SmartAI/Misc

* make errors more verbose if SAI tries to set unexpected flags
 * do not escape strings. By now thats handled by Frontend/Markup
This commit is contained in:
Sarjuuk
2025-11-04 19:36:49 +01:00
parent 597898450d
commit 9020e36db6
10 changed files with 115 additions and 52 deletions

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@@ -37,6 +37,12 @@ trait SmartHelper
private function castFlags(int $flags) : string
{
if ($x = ($flags & ~SmartAI::CAST_FLAG_VALIDATE))
{
trigger_error('SmartAI::castFlags - unknown SmartCastFlags '.Util::asBin($x).' set on id #'.$this->id, E_USER_NOTICE);
$flags &= SmartAI::CAST_FLAG_VALIDATE;
}
$cf = [];
for ($i = 1; $i <= SmartAI::CAST_FLAG_COMBAT_MOVE; $i <<= 1)
if (($flags & $i) && ($x = Lang::smartAI('castFlags', $i)))
@@ -47,6 +53,12 @@ trait SmartHelper
private function npcFlags(int $flags) : string
{
if ($x = ($flags & ~NPC_FLAG_VALIDATE))
{
trigger_error('SmartAI::npcFlags - unknown NpcFlags '.Util::asBin($x).' set on id #'.$this->id, E_USER_NOTICE);
$flags &= NPC_FLAG_VALIDATE;
}
$nf = [];
for ($i = 1; $i <= NPC_FLAG_MAILBOX; $i <<= 1)
if (($flags & $i) && ($x = Lang::npc('npcFlags', $i)))
@@ -57,6 +69,12 @@ trait SmartHelper
private function dynFlags(int $flags) : string
{
if ($x = ($flags & ~UNIT_DYNFLAG_VALIDATE))
{
trigger_error('SmartAI::dynFlags - unknown unit dynFlags '.Util::asBin($x).' set on id #'.$this->id, E_USER_NOTICE);
$flags &= UNIT_DYNFLAG_VALIDATE;
}
$df = [];
for ($i = 1; $i <= UNIT_DYNFLAG_TAPPED_BY_ALL_THREAT_LIST; $i <<= 1)
if (($flags & $i) && ($x = Lang::unit('dynFlags', $i)))
@@ -67,6 +85,12 @@ trait SmartHelper
private function goFlags(int $flags) : string
{
if ($x = ($flags & ~GO_FLAG_VALIDATE))
{
trigger_error('SmartAI::goFlags - unknown GameobjectFlags '.Util::asBin($x).' set on id #'.$this->id, E_USER_NOTICE);
$flags &= GO_FLAG_VALIDATE;
}
$gf = [];
for ($i = 1; $i <= GO_FLAG_DESTROYED; $i <<= 1)
if (($flags & $i) && ($x = Lang::gameObject('goFlags', $i)))
@@ -77,6 +101,12 @@ trait SmartHelper
private function spawnFlags(int $flags) : string
{
if ($x = ($flags & ~SmartAI::SPAWN_FLAG_VALIDATE))
{
trigger_error('SmartAI::spawnFlags - unknown SmartSpawnFlags '.Util::asBin($x).' set on id #'.$this->id, E_USER_NOTICE);
$flags &= SmartAI::SPAWN_FLAG_VALIDATE;
}
$sf = [];
for ($i = 1; $i <= SmartAI::SPAWN_FLAG_NOSAVE_RESPAWN; $i <<= 1)
if (($flags & $i) && ($x = Lang::smartAI('spawnFlags', $i)))
@@ -87,6 +117,18 @@ trait SmartHelper
private function unitFlags(int $flags, int $flags2) : string
{
if ($x = ($flags & ~UNIT_FLAG_VALIDATE))
{
trigger_error('SmartAI::unitFlags - unknown UnitFlags '.Util::asBin($x).' set on id #'.$this->id, E_USER_NOTICE);
$flags &= UNIT_FLAG_VALIDATE;
}
if ($x = ($flags2 & ~UNIT_FLAG2_VALIDATE))
{
trigger_error('SmartAI::unitFlags - unknown UnitFlags2 '.Util::asBin($x).' set on id #'.$this->id, E_USER_NOTICE);
$flags2 &= UNIT_FLAG2_VALIDATE;
}
$field = $flags2 ? 'flags2' : 'flags';
$max = $flags2 ? UNIT_FLAG2_ALLOW_CHEAT_SPELLS : UNIT_FLAG_UNK_31;
$uf = [];
@@ -181,6 +223,7 @@ class SmartAI
// public const CAST_FORCE_TARGET_SELF = 0x10; // the target to cast this spell on itself
public const CAST_FLAG_AURA_MISSING = 0x20; // Only casts the spell if the target does not have an aura from the spell
public const CAST_FLAG_COMBAT_MOVE = 0x40; // Prevents combat movement if cast successful. Allows movement on range, OOM, LOS
public const CAST_FLAG_VALIDATE = self::CAST_FLAG_INTERRUPT_PREV | self::CAST_FLAG_TRIGGERED | self::CAST_FLAG_AURA_MISSING | self::CAST_FLAG_COMBAT_MOVE;
public const REACT_PASSIVE = 0;
public const REACT_DEFENSIVE = 1;
@@ -207,6 +250,7 @@ class SmartAI
public const SPAWN_FLAG_IGNORE_RESPAWN = 0x01; // onSpawnIn - ignore & reset respawn timer
public const SPAWN_FLAG_FORCE_SPAWN = 0x02; // onSpawnIn - force additional spawn if already in world
public const SPAWN_FLAG_NOSAVE_RESPAWN = 0x04; // onDespawn - remove respawn time
public const SPAWN_FLAG_VALIDATE = self::SPAWN_FLAG_IGNORE_RESPAWN | self::SPAWN_FLAG_FORCE_SPAWN | self::SPAWN_FLAG_NOSAVE_RESPAWN;
private array $jsGlobals = [];
private array $rawData = [];

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@@ -467,8 +467,8 @@ class SmartAction
WHERE tp.`id` = ?d',
Lang::getLocale()->value, Lang::getLocale()->value, Lang::getLocale()->value, Lang::getLocale()->value, $this->param[0]
);
$this->param[10] = Util::jsEscape(Util::localizedString($nodes, 'start'));
$this->param[11] = Util::jsEscape(Util::localizedString($nodes, 'end'));
$this->param[10] = Util::localizedString($nodes, 'start');
$this->param[11] = Util::localizedString($nodes, 'end');
break;
case self::ACTION_SET_INGAME_PHASE_MASK: // 44 -> any target
if ($this->param[0])

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@@ -112,6 +112,7 @@ class SmartEvent
public const FLAG_NO_RESET = 0x0100;
public const FLAG_WHILE_CHARMED = 0x0200;
public const FLAG_ALL_DIFFICULTIES = self::FLAG_DIFFICULTY_0 | self::FLAG_DIFFICULTY_1 | self::FLAG_DIFFICULTY_2 | self::FLAG_DIFFICULTY_3;
public const FLAG_VALIDATE = self::FLAG_NO_REPEAT | self::FLAG_DEBUG_ONLY | self::FLAG_NO_RESET | self::FLAG_WHILE_CHARMED | self::FLAG_ALL_DIFFICULTIES;
private const EVENT_CELL_TPL = '[tooltip name=e-#rowIdx#]%1$s[/tooltip][span tooltip=e-#rowIdx#]%2$s[/span]';
@@ -304,7 +305,7 @@ class SmartEvent
);
if ($gmo)
$this->param[10] = Util::jsEscape(Util::localizedString($gmo, 'text'));
$this->param[10] = Util::localizedString($gmo, 'text');
else
trigger_error('SmartAI::event - could not find gossip menu option for event #'.$this->type);
break;
@@ -374,6 +375,12 @@ class SmartEvent
{
$flags = $this->flags;
if ($x = ($flags & ~self::FLAG_VALIDATE))
{
trigger_error('SmartEvent::formatFlags - unused SmartEventFlags '.Util::asBin($x).' set on id #'.$this->id, E_USER_NOTICE);
$flags &= self::FLAG_VALIDATE;
}
if (($flags & self::FLAG_ALL_DIFFICULTIES) == self::FLAG_ALL_DIFFICULTIES)
$flags &= ~self::FLAG_ALL_DIFFICULTIES;

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@@ -681,6 +681,7 @@ define('NPC_FLAG_STABLE_MASTER', 0x00400000);
define('NPC_FLAG_GUILD_BANK', 0x00800000);
define('NPC_FLAG_SPELLCLICK', 0x01000000);
define('NPC_FLAG_MAILBOX', 0x04000000);
define('NPC_FLAG_VALIDATE', 0x05FFFFF3);
define('CREATURE_FLAG_EXTRA_INSTANCE_BIND', 0x00000001); // creature kill binds instance to killer and killer's group
define('CREATURE_FLAG_EXTRA_CIVILIAN', 0x00000002); // creature does not aggro (ignore faction/reputation hostility)
@@ -740,6 +741,7 @@ define('UNIT_FLAG_UNK_28', 0x10000000); // (PreventKneelingW
define('UNIT_FLAG_UNK_29', 0x20000000); // Used in Feign Death spell or NPC will play dead. (PreventEmotes)
define('UNIT_FLAG_SHEATHE', 0x40000000); //
define('UNIT_FLAG_UNK_31', 0x80000000); //
define('UNIT_FLAG_VALIDATE', 0x7FFFFFFF); //
define('UNIT_FLAG2_FEIGN_DEATH', 0x00000001); //
define('UNIT_FLAG2_UNK1', 0x00000002); // Hide unit model (show only player equip)
@@ -759,6 +761,7 @@ define('UNIT_FLAG2_DISABLE_TURN', 0x00008000); //
define('UNIT_FLAG2_UNK2', 0x00010000); //
define('UNIT_FLAG2_PLAY_DEATH_ANIM', 0x00020000); // Plays special death animation upon death
define('UNIT_FLAG2_ALLOW_CHEAT_SPELLS', 0x00040000); // allows casting spells with AttributesEx7 & SPELL_ATTR7_IS_CHEAT_SPELL
define('UNIT_FLAG2_VALIDATE', 0x0006FDFF); //
// UNIT_FIELD_BYTES_1 - idx 0 (UnitStandStateType)
define('UNIT_STAND_STATE_STAND', 0);
@@ -794,6 +797,7 @@ define('UNIT_DYNFLAG_SPECIALINFO', 0x10); //
define('UNIT_DYNFLAG_DEAD', 0x20); // Makes the creature appear dead (this DOES NOT make the creature's name grey or not attack players).
define('UNIT_DYNFLAG_REFER_A_FRIEND', 0x40); //
define('UNIT_DYNFLAG_TAPPED_BY_ALL_THREAT_LIST', 0x80); // Lua_UnitIsTappedByAllThreatList
define('UNIT_DYNFLAG_VALIDATE', 0xFF); //
define('PET_TALENT_TYPE_FEROCITY', 0);
define('PET_TALENT_TYPE_TENACITY', 1);
@@ -863,9 +867,11 @@ define('GO_FLAG_INTERACT_COND', 0x0004); // Untargetable, can
define('GO_FLAG_TRANSPORT', 0x0008); // Gameobject can transport (boat, elevator, car)
define('GO_FLAG_NOT_SELECTABLE', 0x0010); // Not selectable (Not even in GM-mode)
define('GO_FLAG_NODESPAWN', 0x0020); // Never despawns. Typical for gameobjects with on/off state (doors for example)
define('GO_FLAG_TRIGGERED', 0x0040); // typically, summoned objects. Triggered by spell or other events
define('GO_FLAG_AI_OBSTACLE', 0x0040); // makes the client register the object in something called AIObstacleMgr, unknown what it does
define('GO_FLAG_FREEZE_ANIMATION',0x0080); //
define('GO_FLAG_DAMAGED', 0x0200); // Gameobject has been siege damaged
define('GO_FLAG_DESTROYED', 0x0400); // Gameobject has been destroyed
define('GO_FLAG_VALIDATE', 0x06FF); //
define('GO_STATE_ACTIVE', 0); // show in world as used and not reset (closed door open)
define('GO_STATE_READY', 1); // show in world as ready (closed door close)

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@@ -1144,7 +1144,8 @@ $lang = array(
GO_FLAG_INTERACT_COND => 'Nicht interagierbar',
GO_FLAG_TRANSPORT => 'Transporter',
GO_FLAG_NOT_SELECTABLE => 'Nicht anwählbar',
GO_FLAG_TRIGGERED => 'Ausgelöst',
GO_FLAG_AI_OBSTACLE => 'Ausgelöst',
GO_FLAG_FREEZE_ANIMATION => 'Pausiert Animation',
GO_FLAG_DAMAGED => 'Belagerung beschädigt',
GO_FLAG_DESTROYED => 'Belagerung zerstört'
),

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@@ -1144,7 +1144,8 @@ $lang = array(
GO_FLAG_INTERACT_COND => 'Cannot interact',
GO_FLAG_TRANSPORT => 'Transport',
GO_FLAG_NOT_SELECTABLE => 'Not selectable',
GO_FLAG_TRIGGERED => 'Triggered',
GO_FLAG_AI_OBSTACLE => 'Triggered',
GO_FLAG_FREEZE_ANIMATION => 'Freeze Animation',
GO_FLAG_DAMAGED => 'Siege damaged',
GO_FLAG_DESTROYED => 'Siege destroyed'
),

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@@ -1144,7 +1144,8 @@ $lang = array(
GO_FLAG_INTERACT_COND => 'No se puede interactuar',
GO_FLAG_TRANSPORT => 'Transporte',
GO_FLAG_NOT_SELECTABLE => 'No seleccionable',
GO_FLAG_TRIGGERED => 'Activado',
GO_FLAG_AI_OBSTACLE => 'Activado',
GO_FLAG_FREEZE_ANIMATION => 'Congelar animación',
GO_FLAG_DAMAGED => 'Dañado por asedio',
GO_FLAG_DESTROYED => 'Destruido por asedio'
),

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@@ -1144,7 +1144,8 @@ $lang = array(
GO_FLAG_INTERACT_COND => 'Cannot interact',
GO_FLAG_TRANSPORT => 'Transport',
GO_FLAG_NOT_SELECTABLE => 'Not selectable',
GO_FLAG_TRIGGERED => 'Triggered',
GO_FLAG_AI_OBSTACLE => 'Triggered',
GO_FLAG_FREEZE_ANIMATION => 'Freeze Animation',
GO_FLAG_DAMAGED => 'Siege damaged',
GO_FLAG_DESTROYED => 'Siege destroyed'
),

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@@ -1144,7 +1144,8 @@ $lang = array(
GO_FLAG_INTERACT_COND => 'Cannot interact',
GO_FLAG_TRANSPORT => 'Transport',
GO_FLAG_NOT_SELECTABLE => 'Not selectable',
GO_FLAG_TRIGGERED => 'Triggered',
GO_FLAG_AI_OBSTACLE => 'Triggered',
GO_FLAG_FREEZE_ANIMATION => 'Freeze Animation',
GO_FLAG_DAMAGED => 'Siege damaged',
GO_FLAG_DESTROYED => 'Siege destroyed'
),

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@@ -1144,7 +1144,8 @@ $lang = array(
GO_FLAG_INTERACT_COND => '无法交互',
GO_FLAG_TRANSPORT => '传送',
GO_FLAG_NOT_SELECTABLE => '不可选择',
GO_FLAG_TRIGGERED => '已触发',
GO_FLAG_AI_OBSTACLE => '已触发',
GO_FLAG_FREEZE_ANIMATION => 'Freeze Animation',
GO_FLAG_DAMAGED => 'Siege damaged',
GO_FLAG_DESTROYED => 'Siege destroyed'
),