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https://github.com/mod-playerbots/azerothcore-wotlk.git
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revert "fix(Core/Formations): Implemented new creature formation flag: GROUP_AI_FLAG_ACQUIRE_NEW_TARGET_ON_EVADE." (#14494)
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@@ -0,0 +1,2 @@
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--
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UPDATE `creature_formations` SET `groupAI`=`groupAI`&~0x020 WHERE `leaderGUID` IN (84634,84648);
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@@ -200,72 +200,32 @@ void CreatureGroup::MemberEngagingTarget(Creature* member, Unit* target)
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return;
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}
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}
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else if (!(groupAI & std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_LEADER_ASSIST_MEMBER)))
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{
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return;
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}
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for (auto const& itr : m_members)
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{
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Creature* pMember = itr.first;
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if (!pMember)
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{
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continue;
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}
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if (m_leader) // avoid crash if leader was killed and reset.
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LOG_DEBUG("entities.unit", "GROUP ATTACK: group instance id {} calls member instid {}", m_leader->GetInstanceId(), member->GetInstanceId());
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if (pMember == member || !pMember->IsAlive() || pMember->GetVictim())
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{
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//Skip one check
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if (pMember == member)
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continue;
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}
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if (pMember == m_leader && !(groupAI & std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_LEADER_ASSIST_MEMBER)))
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{
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if (!pMember->IsAlive())
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continue;
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if (pMember->GetVictim())
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continue;
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}
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if (pMember->IsValidAttackTarget(target) && pMember->AI())
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{
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pMember->AI()->AttackStart(target);
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}
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}
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}
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Unit* CreatureGroup::GetNewTargetForMember(Creature* member)
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{
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uint8 const groupAI = sFormationMgr->CreatureGroupMap[member->GetSpawnId()].groupAI;
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if (!(groupAI & std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_ACQUIRE_NEW_TARGET_ON_EVADE)))
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{
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return nullptr;
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}
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if (member == m_leader && !(groupAI & std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_LEADER_ASSIST_MEMBER)))
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{
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return nullptr;
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}
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for (auto const& itr : m_members)
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{
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Creature* pMember = itr.first;
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if (!pMember)
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{
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continue;
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}
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if (pMember == member || !pMember->IsAlive() || !pMember->GetVictim())
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{
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continue;
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}
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if (pMember == m_leader && !(groupAI & std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_MEMBER_ASSIST_LEADER)))
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{
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continue;
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}
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if (member->IsValidAttackTarget(pMember->GetVictim()))
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{
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return pMember->GetVictim();
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}
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}
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return nullptr;
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}
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void CreatureGroup::MemberEvaded(Creature* member)
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{
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uint8 const groupAI = sFormationMgr->CreatureGroupMap[member->GetSpawnId()].groupAI;
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@@ -28,23 +28,22 @@ class CreatureGroup;
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enum class GroupAIFlags : uint16
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{
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GROUP_AI_FLAG_MEMBER_ASSIST_LEADER = 0x001,
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GROUP_AI_FLAG_LEADER_ASSIST_MEMBER = 0x002,
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GROUP_AI_FLAG_EVADE_TOGETHER = 0x004,
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GROUP_AI_FLAG_RESPAWN_ON_EVADE = 0x008,
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GROUP_AI_FLAG_DONT_RESPAWN_LEADER_ON_EVADE = 0x010,
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GROUP_AI_FLAG_ACQUIRE_NEW_TARGET_ON_EVADE = 0x020,
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//GROUP_AI_FLAG_UNK5 = 0x040,
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//GROUP_AI_FLAG_UNK6 = 0x080,
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//GROUP_AI_FLAG_UNK7 = 0x100,
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GROUP_AI_FLAG_FOLLOW_LEADER = 0x200,
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GROUP_AI_FLAG_MEMBER_ASSIST_LEADER = 0x001,
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GROUP_AI_FLAG_LEADER_ASSIST_MEMBER = 0x002,
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GROUP_AI_FLAG_EVADE_TOGETHER = 0x004,
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GROUP_AI_FLAG_RESPAWN_ON_EVADE = 0x008,
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GROUP_AI_FLAG_DONT_RESPAWN_LEADER_ON_EVADE = 0x010,
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//GROUP_AI_FLAG_UNK3 = 0x010,
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//GROUP_AI_FLAG_UNK4 = 0x020,
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//GROUP_AI_FLAG_UNK5 = 0x040,
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//GROUP_AI_FLAG_UNK6 = 0x080,
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//GROUP_AI_FLAG_UNK7 = 0x100,
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GROUP_AI_FLAG_FOLLOW_LEADER = 0x200,
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GROUP_AI_FLAG_ASSIST_MASK = GROUP_AI_FLAG_MEMBER_ASSIST_LEADER | GROUP_AI_FLAG_LEADER_ASSIST_MEMBER,
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GROUP_AI_FLAG_EVADE_MASK = GROUP_AI_FLAG_EVADE_TOGETHER | GROUP_AI_FLAG_RESPAWN_ON_EVADE,
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GROUP_AI_FLAG_EVADE_MASK = GROUP_AI_FLAG_EVADE_TOGETHER | GROUP_AI_FLAG_RESPAWN_ON_EVADE,
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// Used to verify valid and usable flags
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GROUP_AI_FLAG_SUPPORTED = GROUP_AI_FLAG_ASSIST_MASK | GROUP_AI_FLAG_EVADE_MASK | GROUP_AI_FLAG_DONT_RESPAWN_LEADER_ON_EVADE |
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GROUP_AI_FLAG_FOLLOW_LEADER | GROUP_AI_FLAG_ACQUIRE_NEW_TARGET_ON_EVADE
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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
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};
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struct FormationInfo
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@@ -109,7 +108,6 @@ public:
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void LeaderMoveTo(float x, float y, float z, bool run);
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void MemberEngagingTarget(Creature* member, Unit* target);
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Unit* GetNewTargetForMember(Creature* member);
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void MemberEvaded(Creature* member);
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void RespawnFormation(bool force = false);
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[[nodiscard]] bool IsFormationInCombat();
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@@ -14676,16 +14676,6 @@ Unit* Creature::SelectVictim()
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return nullptr;
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}
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// Last chance: creature group
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if (CreatureGroup* group = GetFormation())
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{
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if (Unit* groupTarget = group->GetNewTargetForMember(this))
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{
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SetInFront(groupTarget);
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return groupTarget;
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}
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}
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// enter in evade mode in other case
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AI()->EnterEvadeMode();
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