revert "fix(Core/Formations): Implemented new creature formation flag: GROUP_AI_FLAG_ACQUIRE_NEW_TARGET_ON_EVADE." (#14494)

This commit is contained in:
Gultask
2023-01-04 10:44:42 -03:00
committed by GitHub
parent 1b8c9216ba
commit b4080ed0f1
4 changed files with 27 additions and 77 deletions

View File

@@ -200,72 +200,32 @@ void CreatureGroup::MemberEngagingTarget(Creature* member, Unit* target)
return;
}
}
else if (!(groupAI & std::underlying_type_t<GroupAIFlags>(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>(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>(GroupAIFlags::GROUP_AI_FLAG_ACQUIRE_NEW_TARGET_ON_EVADE)))
{
return nullptr;
}
if (member == m_leader && !(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;