Default behaviour :
-------------------
- delete checked mails (even if its is GM stationery and if it contains items in it, but not deleted COD)
Options :
---------
- cod : delete only cod mail (even if it is unchecked)
TODO -> to improve => return cod to sender instead of delete
- gm : delete only GM stationery emails (even if it is unchecked)
- all : delete all mails (even if it is unchecked)
- from XXXX : delete all mails from specific sender in the slected player mailbox, name or guid
TODO -> to improve, if unchecked return letter to sender to inform it was not read and purged by GM for tech. reason.
TODO : future => handle reset mail for Offline char ?
* Fix .ticket response & .ticket close handling
- Now the GMTicket::SetResponseText method will save the response to the right ticket and will nor update all ticket responses for the same character
- Fix potential issue in GMTicketMgr::Create : limiting to the the most recent ticket of the player and avoid potential multiple returns if there is inconsistent data in table
- Fix GMTicket::SetText
- Prevent to update ticket_text for old tickets of the same char when submiting ticket or updating ticket text in game
- Fix item_text GUID generation
- Setting system response when ticket closed without mail response
- Create a PSendSysMessageMultiline function , will split a mangos string in multiple lines if "@@" string is found.
* Fix revision.h after structure change
Need apply Rel21_16_053_GM_tickets_handling_fixes.sql in order to work correctly
* Fix "crash" by ".ticket accept" (unable to handled no args)
Fix .ticket info (ticket req Gamemaster+, info req Moderator+)
* Added comment on ".ticket accept"
* Added comment on ".ticket accept"
Mostly backported from TC.
Changed table format (mapID in lower 16 bit, areaID in higer 16 bit of data field).
Added CREATURE_SPAWN and GAMEOBJECT_SPAWN disable types.
This is the first, rough implementation of Playerbot AI by Ike3, originally playerbot by blueboy
There's still TONS of work left to do on this, but it should compile and build
This introduces a new cmake option, playerbots. Disabled by default
Rewrite Waypoint related commands (c2612)
Toggle the commands .wp add .wp modify and .wp show to be able to work with waypoints from creature_movement_template
Technical changes:
* Move Path Selection to WaypointManager
* Set visual waypoints to be summoned npcs
Remove .npc addmove command to add a waypoint. (c2619)
For this .wp add command is expected to be used
Remove unneeded functions from WaypointManager (c2620)
Waypoint Commands: Improve export command, remove import command (c2621)
* Also finally drop the wpguid columns from creature_movement[_template]
* Also remove all static spawns of id=1 (they are usually waypoints from the old system)
* Fix a minor bug in WaypointManager than can result in a crash if bad params are passed
Waypoint-Commands: Prefer current path's movement for handling (c2626)
WaypointMovement: Allow External sources to load waypoints (with different path ids) (c2627)
* Add SetExternalWaypointTable(..) function to ScriptMgr.h scope to be able to define from which table external waypoints are loaded
* Add AddWaypointFromExternal(..) function to ScriptMgr.h scope to load points into WaypointManager
* Expand MotionMaster::MoveWaypoint function to use source and pathId for specifying which path to load
* Expand MotionMaster::MoveWaypoint function to use some overwrite information for "entry".
This will be helpfull to have one path for mobs with different entry (ie ally/horde npcs with same behaviour)
* For externally loaded waypoints let CreatureAI::MovementInform have EXTERNAL_WAYPOINT_MOVE(256) + pathId as type.
This will allow an external user to know which of "his" paths is used
* Adapt the related commands a little bit such that parts of the commands will also be usable for external paths
At the moment .wp show and .wp export work with external paths.
WaypointMovement: Add support to set the next waypoint (c2635)
* Also add support to initialize a path with waittime before starting movement
* Add additional types for external use of MovementInform such that MovementInform is called when a waypoint is started, or when the last waypoint is handled
* Improve some minor technical issues
Let .wp add command start with 1 as first waypoint (c2640)
To use it
- You must be GM
- Select a creature and type ".mmap testheight" to view point (using default respawn radius)
- If no selected creature it work around the player char itself.
- You can specify the radius '.mmap testheight 20"