Combat/Threat rewrite - prep & refactor

Port From (https://github.com/TrinityCore/TrinityCore/commit/8be23fcbbdf26e8169defd761e61765f301bebe0)
This commit is contained in:
hondacrx
2020-08-22 11:58:19 -04:00
parent 67bacbb731
commit 193ad3a48d
42 changed files with 533 additions and 421 deletions
+5 -8
View File
@@ -34,12 +34,9 @@ namespace Game.AI
public override bool CanSeeAlways(WorldObject obj)
{
if (!obj.IsTypeMask(TypeMask.Unit))
return false;
var threatList = me.GetThreatManager().GetThreatList();
foreach (var refe in threatList)
if (refe.GetUnitGuid() == obj.GetGUID())
Unit unit = obj.ToUnit();
if (unit != null)
if (unit.IsControlledByPlayer() && me.IsEngagedBy(unit))
return true;
return false;
@@ -51,14 +48,14 @@ namespace Game.AI
{
me.GetMotionMaster().MoveIdle();
me.CombatStop(true);
me.DeleteThreatList();
me.GetThreatManager().ClearAllThreat();
return;
}
Log.outDebug(LogFilter.Unit, "Guard entry: {0} enters evade mode.", me.GetEntry());
me.RemoveAllAuras();
me.DeleteThreatList();
me.GetThreatManager().ClearAllThreat();
me.CombatStop(true);
// Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead