
}
}
else if (moveType == MovementGeneratorType.Waypoint)
{
Cypher.Assert(Id < _path.nodes.Count, $"EscortAI.MovementInform: referenced movement id ({Id}) points to non-existing node in loaded path");
Cypher.Assert(Id < _path.nodes.Count, $"EscortAI::MovementInform: referenced movement id ({Id}) points to non-existing node in loaded path ({me.GetGUID()})");
WaypointNode waypoint = _path.nodes[(int)Id];
Log.outDebug(LogFilter.Scripts, $"EscortAI.MovementInform: waypoint node {waypoint.id} reached");
Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::MovementInform: waypoint node {waypoint.id} reached ({me.GetGUID()})");
// last point
if (Id == _path.nodes.Count - 1)
@@ -387,15 +387,15 @@ namespace Game.AI
}
}
if (me.GetVictim())
if (me.IsEngaged())
{
Log.outError(LogFilter.Scripts, $"EscortAI.Start: (script: {me.GetScriptName()}, creature entry: {me.GetEntry()}) attempts to Start while in combat");
Log.outError(LogFilter.ScriptsAi, $"EscortAI::Start: (script: {me.GetScriptName()} attempts to Start while in combat ({me.GetGUID()})");
return;
}
if (HasEscortState(EscortState.Escorting))
{
Log.outError(LogFilter.Scripts, $"EscortAI.Start: (script: {me.GetScriptName()}, creature entry: {me.GetEntry()}) attempts to Start while already escorting");
Log.outError(LogFilter.ScriptsAi, $"EscortAI::Start: (script: {me.GetScriptName()} attempts to Start while already escorting ({me.GetGUID()})");
return;
}
@@ -406,7 +406,7 @@ namespace Game.AI
if (_path.nodes.Empty())
{
Log.outError(LogFilter.Scripts, $"EscortAI.Start: (script: {me.GetScriptName()}, creature entry: {me.GetEntry()}) starts with 0 waypoints (possible missing entry in script_waypoint. Quest: {(quest != null ? quest.Id : 0)}).");
Log.outError(LogFilter.ScriptsAi, $"EscortAI::Start: (script: {me.GetScriptName()} starts with 0 waypoints (possible missing entry in script_waypoint. Quest: {(quest != null ? quest.Id : 0)} ({me.GetGUID()})");
return;
}
@@ -418,7 +418,7 @@ namespace Game.AI
_returnToStart = canLoopPath;
if (_returnToStart && _instantRespawn)
Log.outError(LogFilter.Scripts, $"EscortAI.Start: (script: {me.GetScriptName()}, creature entry: {me.GetEntry()}) is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
Log.outError(LogFilter.ScriptsAi, $"EscortAI::Start: (script: {me.GetScriptName()} is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn ({me.GetGUID()})");
me.GetMotionMaster().MoveIdle();
me.GetMotionMaster().Clear(MovementGeneratorPriority.Normal);
@@ -432,7 +432,7 @@ namespace Game.AI
me.SetImmuneToNPC(false);
}
Log.outDebug(LogFilter.Scripts, $"EscortAI.Start: (script: {me.GetScriptName()}, creature entry: {me.GetEntry()}) started with {_path.nodes.Count} waypoints. ActiveAttacker = {_activeAttacker}, Run = {_running}, Player = {_playerGUID}");
Log.outDebug(LogFilter.ScriptsAi, $"EscortAI::Start: (script: {me.GetScriptName()}, started with {_path.nodes.Count} waypoints. ActiveAttacker = {_activeAttacker}, Run = {_running}, Player = {_playerGUID} ({me.GetGUID()})");
// set initial speed
me.SetWalk(!_running);