Core/Entities: unit states cleanup
Port From (https://github.com/TrinityCore/TrinityCore/commit/70c26d53cb94f0e78a57ecc2279c960370891aa4)
This commit is contained in:
@@ -448,23 +448,23 @@ namespace Framework.Constants
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[Flags]
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public enum UnitState : uint
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{
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Died = 0x01, // Player Has Fake Death Aura
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MeleeAttacking = 0x02, // Player Is Melee Attacking Someone
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//Melee_Attack_By = 0x04, // Player Is Melee Attack By Someone
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Died = 0x01, // Player Has Fake Death Aura
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MeleeAttacking = 0x02, // Player Is Melee Attacking Someone
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Charmed = 0x04, // having any kind of charm aura on self
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Stunned = 0x08,
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Roaming = 0x10,
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Chase = 0x20,
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//Searching = 0x40,
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Focusing = 0x40,
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Fleeing = 0x80,
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InFlight = 0x100, // Player Is In Flight Mode
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InFlight = 0x100, // Player Is In Flight Mode
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Follow = 0x200,
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Root = 0x400,
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Confused = 0x800,
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Distracted = 0x1000,
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Isolated = 0x2000, // Area Auras Do Not Affect Other Players
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Isolated = 0x2000, // Area Auras Do Not Affect Other Players
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AttackPlayer = 0x4000,
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Casting = 0x8000,
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Possessed = 0x10000,
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Possessed = 0x10000, // being possessed by another unit
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Charging = 0x20000,
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Jumping = 0x40000,
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Move = 0x100000,
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@@ -476,8 +476,8 @@ namespace Framework.Constants
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ChaseMove = 0x4000000,
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FollowMove = 0x8000000,
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IgnorePathfinding = 0x10000000,
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AllStateSupported = Died | MeleeAttacking | Stunned | Roaming | Chase
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| Fleeing | InFlight | Follow | Root | Confused
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AllStateSupported = Died | MeleeAttacking | Charmed | Stunned | Roaming | Chase
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| Focusing | Fleeing | InFlight | Follow | Root | Confused
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| Distracted | Isolated | AttackPlayer | Casting
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| Possessed | Charging | Jumping | Move | Rotating
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| Evade | RoamingMove | ConfusedMove | FleeingMove
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@@ -486,10 +486,11 @@ namespace Framework.Constants
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Unattackable = InFlight,
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Moving = RoamingMove | ConfusedMove | FleeingMove | ChaseMove | FollowMove,
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Controlled = Confused | Stunned | Fleeing,
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CantClientControl = Confused | Charmed | Possessed | Fleeing,
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LostControl = Controlled | Possessed | Jumping | Charging,
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CannotAutoattack = Controlled | Charging | Casting,
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Sightless = LostControl | Evade,
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CannotAutoattack = LostControl | Casting,
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CannotTurn = LostControl | Rotating,
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CannotTurn = LostControl | Rotating | Focusing,
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NotMove = Root | Stunned | Died | Distracted,
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AllErasable = AllStateSupported & ~IgnorePathfinding,
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@@ -2945,7 +2945,7 @@ namespace Game.Entities
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}
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if (!noTurnDuringCast)
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AddUnitState(UnitState.CannotTurn);
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AddUnitState(UnitState.Focusing);
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}
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public override bool IsFocusing(Spell focusSpell = null, bool withDelay = false)
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@@ -3000,7 +3000,7 @@ namespace Game.Entities
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MustReacquireTarget();
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if (_focusSpell.GetSpellInfo().HasAttribute(SpellAttr5.DontTurnDuringCast))
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ClearUnitState(UnitState.CannotTurn);
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ClearUnitState(UnitState.Focusing);
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_focusSpell = null;
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_focusDelay = (!IsPet() && withDelay) ? GameTime.GetGameTimeMS() : 0; // don't allow re-target right away to prevent visual bugs
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@@ -7231,6 +7231,10 @@ namespace Game.Entities
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public void SetClientControl(Unit target, bool allowMove)
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{
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// still affected by some aura that shouldn't allow control, only allow on last such aura to be removed
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if (allowMove && target.HasUnitState(UnitState.CantClientControl))
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return;
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ControlUpdate packet = new();
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packet.Guid = target.GetGUID();
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packet.On = allowMove;
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@@ -7242,6 +7246,7 @@ namespace Game.Entities
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if (allowMove)
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SetMover(target);
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}
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public void SetMover(Unit target)
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{
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m_unitMovedByMe.m_playerMovingMe = null;
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@@ -1142,21 +1142,26 @@ namespace Game.Entities
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return;
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}
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// Unit States might have been already cleared but auras still present. I need to check with HasAuraType
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if (HasAuraType(AuraType.ModStun))
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SetStunned(true);
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if (HasAuraType(AuraType.ModRoot) || HasAuraType(AuraType.ModRoot2))
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SetRooted(true);
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if (HasAuraType(AuraType.ModConfuse))
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SetConfused(true);
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if (HasAuraType(AuraType.ModFear))
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SetFeared(true);
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ApplyControlStatesIfNeeded();
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}
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}
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void ApplyControlStatesIfNeeded()
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{
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// Unit States might have been already cleared but auras still present. I need to check with HasAuraType
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if (HasUnitState(UnitState.Stunned) || HasAuraType(AuraType.ModStun))
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SetStunned(true);
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if (HasUnitState(UnitState.Root) || HasAuraType(AuraType.ModRoot) || HasAuraType(AuraType.ModRoot2))
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SetRooted(true);
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if (HasUnitState(UnitState.Confused) || HasAuraType(AuraType.ModConfuse))
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SetConfused(true);
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if (HasUnitState(UnitState.Fleeing) || HasAuraType(AuraType.ModFear))
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SetFeared(true);
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}
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void SetStunned(bool apply)
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{
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if (apply)
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@@ -1250,13 +1255,11 @@ namespace Game.Entities
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}
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}
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Player player = ToPlayer();
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if (player)
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// block / allow control to real player in control (eg charmer)
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if (IsPlayer())
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{
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if (apply)
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player.SetClientControl(this, false);
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else if (!HasUnitState(UnitState.LostControl))
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player.SetClientControl(this, true);
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if (m_playerMovingMe)
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m_playerMovingMe.SetClientControl(this, !apply);
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}
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}
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@@ -1278,13 +1281,11 @@ namespace Game.Entities
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}
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}
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Player player = ToPlayer();
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if (player)
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// block / allow control to real player in control (eg charmer)
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if (IsPlayer())
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{
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if (apply)
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player.SetClientControl(this, false);
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else if (!HasUnitState(UnitState.LostControl))
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player.SetClientControl(this, true);
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if (m_playerMovingMe)
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m_playerMovingMe.SetClientControl(this, !apply);
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}
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}
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@@ -441,6 +441,8 @@ namespace Game.Entities
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break;
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}
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}
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AddUnitState(UnitState.Charmed);
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return true;
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}
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@@ -542,8 +544,7 @@ namespace Game.Entities
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IsAIEnabled = false;
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}
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if (!HasUnitState(UnitState.LostControl))
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player.SetClientControl(this, true);
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player.SetClientControl(this, true);
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}
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EngageWithTarget(charmer);
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@@ -553,6 +554,10 @@ namespace Game.Entities
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playerCharmer.SendRemoveControlBar();
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else if (IsTypeId(TypeId.Player) || (IsTypeId(TypeId.Unit) && !IsGuardian()))
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DeleteCharmInfo();
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// reset confused movement for example
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ApplyControlStatesIfNeeded();
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ClearUnitState(UnitState.Charmed);
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}
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public void GetAllMinionsByEntry(List<TempSummon> Minions, uint entry)
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