fix(Core/Formations): Implemented new creature formation flag: GROUP_… (#14537)

fix(Core/Formations): Implemented new creature formation flag: GROUP_AI_FLAG_ACQUIRE_NEW_TARGET_ON_EVADE.

Fixes #14494
This commit is contained in:
UltraNix
2023-01-19 20:08:51 +01:00
committed by GitHub
parent 484cb1d01b
commit 1de52e5570
4 changed files with 85 additions and 20 deletions

View File

@@ -208,24 +208,75 @@ void CreatureGroup::MemberEngagingTarget(Creature* member, Unit* target)
for (auto const& itr : m_members)
{
Creature* pMember = itr.first;
if (m_leader) // avoid crash if leader was killed and reset.
LOG_DEBUG("entities.unit", "GROUP ATTACK: group instance id {} calls member instid {}", m_leader->GetInstanceId(), member->GetInstanceId());
//Skip one check
if (pMember == member)
if (!pMember)
{
continue;
}
if (!pMember->IsAlive())
if (pMember == member || !pMember->IsAlive() || pMember->GetVictim())
{
continue;
}
if (pMember->GetVictim())
if (pMember == m_leader && !(groupAI & std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_LEADER_ASSIST_MEMBER)))
{
continue;
}
if (pMember->IsValidAttackTarget(target) && pMember->AI())
{
pMember->AI()->AttackStart(target);
}
}
}
Unit* CreatureGroup::GetNewTargetForMember(Creature* member)
{
uint8 const groupAI = sFormationMgr->CreatureGroupMap[member->GetSpawnId()].groupAI;
if (!(groupAI & std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_ACQUIRE_NEW_TARGET_ON_EVADE)))
{
return nullptr;
}
if (member == m_leader)
{
if (!(groupAI & std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_MEMBER_ASSIST_LEADER)))
{
return nullptr;
}
}
else if (!(groupAI & std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_LEADER_ASSIST_MEMBER)))
{
return nullptr;
}
for (auto const& itr : m_members)
{
Creature* pMember = itr.first;
if (!pMember)
{
continue;
}
if (pMember == member || !pMember->IsAlive() || !pMember->GetVictim())
{
continue;
}
if (pMember == m_leader && !(groupAI & std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_MEMBER_ASSIST_LEADER)))
{
continue;
}
if (member->IsValidAttackTarget(pMember->GetVictim()))
{
return pMember->GetVictim();
}
}
return nullptr;
}
void CreatureGroup::MemberEvaded(Creature* member)
{
uint8 const groupAI = sFormationMgr->CreatureGroupMap[member->GetSpawnId()].groupAI;

View File

@@ -28,22 +28,23 @@ class CreatureGroup;
enum class GroupAIFlags : uint16
{
GROUP_AI_FLAG_MEMBER_ASSIST_LEADER = 0x001,
GROUP_AI_FLAG_LEADER_ASSIST_MEMBER = 0x002,
GROUP_AI_FLAG_EVADE_TOGETHER = 0x004,
GROUP_AI_FLAG_RESPAWN_ON_EVADE = 0x008,
GROUP_AI_FLAG_DONT_RESPAWN_LEADER_ON_EVADE = 0x010,
//GROUP_AI_FLAG_UNK3 = 0x010,
//GROUP_AI_FLAG_UNK4 = 0x020,
//GROUP_AI_FLAG_UNK5 = 0x040,
//GROUP_AI_FLAG_UNK6 = 0x080,
//GROUP_AI_FLAG_UNK7 = 0x100,
GROUP_AI_FLAG_FOLLOW_LEADER = 0x200,
GROUP_AI_FLAG_MEMBER_ASSIST_LEADER = 0x001,
GROUP_AI_FLAG_LEADER_ASSIST_MEMBER = 0x002,
GROUP_AI_FLAG_EVADE_TOGETHER = 0x004,
GROUP_AI_FLAG_RESPAWN_ON_EVADE = 0x008,
GROUP_AI_FLAG_DONT_RESPAWN_LEADER_ON_EVADE = 0x010,
GROUP_AI_FLAG_ACQUIRE_NEW_TARGET_ON_EVADE = 0x020,
//GROUP_AI_FLAG_UNK5 = 0x040,
//GROUP_AI_FLAG_UNK6 = 0x080,
//GROUP_AI_FLAG_UNK7 = 0x100,
GROUP_AI_FLAG_FOLLOW_LEADER = 0x200,
GROUP_AI_FLAG_EVADE_MASK = GROUP_AI_FLAG_EVADE_TOGETHER | GROUP_AI_FLAG_RESPAWN_ON_EVADE,
GROUP_AI_FLAG_ASSIST_MASK = GROUP_AI_FLAG_MEMBER_ASSIST_LEADER | GROUP_AI_FLAG_LEADER_ASSIST_MEMBER,
GROUP_AI_FLAG_EVADE_MASK = GROUP_AI_FLAG_EVADE_TOGETHER | GROUP_AI_FLAG_RESPAWN_ON_EVADE,
// Used to verify valid and usable flags
GROUP_AI_FLAG_SUPPORTED = GROUP_AI_FLAG_MEMBER_ASSIST_LEADER | GROUP_AI_FLAG_LEADER_ASSIST_MEMBER | GROUP_AI_FLAG_EVADE_MASK | GROUP_AI_FLAG_FOLLOW_LEADER
GROUP_AI_FLAG_SUPPORTED = GROUP_AI_FLAG_ASSIST_MASK | GROUP_AI_FLAG_EVADE_MASK | GROUP_AI_FLAG_DONT_RESPAWN_LEADER_ON_EVADE |
GROUP_AI_FLAG_FOLLOW_LEADER | GROUP_AI_FLAG_ACQUIRE_NEW_TARGET_ON_EVADE
};
struct FormationInfo
@@ -108,6 +109,7 @@ public:
void LeaderMoveTo(float x, float y, float z, bool run);
void MemberEngagingTarget(Creature* member, Unit* target);
Unit* GetNewTargetForMember(Creature* member);
void MemberEvaded(Creature* member);
void RespawnFormation(bool force = false);
[[nodiscard]] bool IsFormationInCombat();

View File

@@ -14687,6 +14687,16 @@ Unit* Creature::SelectVictim()
return nullptr;
}
// Last chance: creature group
if (CreatureGroup* group = GetFormation())
{
if (Unit* groupTarget = group->GetNewTargetForMember(this))
{
SetInFront(groupTarget);
return groupTarget;
}
}
// enter in evade mode in other case
AI()->EnterEvadeMode();