diff --git a/data/sql/updates/pending_db_world/rev_1672806531310531500.sql b/data/sql/updates/pending_db_world/rev_1672806531310531500.sql new file mode 100644 index 000000000..539bf2f60 --- /dev/null +++ b/data/sql/updates/pending_db_world/rev_1672806531310531500.sql @@ -0,0 +1,2 @@ +-- +UPDATE `creature_formations` SET `groupAI`=`groupAI`&~0x020 WHERE `leaderGUID` IN (84634,84648); diff --git a/src/server/game/Entities/Creature/CreatureGroups.cpp b/src/server/game/Entities/Creature/CreatureGroups.cpp index 7eca4ad92..871101b2b 100644 --- a/src/server/game/Entities/Creature/CreatureGroups.cpp +++ b/src/server/game/Entities/Creature/CreatureGroups.cpp @@ -200,72 +200,32 @@ void CreatureGroup::MemberEngagingTarget(Creature* member, Unit* target) return; } } + else if (!(groupAI & std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_LEADER_ASSIST_MEMBER))) + { + return; + } for (auto const& itr : m_members) { Creature* pMember = itr.first; - if (!pMember) - { - continue; - } + 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()); - if (pMember == member || !pMember->IsAlive() || pMember->GetVictim()) - { + //Skip one check + if (pMember == member) continue; - } - if (pMember == m_leader && !(groupAI & std::underlying_type_t(GroupAIFlags::GROUP_AI_FLAG_LEADER_ASSIST_MEMBER))) - { + if (!pMember->IsAlive()) + continue; + + if (pMember->GetVictim()) 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::GROUP_AI_FLAG_ACQUIRE_NEW_TARGET_ON_EVADE))) - { - return nullptr; - } - - if (member == m_leader && !(groupAI & std::underlying_type_t(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::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; diff --git a/src/server/game/Entities/Creature/CreatureGroups.h b/src/server/game/Entities/Creature/CreatureGroups.h index b424b3503..c3a9fc13a 100644 --- a/src/server/game/Entities/Creature/CreatureGroups.h +++ b/src/server/game/Entities/Creature/CreatureGroups.h @@ -28,23 +28,22 @@ 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_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_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_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, + 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_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 + 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 }; struct FormationInfo @@ -109,7 +108,6 @@ 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(); diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 4314fbcc5..2cef6e643 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -14676,16 +14676,6 @@ 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();