Combat/Threat rewrite - prep & refactor
Port From (https://github.com/TrinityCore/TrinityCore/commit/8be23fcbbdf26e8169defd761e61765f301bebe0)
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@@ -34,12 +34,9 @@ namespace Game.AI
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public override bool CanSeeAlways(WorldObject obj)
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{
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if (!obj.IsTypeMask(TypeMask.Unit))
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return false;
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var threatList = me.GetThreatManager().GetThreatList();
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foreach (var refe in threatList)
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if (refe.GetUnitGuid() == obj.GetGUID())
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Unit unit = obj.ToUnit();
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if (unit != null)
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if (unit.IsControlledByPlayer() && me.IsEngagedBy(unit))
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return true;
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return false;
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@@ -51,14 +48,14 @@ namespace Game.AI
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{
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me.GetMotionMaster().MoveIdle();
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me.CombatStop(true);
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me.DeleteThreatList();
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me.GetThreatManager().ClearAllThreat();
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return;
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}
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Log.outDebug(LogFilter.Unit, "Guard entry: {0} enters evade mode.", me.GetEntry());
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me.RemoveAllAuras();
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me.DeleteThreatList();
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me.GetThreatManager().ClearAllThreat();
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me.CombatStop(true);
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// Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
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