Core/AI: CreatureAI.EnterCombat is now called CreatureAI.JustEngagedWith. There's also two new methods on UnitAI, though they're never invoked right now.

Port From (https://github.com/TrinityCore/TrinityCore/commit/bce43de7f3fba618c370f2aba327d23dd30d1cdd)
This commit is contained in:
hondacrx
2021-04-19 10:22:43 -04:00
parent d0faa12ef6
commit c925d7af40
12 changed files with 41 additions and 39 deletions
+2 -2
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@@ -51,7 +51,7 @@ namespace Game.AI
}
}
public override void EnterCombat(Unit victim)
public override void JustEngagedWith(Unit victim)
{
foreach (var id in Spells)
{
@@ -134,7 +134,7 @@ namespace Game.AI
AttackStartCaster(victim, _attackDist);
}
public override void EnterCombat(Unit victim)
public override void JustEngagedWith(Unit victim)
{
if (Spells.Empty())
return;
+2 -5
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@@ -408,11 +408,8 @@ namespace Game.AI
me.DoImmediateBoundaryCheck();
}
/// <summary>
/// Called for reaction when initially engaged
/// </summary>
/// <param name="victim"></param>
public virtual void EnterCombat(Unit victim) { }
// Called for reaction when initially engaged - this will always happen _after_ JustEnteredCombat
public virtual void JustEngagedWith(Unit who) { }
// Called when the creature is killed
public virtual void JustDied(Unit killer) { }
+7
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@@ -478,6 +478,13 @@ namespace Game.AI
public virtual void SetGUID(ObjectGuid guid, int id = 0) { }
public virtual ObjectGuid GetGUID(int id = 0) { return ObjectGuid.Empty; }
// Called when the unit enters combat
// (NOTE: Creature engage logic should NOT be here, but in JustEngagedWith, which happens once threat is established!)
public virtual void JustEnteredCombat(Unit who) { }
// Called when the unit leaves combat
public virtual void JustExitedCombat() { }
public virtual void DamageDealt(Unit victim, ref uint damage, DamageEffectType damageType) { }
public virtual void DamageTaken(Unit attacker, ref uint damage) { }
public virtual void HealReceived(Unit by, uint addhealth) { }
+6 -6
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@@ -48,7 +48,7 @@ namespace Game.AI
DoStartNoMovement(target);
}
// Called before EnterCombat even before the creature is in combat.
// Called before JustEngagedWith even before the creature is in combat.
public override void AttackStart(Unit target)
{
if (IsCombatMovementAllowed())
@@ -411,7 +411,7 @@ namespace Game.AI
public override void Reset() { }
//Called at creature aggro either by MoveInLOS or Attack Start
public override void EnterCombat(Unit victim) { }
public override void JustEngagedWith(Unit victim) { }
public bool HealthBelowPct(int pct) { return me.HealthBelowPct(pct); }
public bool HealthAbovePct(int pct) { return me.HealthAbovePct(pct); }
@@ -502,7 +502,7 @@ namespace Game.AI
instance.SetBossState(_bossId, EncounterState.Done);
}
public void _EnterCombat()
public void _JustEngagedWith()
{
if (instance != null)
{
@@ -602,7 +602,7 @@ namespace Game.AI
public virtual void ScheduleTasks() { }
public override void Reset() { _Reset(); }
public override void EnterCombat(Unit who) { _EnterCombat(); }
public override void JustEngagedWith(Unit who) { _JustEngagedWith(); }
public override void JustDied(Unit killer) { _JustDied(); }
public override void JustReachedHome() { _JustReachedHome(); }
@@ -635,7 +635,7 @@ namespace Game.AI
summons.DespawnAll();
}
void _EnterCombat()
void _JustEngagedWith()
{
Unit target = SelectTarget(SelectAggroTarget.Random, 0, 0.0f, true);
if (target)
@@ -684,7 +684,7 @@ namespace Game.AI
public override void Reset() { _Reset(); }
public override void EnterCombat(Unit who) { _EnterCombat(); }
public override void JustEngagedWith(Unit who) { _JustEngagedWith(); }
public override void JustDied(Unit killer) { _JustDied(); }
}
+1 -1
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@@ -609,7 +609,7 @@ namespace Game.AI
me.GetMotionMaster().MoveIdle(); // wait the order of leader
}
public override void EnterCombat(Unit victim)
public override void JustEngagedWith(Unit victim)
{
if (IsAIControlled())
me.InterruptNonMeleeSpells(false); // must be before ProcessEvents
+1 -1
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@@ -1443,7 +1443,7 @@ namespace Game.Entities
if (enemy != null)
{
if (IsAIEnabled)
creature.GetAI().EnterCombat(enemy);
creature.GetAI().JustEngagedWith(enemy);
if (creature.GetFormation() != null)
creature.GetFormation().MemberEngagingTarget(creature, enemy);