Core: Combat/threat system rewrite
Port From (https://github.com/TrinityCore/TrinityCore/commit/34c7810fe507eca1b8b9389630db5d5d26d92e77)
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@@ -274,6 +274,8 @@ namespace Game.Entities
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}
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}
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}
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UpdatePetCombatState();
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}
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public bool SetCharmedBy(Unit charmer, CharmType type, AuraApplication aurApp = null)
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@@ -314,7 +316,6 @@ namespace Game.Entities
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CastStop();
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CombatStop(); // @todo CombatStop(true) may cause crash (interrupt spells)
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GetThreatManager().ClearAllThreat();
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Player playerCharmer = charmer.ToPlayer();
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@@ -463,8 +464,6 @@ namespace Game.Entities
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CastStop();
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CombatStop(); // @todo CombatStop(true) may cause crash (interrupt spells)
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GetHostileRefManager().DeleteReferences();
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GetThreatManager().ClearAllThreat();
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if (_oldFactionId != 0)
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{
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@@ -545,6 +544,8 @@ namespace Game.Entities
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player.SetClientControl(this, true);
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}
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EngageWithTarget(charmer);
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// a guardian should always have charminfo
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if (playerCharmer && this != charmer.GetFirstControlled())
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playerCharmer.SendRemoveControlBar();
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@@ -651,6 +652,8 @@ namespace Game.Entities
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m_Controlled.Remove(charm);
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}
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}
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UpdatePetCombatState();
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}
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public Unit GetFirstControlled()
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@@ -698,6 +701,8 @@ namespace Game.Entities
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Log.outFatal(LogFilter.Unit, "Unit {0} is not able to release its minion {1}", GetEntry(), GetMinionGUID());
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if (!GetCharmGUID().IsEmpty())
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Log.outFatal(LogFilter.Unit, "Unit {0} is not able to release its charm {1}", GetEntry(), GetCharmGUID());
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if (!IsPet()) // pets don't use the flag for this
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RemoveUnitFlag(UnitFlags.PetInCombat); // m_controlled is now empty, so we know none of our minions are in combat
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}
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public void SendPetActionFeedback(PetActionFeedback msg, uint spellId)
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@@ -794,5 +799,25 @@ namespace Game.Entities
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pet.SetFullHealth();
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return true;
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}
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public void UpdatePetCombatState()
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{
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Cypher.Assert(!IsPet()); // player pets do not use UNIT_FLAG_PET_IN_COMBAT for this purpose - but player pets should also never have minions of their own to call this
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bool state = false;
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foreach (Unit minion in m_Controlled)
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{
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if (minion.IsInCombat())
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{
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state = true;
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break;
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}
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}
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if (state)
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AddUnitFlag(UnitFlags.PetInCombat);
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else
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RemoveUnitFlag(UnitFlags.PetInCombat);
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}
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}
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}
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