mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-23 21:56:22 +00:00
refactor(Core/Unit): minor changes for the combat system (#11904)
Cherry-pick from TC: https://github.com/TrinityCore/TrinityCore/pull/19966 Co-authored-by: Treeston <treeston.nmoc@gmail.com>
This commit is contained in:
@@ -134,14 +134,6 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= nullptr*/, float maxRange
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{
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creature->AddThreat(player, 0.0f);
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}
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/* Causes certain things to never leave the threat list (Priest Lightwell, etc):
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for (Unit::ControlSet::const_iterator itr = player->m_Controlled.begin(); itr != player->m_Controlled.end(); ++itr)
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{
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creature->SetInCombatWith(*itr);
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(*itr)->SetInCombatWith(creature);
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creature->AddThreat(*itr, 0.0f);
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}*/
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}
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}
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}
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@@ -161,7 +153,7 @@ void CreatureAI::MoveInLineOfSight_Safe(Unit* who)
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void CreatureAI::MoveInLineOfSight(Unit* who)
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{
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if (me->GetVictim())
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if (me->IsEngaged())
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return;
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// pussywizard: civilian, non-combat pet or any other NOT HOSTILE TO ANYONE (!)
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@@ -182,7 +174,7 @@ void CreatureAI::TriggerAlert(Unit const* who) const
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if (!who || who->GetTypeId() != TYPEID_PLAYER)
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return;
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// If this unit isn't an NPC, is already distracted, is in combat, is confused, stunned or fleeing, do nothing
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if (me->GetTypeId() != TYPEID_UNIT || me->IsInCombat() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED))
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if (me->GetTypeId() != TYPEID_UNIT || me->IsEngaged() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED))
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return;
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// Only alert for hostiles!
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if (me->IsCivilian() || me->HasReactState(REACT_PASSIVE) || !me->IsHostileTo(who) || !me->_IsTargetAcceptable(who))
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@@ -253,7 +245,7 @@ void CreatureAI::SetGazeOn(Unit* target)
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bool CreatureAI::UpdateVictimWithGaze()
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{
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if (!me->IsInCombat())
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if (!me->IsEngaged())
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return false;
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if (me->HasReactState(REACT_PASSIVE))
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@@ -271,7 +263,7 @@ bool CreatureAI::UpdateVictimWithGaze()
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bool CreatureAI::UpdateVictim()
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{
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if (!me->IsInCombat())
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if (!me->IsEngaged())
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return false;
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if (!me->HasReactState(REACT_PASSIVE))
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@@ -114,7 +114,7 @@ public:
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// Called for reaction at stopping attack at no attackers or targets
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virtual void EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER);
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// Called for reaction at enter to combat if not in combat yet (enemy can be nullptr)
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// Called for reaction when initially engaged
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virtual void EnterCombat(Unit* /*victim*/) {}
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// Called when the creature is killed
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@@ -574,7 +574,7 @@ void BossAI::TeleportCheaters()
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void BossAI::JustSummoned(Creature* summon)
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{
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summons.Summon(summon);
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if (me->IsInCombat())
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if (me->IsEngaged())
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DoZoneInCombat(summon);
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}
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@@ -4044,18 +4044,18 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
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ProcessTimedAction(e, e.event.minMaxRepeat.repeatMin, e.event.minMaxRepeat.repeatMax);
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break;
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case SMART_EVENT_UPDATE_OOC:
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if (me && me->IsInCombat())
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if (me && me->IsEngaged())
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return;
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ProcessTimedAction(e, e.event.minMaxRepeat.repeatMin, e.event.minMaxRepeat.repeatMax);
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break;
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case SMART_EVENT_UPDATE_IC:
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if (!me || !me->IsInCombat())
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if (!me || !me->IsEngaged())
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return;
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ProcessTimedAction(e, e.event.minMaxRepeat.repeatMin, e.event.minMaxRepeat.repeatMax);
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break;
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case SMART_EVENT_HEALTH_PCT:
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{
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if (!me || !me->IsInCombat() || !me->GetMaxHealth())
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if (!me || !me->IsEngaged() || !me->GetMaxHealth())
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return;
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uint32 perc = (uint32)me->GetHealthPct();
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if (perc > e.event.minMaxRepeat.max || perc < e.event.minMaxRepeat.min)
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@@ -4065,7 +4065,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
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}
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case SMART_EVENT_TARGET_HEALTH_PCT:
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{
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if (!me || !me->IsInCombat() || !me->GetVictim() || !me->GetVictim()->GetMaxHealth())
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if (!me || !me->IsEngaged() || !me->GetVictim() || !me->GetVictim()->GetMaxHealth())
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return;
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uint32 perc = (uint32)me->GetVictim()->GetHealthPct();
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if (perc > e.event.minMaxRepeat.max || perc < e.event.minMaxRepeat.min)
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@@ -4075,7 +4075,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
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}
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case SMART_EVENT_MANA_PCT:
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{
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if (!me || !me->IsInCombat() || !me->GetMaxPower(POWER_MANA))
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if (!me || !me->IsEngaged() || !me->GetMaxPower(POWER_MANA))
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return;
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uint32 perc = uint32(me->GetPowerPct(POWER_MANA));
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if (perc > e.event.minMaxRepeat.max || perc < e.event.minMaxRepeat.min)
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@@ -4085,7 +4085,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
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}
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case SMART_EVENT_TARGET_MANA_PCT:
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{
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if (!me || !me->IsInCombat() || !me->GetVictim() || !me->GetVictim()->GetMaxPower(POWER_MANA))
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if (!me || !me->IsEngaged() || !me->GetVictim() || !me->GetVictim()->GetMaxPower(POWER_MANA))
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return;
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uint32 perc = uint32(me->GetVictim()->GetPowerPct(POWER_MANA));
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if (perc > e.event.minMaxRepeat.max || perc < e.event.minMaxRepeat.min)
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@@ -4095,7 +4095,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
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}
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case SMART_EVENT_RANGE:
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{
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if (!me || !me->IsInCombat() || !me->GetVictim())
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if (!me || !me->IsEngaged() || !me->GetVictim())
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return;
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if (me->IsInRange(me->GetVictim(), (float)e.event.minMaxRepeat.min, (float)e.event.minMaxRepeat.max))
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@@ -4106,7 +4106,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
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}
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case SMART_EVENT_VICTIM_CASTING:
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{
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if (!me || !me->IsInCombat())
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if (!me || !me->IsEngaged())
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return;
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Unit* victim = me->GetVictim();
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@@ -4124,7 +4124,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
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}
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case SMART_EVENT_FRIENDLY_HEALTH:
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{
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if (!me || !me->IsInCombat())
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if (!me || !me->IsEngaged())
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return;
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Unit* target = DoSelectLowestHpFriendly((float)e.event.friendlyHealth.radius, e.event.friendlyHealth.hpDeficit);
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@@ -4139,7 +4139,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
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}
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case SMART_EVENT_FRIENDLY_IS_CC:
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{
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if (!me || !me->IsInCombat())
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if (!me || !me->IsEngaged())
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return;
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std::list<Creature*> pList;
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@@ -4285,7 +4285,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
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}
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case SMART_EVENT_OOC_LOS:
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{
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if (!me || me->IsInCombat())
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if (!me || me->IsEngaged())
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return;
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//can trigger if closer than fMaxAllowedRange
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float range = (float)e.event.los.maxDist;
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@@ -4309,7 +4309,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
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}
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case SMART_EVENT_IC_LOS:
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{
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if (!me || !me->IsInCombat())
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if (!me || !me->IsEngaged())
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return;
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//can trigger if closer than fMaxAllowedRange
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float range = (float)e.event.los.maxDist;
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@@ -4507,7 +4507,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
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}
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case SMART_EVENT_FRIENDLY_HEALTH_PCT:
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{
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if (!me || !me->IsInCombat())
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if (!me || !me->IsEngaged())
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return;
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Unit* target = nullptr;
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@@ -4701,10 +4701,10 @@ void SmartScript::UpdateTimer(SmartScriptHolder& e, uint32 const diff)
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if (e.event.event_phase_mask && !IsInPhase(e.event.event_phase_mask))
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return;
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if (e.GetEventType() == SMART_EVENT_UPDATE_IC && (!me || !me->IsInCombat()))
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if (e.GetEventType() == SMART_EVENT_UPDATE_IC && (!me || !me->IsEngaged()))
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return;
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if (e.GetEventType() == SMART_EVENT_UPDATE_OOC && (me && me->IsInCombat()))//can be used with me=nullptr (go script)
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if (e.GetEventType() == SMART_EVENT_UPDATE_OOC && (me && me->IsEngaged()))//can be used with me=nullptr (go script)
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return;
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if (e.timer < diff)
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@@ -4982,7 +4982,7 @@ void SmartScript::OnMoveInLineOfSight(Unit* who)
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if (!me)
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return;
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ProcessEventsFor(me->IsInCombat() ? SMART_EVENT_IC_LOS : SMART_EVENT_OOC_LOS, who);
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ProcessEventsFor(me->IsEngaged() ? SMART_EVENT_IC_LOS : SMART_EVENT_OOC_LOS, who);
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}
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/*
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@@ -704,7 +704,7 @@ void Creature::Update(uint32 diff)
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}
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// periodic check to see if the creature has passed an evade boundary
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if (IsAIEnabled && !IsInEvadeMode() && IsInCombat())
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if (IsAIEnabled && !IsInEvadeMode() && IsEngaged())
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{
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if (diff >= m_boundaryCheckTime)
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{
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@@ -1838,7 +1838,7 @@ bool Creature::CanStartAttack(Unit const* who) const
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// pussywizard: at this point we are either hostile to who or friendly to who->getAttackerForHelper()
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// pussywizard: if who is in combat and has an attacker, help him if the distance is right (help because who is hostile or help because attacker is friendly)
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bool assist = false;
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if (who->IsInCombat() && IsWithinDist(who, ATTACK_DISTANCE))
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if (who->IsEngaged() && IsWithinDist(who, ATTACK_DISTANCE))
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if (Unit* victim = who->getAttackerForHelper())
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if (IsWithinDistInMap(victim, sWorld->getFloatConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS)))
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assist = true;
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@@ -2357,7 +2357,7 @@ bool Creature::CanAssistTo(Unit const* u, Unit const* enemy, bool checkfaction /
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return false;
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// skip fighting creature
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if (IsInCombat())
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if (IsEngaged())
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return false;
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// only free creature
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@@ -2408,11 +2408,10 @@ bool Creature::_IsTargetAcceptable(Unit const* target) const
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return false;
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}
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Unit const* myVictim = getAttackerForHelper();
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Unit const* targetVictim = target->getAttackerForHelper();
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// if I'm already fighting target, or I'm hostile towards the target, the target is acceptable
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if (myVictim == target || targetVictim == this || IsHostileTo(target))
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if (IsEngagedBy(target) || IsHostileTo(target))
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return true;
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// if the target's victim is friendly, and the target is neutral, the target is acceptable
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@@ -190,7 +190,7 @@ void CreatureGroup::RemoveMember(Creature* member)
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member->SetFormation(nullptr);
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}
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void CreatureGroup::MemberAttackStart(Creature* member, Unit* target)
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void CreatureGroup::MemberEngagingTarget(Creature* member, Unit* target)
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{
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uint8 const groupAI = sFormationMgr->CreatureGroupMap[member->GetSpawnId()].groupAI;
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if (member == m_leader)
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@@ -106,7 +106,7 @@ public:
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void FormationReset(bool dismiss, bool initMotionMaster);
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void LeaderMoveTo(float x, float y, float z, bool run);
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void MemberAttackStart(Creature* member, Unit* target);
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void MemberEngagingTarget(Creature* member, Unit* target);
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void MemberEvaded(Creature* member);
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private:
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@@ -13150,7 +13150,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy, uint32 duration)
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creature->AI()->EnterCombat(enemy);
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if (creature->GetFormation())
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creature->GetFormation()->MemberAttackStart(creature, enemy);
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creature->GetFormation()->MemberEngagingTarget(creature, enemy);
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}
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creature->RefreshSwimmingFlag();
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@@ -1326,6 +1326,7 @@ public:
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bool IsWithinCombatRange(Unit const* obj, float dist2compare) const;
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bool IsWithinMeleeRange(Unit const* obj, float dist = 0.f) const;
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float GetMeleeRange(Unit const* target) const;
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[[nodiscard]] virtual SpellSchoolMask GetMeleeDamageSchoolMask() const;
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bool GetRandomContactPoint(Unit const* target, float& x, float& y, float& z, bool force = false) const;
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uint32 m_extraAttacks;
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bool m_canDualWield;
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@@ -1343,6 +1344,9 @@ public:
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if (GetVictim() != nullptr)
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return GetVictim();
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if (!IsEngaged())
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return nullptr;
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if (!m_attackers.empty())
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return *(m_attackers.begin());
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@@ -1643,6 +1647,9 @@ public:
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[[nodiscard]] bool IsInFlight() const { return HasUnitState(UNIT_STATE_IN_FLIGHT); }
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bool IsEngaged() const { return IsInCombat(); }
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bool IsEngagedBy(Unit const* who) const { return IsInCombatWith(who); }
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[[nodiscard]] bool IsInCombat() const { return HasUnitFlag(UNIT_FLAG_IN_COMBAT); }
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bool IsInCombatWith(Unit const* who) const;
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@@ -2103,6 +2110,7 @@ public:
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void TauntApply(Unit* victim);
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void TauntFadeOut(Unit* taunter);
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ThreatMgr& GetThreatMgr() { return m_ThreatMgr; }
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ThreatMgr const& GetThreatMgr() const { return m_ThreatMgr; }
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void addHatedBy(HostileReference* pHostileReference) { m_HostileRefMgr.insertFirst(pHostileReference); };
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void removeHatedBy(HostileReference* /*pHostileReference*/) { /* nothing to do yet */ }
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HostileRefMgr& getHostileRefMgr() { return m_HostileRefMgr; }
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@@ -2473,8 +2481,6 @@ protected:
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CharmInfo* m_charmInfo;
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SharedVisionList m_sharedVision;
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[[nodiscard]] virtual SpellSchoolMask GetMeleeDamageSchoolMask() const;
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MotionMaster* i_motionMaster;
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uint32 m_reactiveTimer[MAX_REACTIVE];
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@@ -2677,7 +2677,7 @@ void Spell::EffectDistract(SpellEffIndex /*effIndex*/)
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return;
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// Check for possible target
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if (!unitTarget || unitTarget->IsInCombat())
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if (!unitTarget || unitTarget->IsEngaged())
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return;
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// target must be OK to do this
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@@ -339,7 +339,7 @@ struct boss_priestess_lackey_commonAI : public ScriptedAI
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void EnterCombat(Unit* who) override
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{
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if (Creature* delrissa = ObjectAccessor::GetCreature(*me, instance->GetGuidData(NPC_DELRISSA)))
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if (delrissa->IsAlive() && !delrissa->IsInCombat())
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if (delrissa->IsAlive() && !delrissa->IsEngaged())
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delrissa->AI()->AttackStart(who);
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events.ScheduleEvent(EVENT_SPELL_HELPER_HEALING_POTION, 1000);
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