Core/Creatures: Moved autoattack handling from scripts to game

Port From (https://github.com/TrinityCore/TrinityCore/commit/605e5f94c0d71cad8e83fa5a07eaec4e6bed9cc3)
This commit is contained in:
hondacrx
2024-02-05 18:18:30 -05:00
parent aa696fb176
commit 437fe2d8fd
94 changed files with 192 additions and 358 deletions
+72 -11
View File
@@ -281,14 +281,8 @@ namespace Game.Entities
Creature creature = ToCreature();
// creatures cannot attack while evading
if (creature != null)
{
if (creature.IsInEvadeMode())
return false;
if (creature.CanMelee())
meleeAttack = false;
}
if (creature != null && creature.IsInEvadeMode())
return false;
// nobody can attack GM in GM-mode
if (victim.IsTypeId(TypeId.Player))
@@ -522,12 +516,15 @@ namespace Game.Entities
return m_baseAttackSpeed[(int)att];
}
public void AttackerStateUpdate(Unit victim, WeaponAttackType attType = WeaponAttackType.BaseAttack, bool extra = false)
public void DoMeleeAttackIfReady()
{
if (HasUnitFlag(UnitFlags.Pacified))
if (!HasUnitState(UnitState.MeleeAttacking))
return;
if (HasUnitState(UnitState.CannotAutoattack) && !extra)
if (HasUnitState(UnitState.Charging))
return;
if (IsCreature() && !ToCreature().CanMelee())
return;
if (HasUnitState(UnitState.Casting))
@@ -537,6 +534,70 @@ namespace Game.Entities
return;
}
Unit victim = GetVictim();
if (victim == null)
return;
AttackSwingErr? getAutoAttackError()
{
if (!IsWithinMeleeRange(victim))
return AttackSwingErr.NotInRange;
//120 degrees of radiant range, if player is not in boundary radius
if (!IsWithinBoundaryRadius(victim) && !HasInArc(2 * MathF.PI / 3, victim))
return AttackSwingErr.BadFacing;
return null;
};
if (IsAttackReady(WeaponAttackType.BaseAttack))
{
AttackSwingErr? autoAttackError = getAutoAttackError();
if (!autoAttackError.HasValue)
{
// prevent base and off attack in same time, delay attack at 0.2 sec
if (HaveOffhandWeapon())
if (GetAttackTimer(WeaponAttackType.OffAttack) < SharedConst.AttackDisplayDelay)
SetAttackTimer(WeaponAttackType.OffAttack, SharedConst.AttackDisplayDelay);
// do attack
AttackerStateUpdate(victim, WeaponAttackType.BaseAttack);
ResetAttackTimer(WeaponAttackType.BaseAttack);
}
else
SetAttackTimer(WeaponAttackType.BaseAttack, 100);
Player attackerPlayer = ToPlayer();
if (attackerPlayer != null)
attackerPlayer.SetAttackSwingError(autoAttackError);
}
if (!IsInFeralForm() && HaveOffhandWeapon() && IsAttackReady(WeaponAttackType.OffAttack))
{
AttackSwingErr? autoAttackError = getAutoAttackError();
if (!autoAttackError.HasValue)
{
// prevent base and off attack in same time, delay attack at 0.2 sec
if (GetAttackTimer(WeaponAttackType.BaseAttack) < SharedConst.AttackDisplayDelay)
SetAttackTimer(WeaponAttackType.BaseAttack, SharedConst.AttackDisplayDelay);
// do attack
AttackerStateUpdate(victim, WeaponAttackType.OffAttack);
ResetAttackTimer(WeaponAttackType.OffAttack);
}
else
SetAttackTimer(WeaponAttackType.OffAttack, 100);
}
}
public void AttackerStateUpdate(Unit victim, WeaponAttackType attType = WeaponAttackType.BaseAttack, bool extra = false)
{
if (HasUnitFlag(UnitFlags.Pacified))
return;
if (HasUnitState(UnitState.CannotAutoattack) && !extra)
return;
if (HasAuraType(AuraType.DisableAttackingExceptAbilities))
return;
@@ -1236,7 +1236,6 @@ namespace Game.Entities
case UnitState.Confused:
if (!HasUnitState(UnitState.Stunned))
{
ClearUnitState(UnitState.MeleeAttacking);
SendMeleeAttackStop();
// SendAutoRepeatCancel ?
SetConfused(true);
@@ -1245,7 +1244,6 @@ namespace Game.Entities
case UnitState.Fleeing:
if (!HasUnitState(UnitState.Stunned | UnitState.Confused))
{
ClearUnitState(UnitState.MeleeAttacking);
SendMeleeAttackStop();
// SendAutoRepeatCancel ?
SetFeared(true);
+1 -1
View File
@@ -672,7 +672,7 @@ namespace Game.Entities
public void RemoveAllDynObjects()
{
while (!m_dynObj.Empty())
m_dynObj.First().Remove();
m_dynObj.Last().Remove();
}
public GameObject GetGameObject(uint spellId)