[WIP] Core/AI: Pets musn't attack civilian NPC in aggressive mode

Port From (https://github.com/TrinityCore/TrinityCore/commit/1e932109996a0ce2117f3d5268064ee882267e84)
This commit is contained in:
hondacrx
2022-01-07 09:36:23 -05:00
parent c6186f17bd
commit 63fa8636f4
3 changed files with 15 additions and 4 deletions
+2 -2
View File
@@ -2858,11 +2858,11 @@ namespace Game.Entities
return 0.0f;
}
public Unit SelectNearestHostileUnitInAggroRange(bool useLOS = false)
public Unit SelectNearestHostileUnitInAggroRange(bool useLOS = false, bool ignoreCivilians = false)
{
// Selects nearest hostile target within creature's aggro range. Used primarily by
// pets set to aggressive. Will not return neutral or friendly targets
var u_check = new NearestHostileUnitInAggroRangeCheck(this, useLOS);
var u_check = new NearestHostileUnitInAggroRangeCheck(this, useLOS, ignoreCivilians);
var searcher = new UnitSearcher(this, u_check);
Cell.VisitGridObjects(this, searcher, SharedConst.MaxAggroRadius);
return searcher.GetTarget();