Core/Creatures: Moved autoattack handling from scripts to game
Port From (https://github.com/TrinityCore/TrinityCore/commit/605e5f94c0d71cad8e83fa5a07eaec4e6bed9cc3)
This commit is contained in:
@@ -71,8 +71,6 @@ namespace Game.AI
|
||||
if (info != null)
|
||||
_events.ScheduleEvent(spellId, info.cooldown, info.cooldown * 2);
|
||||
}
|
||||
else
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
public override void SpellInterrupted(uint spellId, uint unTimeMs)
|
||||
@@ -87,10 +85,7 @@ namespace Game.AI
|
||||
|
||||
public override void UpdateAI(uint diff)
|
||||
{
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
UpdateVictim();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -193,6 +188,7 @@ namespace Game.AI
|
||||
_minRange = spellInfo != null ? spellInfo.GetMinRange(false) : 0;
|
||||
creature.m_CombatDistance = spellInfo != null ? spellInfo.GetMaxRange(false) : 0;
|
||||
creature.m_SightDistance = creature.m_CombatDistance;
|
||||
creature.SetCanMelee(false);
|
||||
}
|
||||
|
||||
public override bool CanAIAttack(Unit victim)
|
||||
@@ -234,6 +230,7 @@ namespace Game.AI
|
||||
LoadConditions();
|
||||
_doDismiss = false;
|
||||
_dismissTimer = VEHICLE_DISMISS_TIME;
|
||||
me.SetCanMelee(false);
|
||||
}
|
||||
|
||||
public override void UpdateAI(uint diff)
|
||||
@@ -315,10 +312,7 @@ namespace Game.AI
|
||||
|
||||
public override void UpdateAI(uint diff)
|
||||
{
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
UpdateVictim();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,10 +12,7 @@ namespace Game.AI
|
||||
|
||||
public override void UpdateAI(uint diff)
|
||||
{
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
UpdateVictim();
|
||||
}
|
||||
|
||||
public override bool CanSeeAlways(WorldObject obj)
|
||||
|
||||
@@ -11,7 +11,8 @@ namespace Game.AI
|
||||
{
|
||||
public PassiveAI(Creature creature) : base(creature)
|
||||
{
|
||||
creature.SetReactState(ReactStates.Passive);
|
||||
me.SetReactState(ReactStates.Passive);
|
||||
me.SetCanMelee(false);
|
||||
}
|
||||
|
||||
public override void UpdateAI(uint diff)
|
||||
@@ -43,8 +44,6 @@ namespace Game.AI
|
||||
{
|
||||
if (!me.IsValidAttackTarget(me.GetVictim()))
|
||||
me.AttackStop();
|
||||
else
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -50,15 +50,6 @@ namespace Game.AI
|
||||
StopAttack();
|
||||
return;
|
||||
}
|
||||
|
||||
// Check before attacking to prevent pets from leaving stay position
|
||||
if (me.GetCharmInfo().HasCommandState(CommandStates.Stay))
|
||||
{
|
||||
if (me.GetCharmInfo().IsCommandAttack() || (me.GetCharmInfo().IsAtStay() && me.IsWithinMeleeRange(me.GetVictim())))
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
else
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -52,41 +52,6 @@ namespace Game.AI
|
||||
targets.Sort(new ObjectDistanceOrderPred(me, ascending));
|
||||
}
|
||||
|
||||
public void DoMeleeAttackIfReady()
|
||||
{
|
||||
if (me.IsCreature() && !me.ToCreature().CanMelee())
|
||||
return;
|
||||
|
||||
if (me.HasUnitState(UnitState.Casting))
|
||||
{
|
||||
Spell channeledSpell = me.GetCurrentSpell(CurrentSpellTypes.Channeled);
|
||||
if (channeledSpell == null || !channeledSpell.GetSpellInfo().HasAttribute(SpellAttr5.AllowActionsDuringChannel))
|
||||
return;
|
||||
}
|
||||
|
||||
Unit victim = me.GetVictim();
|
||||
|
||||
if (!me.IsWithinMeleeRange(victim))
|
||||
return;
|
||||
|
||||
// Check that the victim is in front of the unit
|
||||
if (!me.HasInArc(2 * MathF.PI / 3, victim))
|
||||
return;
|
||||
|
||||
//Make sure our attack is ready and we aren't currently casting before checking distance
|
||||
if (me.IsAttackReady())
|
||||
{
|
||||
me.AttackerStateUpdate(victim);
|
||||
me.ResetAttackTimer();
|
||||
}
|
||||
|
||||
if (me.HaveOffhandWeapon() && me.IsAttackReady(WeaponAttackType.OffAttack))
|
||||
{
|
||||
me.AttackerStateUpdate(victim, WeaponAttackType.OffAttack);
|
||||
me.ResetAttackTimer(WeaponAttackType.OffAttack);
|
||||
}
|
||||
}
|
||||
|
||||
public bool DoSpellAttackIfReady(uint spellId)
|
||||
{
|
||||
if (me.HasUnitState(UnitState.Casting) || !me.IsAttackReady())
|
||||
|
||||
@@ -573,8 +573,6 @@ namespace Game.AI
|
||||
{
|
||||
if (IsRangedAttacker())
|
||||
DoRangedAttackIfReady();
|
||||
else
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
public void CancelAllShapeshifts()
|
||||
|
||||
@@ -45,10 +45,7 @@ namespace Game.AI
|
||||
public override void UpdateAI(uint diff)
|
||||
{
|
||||
//Check if we have a current target
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
UpdateVictim();
|
||||
}
|
||||
|
||||
//Start movement toward victim
|
||||
@@ -655,8 +652,6 @@ namespace Game.AI
|
||||
if (me.HasUnitState(UnitState.Casting))
|
||||
return;
|
||||
});
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
public void _DespawnAtEvade()
|
||||
@@ -766,8 +761,6 @@ namespace Game.AI
|
||||
if (me.HasUnitState(UnitState.Casting))
|
||||
return;
|
||||
});
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
// Hook used to execute events scheduled into EventMap without the need
|
||||
|
||||
@@ -261,10 +261,7 @@ namespace Game.AI
|
||||
|
||||
public virtual void UpdateEscortAI(uint diff)
|
||||
{
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
UpdateVictim();
|
||||
}
|
||||
|
||||
public override void MovementInform(MovementGeneratorType moveType, uint Id)
|
||||
|
||||
@@ -158,10 +158,7 @@ namespace Game.AI
|
||||
|
||||
void UpdateFollowerAI(uint diff)
|
||||
{
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
UpdateVictim();
|
||||
}
|
||||
|
||||
public void StartFollow(Player player, uint factionForFollower = 0, Quest quest = null)
|
||||
|
||||
@@ -310,21 +310,13 @@ namespace Game.AI
|
||||
|
||||
CheckConditions(diff);
|
||||
|
||||
bool hasVictim = UpdateVictim();
|
||||
UpdateVictim();
|
||||
|
||||
GetScript().OnUpdate(diff);
|
||||
|
||||
UpdatePath(diff);
|
||||
UpdateFollow(diff);
|
||||
UpdateDespawn(diff);
|
||||
|
||||
if (!IsAIControlled())
|
||||
return;
|
||||
|
||||
if (!hasVictim)
|
||||
return;
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
bool IsEscortInvokerInRange()
|
||||
|
||||
Reference in New Issue
Block a user