Core/AI: Finally move the "is creature engaged" flag to be a property of the creature AI, where it honestly always belonged.

Port From (https://github.com/TrinityCore/TrinityCore/commit/c13d83796f7b2111c5dcf8546bdd84eccd232ae3)
This commit is contained in:
hondacrx
2022-01-01 17:05:29 -05:00
parent 9b3fe829d6
commit 2842cc9c91
13 changed files with 142 additions and 71 deletions
+11 -3
View File
@@ -1047,6 +1047,14 @@ namespace Game.Entities
&& !GetCreatureTemplate().FlagsExtra.HasAnyFlag(CreatureFlagsExtra.NoXpAtKill);
}
public override bool IsEngaged()
{
CreatureAI ai = GetAI();
if (ai != null)
return ai.IsEngaged();
return false;
}
public override void AtEngage(Unit target)
{
base.AtEngage(target);
@@ -1353,7 +1361,7 @@ namespace Game.Entities
CreatureBaseStats stats = Global.ObjectMgr.GetCreatureBaseStats(level, cInfo.UnitClass);
// health
float healthmod = _GetHealthMod(rank);
float healthmod = GetHealthMod(rank);
uint basehp = (uint)GetMaxHealthByLevel(level);
uint health = (uint)(basehp * healthmod);
@@ -1416,7 +1424,7 @@ namespace Game.Entities
}
}
float _GetHealthMod(CreatureEliteType Rank)
public float GetHealthMod(CreatureEliteType Rank)
{
switch (Rank) // define rates for each elite rank
{
@@ -1567,7 +1575,7 @@ namespace Game.Entities
curhealth = m_creatureData.curhealth;
if (curhealth != 0)
{
curhealth = (uint)(curhealth * _GetHealthMod(GetCreatureTemplate().Rank));
curhealth = (uint)(curhealth * GetHealthMod(GetCreatureTemplate().Rank));
if (curhealth < 1)
curhealth = 1;
}
+5 -5
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@@ -57,8 +57,9 @@ namespace Game.Entities
RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.LeavingCombat);
}
public virtual void AtEngage(Unit target) { m_isEngaged = true; }
public virtual void AtDisengage() { m_isEngaged = false; }
public virtual void AtEngage(Unit target) { }
public virtual void AtDisengage() { }
public void CombatStop(bool includingCast = false, bool mutualPvP = true)
{
@@ -147,10 +148,10 @@ namespace Game.Entities
public bool CanHaveThreatList() { return m_threatManager.CanHaveThreatList(); }
// This value can be different from IsInCombat:
// This value can be different from IsInCombat, for example:
// - when a projectile spell is midair against a creature (combat on launch - threat+aggro on impact)
// - when the creature has no targets left, but the AI has not yet ceased engaged logic
public bool IsEngaged() { return m_isEngaged; }
public virtual bool IsEngaged() { return IsInCombat(); }
public bool IsEngagedBy(Unit who) { return CanHaveThreatList() ? IsThreatenedBy(who) : IsInCombatWith(who); }
@@ -230,7 +231,6 @@ namespace Game.Entities
minion.StopAttackFaction(factionId);
}
public void HandleProcExtraAttackFor(Unit victim)
{
while (ExtraAttacks != 0)
-2
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@@ -56,8 +56,6 @@ namespace Game.Entities
protected uint[] m_attackTimer = new uint[(int)WeaponAttackType.Max];
// Threat+combat management
bool m_isEngaged;
CombatManager m_combatManager;
ThreatManager m_threatManager;