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:
Maelthyr
2022-06-14 00:40:29 +02:00
committed by GitHub
parent bf04f280d2
commit 32334f5f14
11 changed files with 39 additions and 42 deletions

View File

@@ -134,14 +134,6 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= nullptr*/, float maxRange
{
creature->AddThreat(player, 0.0f);
}
/* Causes certain things to never leave the threat list (Priest Lightwell, etc):
for (Unit::ControlSet::const_iterator itr = player->m_Controlled.begin(); itr != player->m_Controlled.end(); ++itr)
{
creature->SetInCombatWith(*itr);
(*itr)->SetInCombatWith(creature);
creature->AddThreat(*itr, 0.0f);
}*/
}
}
}
@@ -161,7 +153,7 @@ void CreatureAI::MoveInLineOfSight_Safe(Unit* who)
void CreatureAI::MoveInLineOfSight(Unit* who)
{
if (me->GetVictim())
if (me->IsEngaged())
return;
// pussywizard: civilian, non-combat pet or any other NOT HOSTILE TO ANYONE (!)
@@ -182,7 +174,7 @@ void CreatureAI::TriggerAlert(Unit const* who) const
if (!who || who->GetTypeId() != TYPEID_PLAYER)
return;
// If this unit isn't an NPC, is already distracted, is in combat, is confused, stunned or fleeing, do nothing
if (me->GetTypeId() != TYPEID_UNIT || me->IsInCombat() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED))
if (me->GetTypeId() != TYPEID_UNIT || me->IsEngaged() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED))
return;
// Only alert for hostiles!
if (me->IsCivilian() || me->HasReactState(REACT_PASSIVE) || !me->IsHostileTo(who) || !me->_IsTargetAcceptable(who))
@@ -253,7 +245,7 @@ void CreatureAI::SetGazeOn(Unit* target)
bool CreatureAI::UpdateVictimWithGaze()
{
if (!me->IsInCombat())
if (!me->IsEngaged())
return false;
if (me->HasReactState(REACT_PASSIVE))
@@ -271,7 +263,7 @@ bool CreatureAI::UpdateVictimWithGaze()
bool CreatureAI::UpdateVictim()
{
if (!me->IsInCombat())
if (!me->IsEngaged())
return false;
if (!me->HasReactState(REACT_PASSIVE))

View File

@@ -114,7 +114,7 @@ public:
// Called for reaction at stopping attack at no attackers or targets
virtual void EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER);
// Called for reaction at enter to combat if not in combat yet (enemy can be nullptr)
// Called for reaction when initially engaged
virtual void EnterCombat(Unit* /*victim*/) {}
// Called when the creature is killed

View File

@@ -574,7 +574,7 @@ void BossAI::TeleportCheaters()
void BossAI::JustSummoned(Creature* summon)
{
summons.Summon(summon);
if (me->IsInCombat())
if (me->IsEngaged())
DoZoneInCombat(summon);
}

View File

@@ -4044,18 +4044,18 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
ProcessTimedAction(e, e.event.minMaxRepeat.repeatMin, e.event.minMaxRepeat.repeatMax);
break;
case SMART_EVENT_UPDATE_OOC:
if (me && me->IsInCombat())
if (me && me->IsEngaged())
return;
ProcessTimedAction(e, e.event.minMaxRepeat.repeatMin, e.event.minMaxRepeat.repeatMax);
break;
case SMART_EVENT_UPDATE_IC:
if (!me || !me->IsInCombat())
if (!me || !me->IsEngaged())
return;
ProcessTimedAction(e, e.event.minMaxRepeat.repeatMin, e.event.minMaxRepeat.repeatMax);
break;
case SMART_EVENT_HEALTH_PCT:
{
if (!me || !me->IsInCombat() || !me->GetMaxHealth())
if (!me || !me->IsEngaged() || !me->GetMaxHealth())
return;
uint32 perc = (uint32)me->GetHealthPct();
if (perc > e.event.minMaxRepeat.max || perc < e.event.minMaxRepeat.min)
@@ -4065,7 +4065,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
}
case SMART_EVENT_TARGET_HEALTH_PCT:
{
if (!me || !me->IsInCombat() || !me->GetVictim() || !me->GetVictim()->GetMaxHealth())
if (!me || !me->IsEngaged() || !me->GetVictim() || !me->GetVictim()->GetMaxHealth())
return;
uint32 perc = (uint32)me->GetVictim()->GetHealthPct();
if (perc > e.event.minMaxRepeat.max || perc < e.event.minMaxRepeat.min)
@@ -4075,7 +4075,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
}
case SMART_EVENT_MANA_PCT:
{
if (!me || !me->IsInCombat() || !me->GetMaxPower(POWER_MANA))
if (!me || !me->IsEngaged() || !me->GetMaxPower(POWER_MANA))
return;
uint32 perc = uint32(me->GetPowerPct(POWER_MANA));
if (perc > e.event.minMaxRepeat.max || perc < e.event.minMaxRepeat.min)
@@ -4085,7 +4085,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
}
case SMART_EVENT_TARGET_MANA_PCT:
{
if (!me || !me->IsInCombat() || !me->GetVictim() || !me->GetVictim()->GetMaxPower(POWER_MANA))
if (!me || !me->IsEngaged() || !me->GetVictim() || !me->GetVictim()->GetMaxPower(POWER_MANA))
return;
uint32 perc = uint32(me->GetVictim()->GetPowerPct(POWER_MANA));
if (perc > e.event.minMaxRepeat.max || perc < e.event.minMaxRepeat.min)
@@ -4095,7 +4095,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
}
case SMART_EVENT_RANGE:
{
if (!me || !me->IsInCombat() || !me->GetVictim())
if (!me || !me->IsEngaged() || !me->GetVictim())
return;
if (me->IsInRange(me->GetVictim(), (float)e.event.minMaxRepeat.min, (float)e.event.minMaxRepeat.max))
@@ -4106,7 +4106,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
}
case SMART_EVENT_VICTIM_CASTING:
{
if (!me || !me->IsInCombat())
if (!me || !me->IsEngaged())
return;
Unit* victim = me->GetVictim();
@@ -4124,7 +4124,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
}
case SMART_EVENT_FRIENDLY_HEALTH:
{
if (!me || !me->IsInCombat())
if (!me || !me->IsEngaged())
return;
Unit* target = DoSelectLowestHpFriendly((float)e.event.friendlyHealth.radius, e.event.friendlyHealth.hpDeficit);
@@ -4139,7 +4139,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
}
case SMART_EVENT_FRIENDLY_IS_CC:
{
if (!me || !me->IsInCombat())
if (!me || !me->IsEngaged())
return;
std::list<Creature*> pList;
@@ -4285,7 +4285,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
}
case SMART_EVENT_OOC_LOS:
{
if (!me || me->IsInCombat())
if (!me || me->IsEngaged())
return;
//can trigger if closer than fMaxAllowedRange
float range = (float)e.event.los.maxDist;
@@ -4309,7 +4309,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
}
case SMART_EVENT_IC_LOS:
{
if (!me || !me->IsInCombat())
if (!me || !me->IsEngaged())
return;
//can trigger if closer than fMaxAllowedRange
float range = (float)e.event.los.maxDist;
@@ -4507,7 +4507,7 @@ void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, ui
}
case SMART_EVENT_FRIENDLY_HEALTH_PCT:
{
if (!me || !me->IsInCombat())
if (!me || !me->IsEngaged())
return;
Unit* target = nullptr;
@@ -4701,10 +4701,10 @@ void SmartScript::UpdateTimer(SmartScriptHolder& e, uint32 const diff)
if (e.event.event_phase_mask && !IsInPhase(e.event.event_phase_mask))
return;
if (e.GetEventType() == SMART_EVENT_UPDATE_IC && (!me || !me->IsInCombat()))
if (e.GetEventType() == SMART_EVENT_UPDATE_IC && (!me || !me->IsEngaged()))
return;
if (e.GetEventType() == SMART_EVENT_UPDATE_OOC && (me && me->IsInCombat()))//can be used with me=nullptr (go script)
if (e.GetEventType() == SMART_EVENT_UPDATE_OOC && (me && me->IsEngaged()))//can be used with me=nullptr (go script)
return;
if (e.timer < diff)
@@ -4982,7 +4982,7 @@ void SmartScript::OnMoveInLineOfSight(Unit* who)
if (!me)
return;
ProcessEventsFor(me->IsInCombat() ? SMART_EVENT_IC_LOS : SMART_EVENT_OOC_LOS, who);
ProcessEventsFor(me->IsEngaged() ? SMART_EVENT_IC_LOS : SMART_EVENT_OOC_LOS, who);
}
/*

View File

@@ -704,7 +704,7 @@ void Creature::Update(uint32 diff)
}
// periodic check to see if the creature has passed an evade boundary
if (IsAIEnabled && !IsInEvadeMode() && IsInCombat())
if (IsAIEnabled && !IsInEvadeMode() && IsEngaged())
{
if (diff >= m_boundaryCheckTime)
{
@@ -1838,7 +1838,7 @@ bool Creature::CanStartAttack(Unit const* who) const
// pussywizard: at this point we are either hostile to who or friendly to who->getAttackerForHelper()
// 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)
bool assist = false;
if (who->IsInCombat() && IsWithinDist(who, ATTACK_DISTANCE))
if (who->IsEngaged() && IsWithinDist(who, ATTACK_DISTANCE))
if (Unit* victim = who->getAttackerForHelper())
if (IsWithinDistInMap(victim, sWorld->getFloatConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS)))
assist = true;
@@ -2357,7 +2357,7 @@ bool Creature::CanAssistTo(Unit const* u, Unit const* enemy, bool checkfaction /
return false;
// skip fighting creature
if (IsInCombat())
if (IsEngaged())
return false;
// only free creature
@@ -2408,11 +2408,10 @@ bool Creature::_IsTargetAcceptable(Unit const* target) const
return false;
}
Unit const* myVictim = getAttackerForHelper();
Unit const* targetVictim = target->getAttackerForHelper();
// if I'm already fighting target, or I'm hostile towards the target, the target is acceptable
if (myVictim == target || targetVictim == this || IsHostileTo(target))
if (IsEngagedBy(target) || IsHostileTo(target))
return true;
// if the target's victim is friendly, and the target is neutral, the target is acceptable

View File

@@ -190,7 +190,7 @@ void CreatureGroup::RemoveMember(Creature* member)
member->SetFormation(nullptr);
}
void CreatureGroup::MemberAttackStart(Creature* member, Unit* target)
void CreatureGroup::MemberEngagingTarget(Creature* member, Unit* target)
{
uint8 const groupAI = sFormationMgr->CreatureGroupMap[member->GetSpawnId()].groupAI;
if (member == m_leader)

View File

@@ -106,7 +106,7 @@ public:
void FormationReset(bool dismiss, bool initMotionMaster);
void LeaderMoveTo(float x, float y, float z, bool run);
void MemberAttackStart(Creature* member, Unit* target);
void MemberEngagingTarget(Creature* member, Unit* target);
void MemberEvaded(Creature* member);
private:

View File

@@ -13150,7 +13150,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy, uint32 duration)
creature->AI()->EnterCombat(enemy);
if (creature->GetFormation())
creature->GetFormation()->MemberAttackStart(creature, enemy);
creature->GetFormation()->MemberEngagingTarget(creature, enemy);
}
creature->RefreshSwimmingFlag();

View File

@@ -1326,6 +1326,7 @@ public:
bool IsWithinCombatRange(Unit const* obj, float dist2compare) const;
bool IsWithinMeleeRange(Unit const* obj, float dist = 0.f) const;
float GetMeleeRange(Unit const* target) const;
[[nodiscard]] virtual SpellSchoolMask GetMeleeDamageSchoolMask() const;
bool GetRandomContactPoint(Unit const* target, float& x, float& y, float& z, bool force = false) const;
uint32 m_extraAttacks;
bool m_canDualWield;
@@ -1343,6 +1344,9 @@ public:
if (GetVictim() != nullptr)
return GetVictim();
if (!IsEngaged())
return nullptr;
if (!m_attackers.empty())
return *(m_attackers.begin());
@@ -1643,6 +1647,9 @@ public:
[[nodiscard]] bool IsInFlight() const { return HasUnitState(UNIT_STATE_IN_FLIGHT); }
bool IsEngaged() const { return IsInCombat(); }
bool IsEngagedBy(Unit const* who) const { return IsInCombatWith(who); }
[[nodiscard]] bool IsInCombat() const { return HasUnitFlag(UNIT_FLAG_IN_COMBAT); }
bool IsInCombatWith(Unit const* who) const;
@@ -2103,6 +2110,7 @@ public:
void TauntApply(Unit* victim);
void TauntFadeOut(Unit* taunter);
ThreatMgr& GetThreatMgr() { return m_ThreatMgr; }
ThreatMgr const& GetThreatMgr() const { return m_ThreatMgr; }
void addHatedBy(HostileReference* pHostileReference) { m_HostileRefMgr.insertFirst(pHostileReference); };
void removeHatedBy(HostileReference* /*pHostileReference*/) { /* nothing to do yet */ }
HostileRefMgr& getHostileRefMgr() { return m_HostileRefMgr; }
@@ -2473,8 +2481,6 @@ protected:
CharmInfo* m_charmInfo;
SharedVisionList m_sharedVision;
[[nodiscard]] virtual SpellSchoolMask GetMeleeDamageSchoolMask() const;
MotionMaster* i_motionMaster;
uint32 m_reactiveTimer[MAX_REACTIVE];

View File

@@ -2677,7 +2677,7 @@ void Spell::EffectDistract(SpellEffIndex /*effIndex*/)
return;
// Check for possible target
if (!unitTarget || unitTarget->IsInCombat())
if (!unitTarget || unitTarget->IsEngaged())
return;
// target must be OK to do this

View File

@@ -339,7 +339,7 @@ struct boss_priestess_lackey_commonAI : public ScriptedAI
void EnterCombat(Unit* who) override
{
if (Creature* delrissa = ObjectAccessor::GetCreature(*me, instance->GetGuidData(NPC_DELRISSA)))
if (delrissa->IsAlive() && !delrissa->IsInCombat())
if (delrissa->IsAlive() && !delrissa->IsEngaged())
delrissa->AI()->AttackStart(who);
events.ScheduleEvent(EVENT_SPELL_HELPER_HEALING_POTION, 1000);