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)
This commit is contained in:
hondacrx
2021-12-23 20:00:45 -05:00
parent ff48f2cab9
commit 8694a2ae24
6 changed files with 49 additions and 42 deletions
+16 -4
View File
@@ -1042,9 +1042,9 @@ namespace Game.Entities
&& !GetCreatureTemplate().FlagsExtra.HasAnyFlag(CreatureFlagsExtra.NoXpAtKill);
}
public override void AtEnterCombat()
public override void AtEngage(Unit target)
{
base.AtEnterCombat();
base.AtEngage(target);
if (!GetCreatureTemplate().TypeFlags.HasAnyFlag(CreatureTypeFlags.MountedCombatAllowed))
Dismount();
@@ -1055,11 +1055,23 @@ namespace Game.Entities
UpdateSpeed(UnitMoveType.Swim);
UpdateSpeed(UnitMoveType.Flight);
}
MovementGeneratorType movetype = GetMotionMaster().GetCurrentMovementGeneratorType();
if (movetype == MovementGeneratorType.Waypoint || movetype == MovementGeneratorType.Point || (IsAIEnabled() && GetAI().IsEscorted()))
SetHomePosition(GetPosition());
CreatureAI ai = GetAI();
if (ai != null)
ai.JustEngagedWith(target);
CreatureGroup formation = GetFormation();
if (formation != null)
formation.MemberEngagingTarget(this, target);
}
public override void AtExitCombat()
public override void AtDisengage()
{
base.AtExitCombat();
base.AtDisengage();
ClearUnitState(UnitState.AttackPlayer);
if (HasDynamicFlag(UnitDynFlags.Tapped))
+7 -4
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@@ -57,6 +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 void CombatStop(bool includingCast = false, bool mutualPvP = true)
{
if (includingCast && IsNonMeleeSpellCast(false))
@@ -144,10 +147,10 @@ namespace Game.Entities
public bool CanHaveThreatList() { return m_threatManager.CanHaveThreatList(); }
// For NPCs with threat list: Whether there are any enemies on our threat list
// For other units: Whether we're in combat
// This value is different from IsInCombat when a projectile spell is midair (combat on launch - threat+aggro on impact)
public bool IsEngaged() { return CanHaveThreatList() ? m_threatManager.IsEngaged() : IsInCombat(); }
// This value can be different from IsInCombat:
// - 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 bool IsEngagedBy(Unit who) { return CanHaveThreatList() ? IsThreatenedBy(who) : IsInCombatWith(who); }
+3
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@@ -54,6 +54,9 @@ namespace Game.Entities
internal float[] m_modAttackSpeedPct = new float[(int)WeaponAttackType.Max];
protected uint[] m_attackTimer = new uint[(int)WeaponAttackType.Max];
// Threat+combat management
bool m_isEngaged;
CombatManager m_combatManager;
ThreatManager m_threatManager;