Core/Entities: Kick engagement logic upstairs to Unit (from ThreatManager), since all Units with AI need it (not just those with threat list).
Port From (https://github.com/TrinityCore/TrinityCore/commit/35e55f10899712435102764671241b94a2026599)
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@@ -934,7 +934,7 @@ namespace Game.Chat
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{
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if (!mgr.IsThreatListEmpty(true))
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{
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if (mgr.IsEngaged())
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if (target.IsEngaged())
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handler.SendSysMessage($"Threat list of {target.GetName()} ({target.GetGUID()}, SpawnID {(target.IsCreature() ? target.ToCreature().GetSpawnId() : 0)}):");
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else
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handler.SendSysMessage($"{target.GetName()} ({target.GetGUID()}, SpawnID {(target.IsCreature() ? target.ToCreature().GetSpawnId() : 0)}) is not engaged, but still has a threat list? Well, here it is:");
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@@ -948,13 +948,15 @@ namespace Game.Chat
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}
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handler.SendSysMessage("End of threat list.");
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}
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else if (!mgr.IsEngaged())
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else if (!target.IsEngaged())
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handler.SendSysMessage($"{target.GetName()} ({target.GetGUID()}, SpawnID {(target.IsCreature() ? target.ToCreature().GetSpawnId() : 0)}) is not currently engaged.");
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else
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handler.SendSysMessage($"{target.GetName()} ({target.GetGUID()}, SpawnID {(target.IsCreature() ? target.ToCreature().GetSpawnId() : 0)}) seems to be engaged, but does not have a threat list??");
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}
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else if (target.IsEngaged())
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handler.SendSysMessage($"{target.GetName()} ({target.GetGUID()}) is currently engaged. (This unit cannot have a threat list.)");
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else
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handler.SendSysMessage($"{target.GetName()} ({target.GetGUID()}) cannot have a threat list.");
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handler.SendSysMessage($"{target.GetName()} ({target.GetGUID()}) is not currently engaged. (This unit cannot have a threat list.)");
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return true;
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}
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