Core: Combat/threat system rewrite

Port From (https://github.com/TrinityCore/TrinityCore/commit/34c7810fe507eca1b8b9389630db5d5d26d92e77)
This commit is contained in:
hondacrx
2021-05-18 12:25:40 -04:00
parent 891c3b6478
commit 9851142796
37 changed files with 3454 additions and 3345 deletions
+34 -40
View File
@@ -62,41 +62,42 @@ namespace Game.AI
if (!creature)
creature = me;
if (!creature.CanHaveThreatList())
return;
Map map = creature.GetMap();
if (!map.IsDungeon()) //use IsDungeon instead of Instanceable, in case Battlegrounds will be instantiated
if (creature.CanHaveThreatList())
{
Log.outError(LogFilter.Server, "DoZoneInCombat call for map that isn't an instance (creature entry = {0})", creature.IsTypeId(TypeId.Unit) ? creature.ToCreature().GetEntry() : 0);
return;
}
if (!creature.HasReactState(ReactStates.Passive) && creature.GetVictim() == null)
{
Unit nearTarget = creature.SelectNearestTarget(maxRangeToNearestTarget);
if (nearTarget != null)
creature.GetAI().AttackStart(nearTarget);
else if (creature.IsSummon())
if (!map.IsDungeon()) //use IsDungeon instead of Instanceable, in case Battlegrounds will be instantiated
{
Unit summoner = creature.ToTempSummon().GetSummoner();
if (summoner != null)
Log.outError(LogFilter.Server, "DoZoneInCombat call for map that isn't an instance (creature entry = {0})", creature.IsTypeId(TypeId.Unit) ? creature.ToCreature().GetEntry() : 0);
return;
}
if (!creature.HasReactState(ReactStates.Passive) && creature.GetVictim() == null)
{
Unit nearTarget = creature.SelectNearestTarget(maxRangeToNearestTarget);
if (nearTarget != null)
creature.GetAI().AttackStart(nearTarget);
else if (creature.IsSummon())
{
Unit target = summoner.GetAttackerForHelper();
if (target == null && summoner.CanHaveThreatList() && !summoner.GetThreatManager().IsThreatListEmpty())
target = summoner.GetThreatManager().GetHostilTarget();
if (target != null && (creature.IsFriendlyTo(summoner) || creature.IsHostileTo(target)))
creature.GetAI().AttackStart(target);
Unit summoner = creature.ToTempSummon().GetSummoner();
if (summoner != null)
{
if (creature.IsFriendlyTo(summoner))
{
Unit target = summoner.GetAttackerForHelper();
if (target != null && creature.IsHostileTo(target))
creature.GetAI().AttackStart(target);
}
}
}
}
}
// Intended duplicated check, the code above this should select a victim
// If it can't find a suitable attack target then we should error out.
if (!creature.HasReactState(ReactStates.Passive) && creature.GetVictim() == null)
{
Log.outError(LogFilter.Server, "DoZoneInCombat called for creature that has empty threat list (creature entry = {0})", creature.GetEntry());
return;
// Intended duplicated check, the code above this should select a victim
// If it can't find a suitable attack target then we should error out.
if (!creature.HasReactState(ReactStates.Passive) && creature.GetVictim() == null)
{
Log.outError(LogFilter.Server, "DoZoneInCombat called for creature that has empty threat list (creature entry = {0})", creature.GetEntry());
return;
}
}
var playerList = map.GetPlayers();
@@ -104,17 +105,8 @@ namespace Game.AI
return;
foreach (var player in playerList)
{
if (player.IsGameMaster())
continue;
if (player.IsAlive())
{
creature.SetInCombatWith(player);
player.SetInCombatWith(creature);
creature.GetThreatManager().AddThreat(player, 0.0f, null, true, true);
}
}
if (player != null && player.IsAlive())
creature.EngageWithTarget(player);
}
public virtual void MoveInLineOfSight_Safe(Unit who)
@@ -247,11 +239,13 @@ namespace Game.AI
return me.GetVictim() != null;
}
else if (me.GetThreatManager().IsThreatListEmpty())
else if (me.GetThreatManager().IsThreatListEmpty(true))
{
EnterEvadeMode(EvadeReason.NoHostiles);
return false;
}
else
me.AttackStop();
return true;
}
+3 -10
View File
@@ -56,8 +56,6 @@ namespace Game.AI
me.GetMotionMaster().Clear();
me.GetMotionMaster().MoveIdle();
me.CombatStop();
me.GetHostileRefManager().DeleteReferences();
return;
}
@@ -454,9 +452,9 @@ namespace Game.AI
}
}
me.ClearInPetCombat();
me.RemoveUnitFlag(UnitFlags.PetInCombat); // on player pets, this flag indicates that we're actively going after a target - we're returning, so remove it
}
void DoAttack(Unit target, bool chase)
{
// Handles attack with or without chase and also resets flags
@@ -464,12 +462,7 @@ namespace Game.AI
if (me.Attack(target, true))
{
// properly fix fake combat after pet is sent to attack
Unit owner = me.GetOwner();
if (owner != null)
owner.AddUnitFlag(UnitFlags.PetInCombat);
me.AddUnitFlag(UnitFlags.PetInCombat);
me.AddUnitFlag(UnitFlags.PetInCombat); // on player pets, this flag indicates we're actively going after a target - that's what we're doing, so set it
// Play sound to let the player know the pet is attacking something it picked on its own
if (me.HasReactState(ReactStates.Aggressive) && !me.GetCharmInfo().IsCommandAttack())
+4 -4
View File
@@ -188,12 +188,12 @@ namespace Game.AI
if (targetType == SelectAggroTarget.MaxDistance || targetType == SelectAggroTarget.MinDistance)
{
foreach (HostileReference refe in mgr.GetThreatList())
foreach (ThreatReference refe in mgr.GetSortedThreatList())
{
if (!refe.IsOnline())
continue;
targetList.Add(refe.GetTarget());
targetList.Add(refe.GetVictim());
}
}
else
@@ -202,12 +202,12 @@ namespace Game.AI
if (currentVictim != null)
targetList.Add(currentVictim);
foreach (HostileReference refe in mgr.GetThreatList())
foreach (ThreatReference refe in mgr.GetSortedThreatList())
{
if (!refe.IsOnline())
continue;
Unit thisTarget = refe.GetTarget();
Unit thisTarget = refe.GetVictim();
if (thisTarget != currentVictim)
targetList.Add(thisTarget);
}