Core/Creatures: Implemented serverside checks for UNIT_FLAG2_INTERACT_WHILE_HOSTILE and UNIT_FLAG3_ALLOW_INTERACTION_WHILE_IN_COMBAT

* Also stop sending npc flags for hostile creatures
Port From (https://github.com/TrinityCore/TrinityCore/commit/c2e36dea6c6af6139bf60454e9299447ec7d9897)
This commit is contained in:
hondacrx
2024-03-05 18:16:38 -05:00
parent 0325d8b523
commit e646b8008d
8 changed files with 125 additions and 39 deletions
+12 -12
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@@ -131,26 +131,26 @@ namespace Framework.Constants
public enum UnitFlags3 : uint
{
Unk0 = 0x01,
UnconsciousOnDeath = 0x02, // Title Unconscious On Death Description Shows "Unconscious" In Unit Tooltip Instead Of "Dead"
AllowMountedCombat = 0x04, // Title Allow Mounted Combat
GarrisonPet = 0x08, // Title Garrison Pet Description Special Garrison Pet Creatures That Display One Of Favorite Player Battle Pets - This Flag Allows Querying Name And Turns Off Default Battle Pet Behavior
UiCanGetPosition = 0x10, // Title Ui Can Get Position Description Allows Lua Functions Like Unitposition To Always Get The Position Even For Npcs Or Non-Grouped Players
UnconsciousOnDeath = 0x02, // Description Shows "Unconscious" In Unit Tooltip Instead Of "Dead"
AllowMountedCombat = 0x04,
GarrisonPet = 0x08, // Special Garrison Pet Creatures That Display One Of Favorite Player Battle Pets - This Flag Allows Querying Name And Turns Off Default Battle Pet Behavior
UiCanGetPosition = 0x10, // Allows Lua Functions Like Unitposition To Always Get The Position Even For Npcs Or Non-Grouped Players
AiObstacle = 0x20,
AlternativeDefaultLanguage = 0x40,
SuppressAllNpcFeedback = 0x80, // Title Suppress All Npc Feedback Description Skips Playing Sounds On Left Clicking Npc For All Npcs As Long As Npc With This Flag Is Visible
IgnoreCombat = 0x100, // Title Ignore Combat Description Same As SpellAuraIgnoreCombat
SuppressNpcFeedback = 0x200, // Title Suppress Npc Feedback Description Skips Playing Sounds On Left Clicking Npc
SuppressAllNpcFeedback = 0x80, // Skips Playing Sounds On Left Clicking Npc For All Npcs As Long As Npc With This Flag Is Visible
IgnoreCombat = 0x100, // Same As SpellAuraIgnoreCombat
SuppressNpcFeedback = 0x200, // Skips Playing Sounds On Left Clicking Npc
Unk10 = 0x400,
Unk11 = 0x800,
Unk12 = 0x1000,
FakeDead = 0x2000, // Title Show As Dead
NoFacingOnInteractAndFastFacingChase = 0x4000, // Causes The Creature To Both Not Change Facing On Interaction And Speeds Up Smooth Facing Changes While Attacking (Clientside)
UntargetableFromUi = 0x8000, // Title Untargetable From Ui Description Cannot Be Targeted From Lua Functions Startattack, Targetunit, Petattack
UntargetableFromUi = 0x8000, // Cannot Be Targeted From Lua Functions Startattack, Targetunit, Petattack
NoFacingOnInteractWhileFakeDead = 0x10000, // Prevents Facing Changes While Interacting If Creature Has Flag FakeDead
AlreadySkinned = 0x20000,
SuppressAllNpcSounds = 0x40000, // Title Suppress All Npc Sounds Description Skips Playing Sounds On Beginning And End Of Npc Interaction For All Npcs As Long As Npc With This Flag Is Visible
SuppressNpcSounds = 0x80000, // Title Suppress Npc Sounds Description Skips Playing Sounds On Beginning And End Of Npc Interaction
Unk20 = 0x100000,
SuppressAllNpcSounds = 0x40000, // Skips Playing Sounds On Beginning And End Of Npc Interaction For All Npcs As Long As Npc With This Flag Is Visible
SuppressNpcSounds = 0x80000, // Skips Playing Sounds On Beginning And End Of Npc Interaction
AllowInteractionWhileInCombat = 0x100000, //Allows using various NPC functions while in combat (vendor, gossip, questgiver)
Unk21 = 0x200000,
DontFadeOut = 0x400000,
Unk23 = 0x800000,
@@ -168,7 +168,7 @@ namespace Framework.Constants
IgnoreCombat | SuppressNpcFeedback | Unk10 | Unk11 |
Unk12 | /* FakeDead | */ /* NoFacingOnInteractAndFastFacingChase | */ /* UntargetableFromUi | */
/* NoFacingOnInteractWhileFakeDead | */ AlreadySkinned | /* SuppressAllNpcSounds | */ /* SuppressNpcSounds | */
Unk20 | Unk21 | /* DontFadeOut | */ Unk23 |
AllowInteractionWhileInCombat | Unk21 | /* DontFadeOut | */ Unk23 |
ForceHideNameplate | Unk25 | Unk26 | Unk27 |
Unk28 | Unk29 | Unk30 | Unk31), // Skip
Allowed = (0xffffffff & ~Disallowed) // Skip
+28
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@@ -286,6 +286,7 @@ namespace Game.Entities
// TODO: migrate these in DB
_staticFlags.ApplyFlag(CreatureStaticFlags2.AllowMountedCombat, GetCreatureDifficulty().TypeFlags.HasFlag(CreatureTypeFlags.AllowMountedCombat));
SetInteractionAllowedInCombat(GetCreatureDifficulty().TypeFlags.HasAnyFlag(CreatureTypeFlags.AllowInteractionWhileInCombat));
SetTreatAsRaidUnit(GetCreatureDifficulty().TypeFlags.HasAnyFlag(CreatureTypeFlags.TreatAsRaidUnit));
return true;
@@ -2756,6 +2757,33 @@ namespace Game.Entities
m_respawnTime = Math.Max(m_corpseRemoveTime + m_respawnDelay, m_respawnTime);
}
public override void SetInteractionAllowedWhileHostile(bool interactionAllowed)
{
_staticFlags.ApplyFlag(CreatureStaticFlags5.InteractWhileHostile, interactionAllowed);
base.SetInteractionAllowedWhileHostile(interactionAllowed);
}
public override void SetInteractionAllowedInCombat(bool interactionAllowed)
{
_staticFlags.ApplyFlag(CreatureStaticFlags3.AllowInteractionWhileInCombat, interactionAllowed);
base.SetInteractionAllowedInCombat(interactionAllowed);
}
public override void UpdateNearbyPlayersInteractions()
{
base.UpdateNearbyPlayersInteractions();
// If as a result of npcflag updates we stop seeing UNIT_NPC_FLAG_QUESTGIVER then
// we must also send SMSG_QUEST_GIVER_STATUS_MULTIPLE because client will not request it automatically
if (IsQuestGiver())
{
var sender = (Player receiver) => receiver.PlayerTalkClass.SendQuestGiverStatus(receiver.GetQuestDialogStatus(this), GetGUID());
MessageDistDeliverer notifier = new(this, sender, GetVisibilityRange());
Cell.VisitWorldObjects(this, notifier, GetVisibilityRange());
}
}
public bool HasScalableLevels()
{
return m_unitData.ContentTuningID != 0;
@@ -2332,16 +2332,25 @@ namespace Game.Entities
uint GetViewerDependentNpcFlags(UnitData unitData, int i, Unit unit, Player receiver)
{
uint npcFlag = unitData.NpcFlags[i];
if (i == 0)
if (npcFlag != 0)
{
Creature creature = unit.ToCreature();
if (creature != null)
if ((!unit.IsInteractionAllowedInCombat() && unit.IsInCombat())
|| (!unit.IsInteractionAllowedWhileHostile() && unit.IsHostileTo(receiver)))
npcFlag = 0;
else
{
if (!receiver.CanSeeGossipOn(creature))
npcFlag &= ~(uint)(NPCFlags.Gossip | NPCFlags.QuestGiver);
Creature creature = unit.ToCreature();
if (creature != null)
{
if (i == 0)
{
if (!receiver.CanSeeGossipOn(creature))
npcFlag &= ~(uint)(NPCFlags.Gossip | NPCFlags.QuestGiver);
if (!receiver.CanSeeSpellClickOn(creature))
npcFlag &= ~(uint)NPCFlags.SpellClick;
if (!receiver.CanSeeSpellClickOn(creature))
npcFlag &= ~(uint)NPCFlags.SpellClick;
}
}
}
}
+9 -1
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@@ -2032,6 +2032,14 @@ namespace Game.Entities
}
case TypeId.Unit:
{
Creature questGiverCreature = questgiver.ToCreature();
if (!questGiverCreature.IsInteractionAllowedWhileHostile() && questGiverCreature.IsHostileTo(this))
return QuestGiverStatus.None;
if (!questGiverCreature.IsInteractionAllowedInCombat() && questGiverCreature.IsInCombat())
return QuestGiverStatus.None;
CreatureAI ai = questgiver.ToCreature().GetAI();
if (ai != null)
{
@@ -3220,7 +3228,7 @@ namespace Game.Entities
{
// need also pet quests case support
Creature questgiver = ObjectAccessor.GetCreatureOrPetOrVehicle(this, itr);
if (questgiver == null || questgiver.IsHostileTo(this))
if (questgiver == null)
continue;
if (!questgiver.HasNpcFlag(NPCFlags.QuestGiver))
+4 -1
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@@ -5472,7 +5472,10 @@ namespace Game.Entities
return null;
// not unfriendly/hostile
if (!creature.HasUnitFlag2(UnitFlags2.InteractWhileHostile) && creature.GetReactionTo(this) <= ReputationRank.Unfriendly)
if (!creature.IsInteractionAllowedWhileHostile() && creature.GetReactionTo(this) <= ReputationRank.Unfriendly)
return nullptr;
if (creature.IsInCombat() && !creature.IsInteractionAllowedInCombat())
return null;
// not too far, taken from CGGameUI::SetInteractTarget
+47
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@@ -35,6 +35,9 @@ namespace Game.Entities
RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.EnteringCombat);
ProcSkillsAndAuras(this, null, new ProcFlagsInit(ProcFlags.EnterCombat), new ProcFlagsInit(ProcFlags.None), ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
if (!IsInteractionAllowedInCombat())
UpdateNearbyPlayersInteractions();
}
public virtual void AtExitCombat()
@@ -43,6 +46,9 @@ namespace Game.Entities
pair.Value.GetBase().CallScriptEnterLeaveCombatHandlers(pair.Value, false);
RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.LeavingCombat);
if (!IsInteractionAllowedInCombat())
UpdateNearbyPlayersInteractions();
}
public virtual void AtEngage(Unit target) { }
@@ -1654,5 +1660,46 @@ namespace Game.Entities
/// enables / disables combat interaction of this unit
/// </summary>
public void SetIsCombatDisallowed(bool apply) { _isCombatDisallowed = apply; }
public bool IsInteractionAllowedWhileHostile()
{
return HasUnitFlag2(UnitFlags2.InteractWhileHostile);
}
public virtual void SetInteractionAllowedWhileHostile(bool interactionAllowed)
{
if (interactionAllowed)
SetUnitFlag2(UnitFlags2.InteractWhileHostile);
else
RemoveUnitFlag2(UnitFlags2.InteractWhileHostile);
UpdateNearbyPlayersInteractions();
}
public bool IsInteractionAllowedInCombat()
{
return HasUnitFlag3(UnitFlags3.AllowInteractionWhileInCombat);
}
public virtual void SetInteractionAllowedInCombat(bool interactionAllowed)
{
if (interactionAllowed)
SetUnitFlag3(UnitFlags3.AllowInteractionWhileInCombat);
else
RemoveUnitFlag3(UnitFlags3.AllowInteractionWhileInCombat);
if (IsInCombat())
UpdateNearbyPlayersInteractions();
}
public virtual void UpdateNearbyPlayersInteractions()
{
for (int i = 0; i < m_unitData.NpcFlags.GetSize(); ++i)
if (m_unitData.NpcFlags[i] != 0)
{
m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.NpcFlags, i);
ForceUpdateFieldChange();
}
}
}
}
+5
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@@ -98,7 +98,12 @@ namespace Game
if (staticFlags.HasFlag(CreatureStaticFlags3.CannotTurn))
unitFlags2 |= (uint)UnitFlags2.CannotTurn;
if (staticFlags.HasFlag(CreatureStaticFlags5.InteractWhileHostile))
unitFlags2 |= (uint)UnitFlags2.InteractWhileHostile;
unitFlags3 = data != null && data.unit_flags3.HasValue ? data.unit_flags3.Value : cInfo.UnitFlags3;
if (staticFlags.HasFlag(CreatureStaticFlags3.AllowInteractionWhileInCombat))
unitFlags3 |= (uint)UnitFlags3.AllowInteractionWhileInCombat;
}
public static ResponseCodes CheckPlayerName(string name, Locale locale, bool create = false)
+4 -18
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@@ -17,28 +17,14 @@ namespace Game
[WorldPacketHandler(ClientOpcodes.QuestGiverStatusQuery, Processing = PacketProcessing.Inplace)]
void HandleQuestgiverStatusQuery(QuestGiverStatusQuery packet)
{
QuestGiverStatus questStatus = QuestGiverStatus.None;
var questgiver = Global.ObjAccessor.GetObjectByTypeMask(GetPlayer(), packet.QuestGiverGUID, TypeMask.Unit | TypeMask.GameObject);
if (questgiver == null)
var questGiver = Global.ObjAccessor.GetObjectByTypeMask(GetPlayer(), packet.QuestGiverGUID, TypeMask.Unit | TypeMask.GameObject);
if (questGiver == null)
{
Log.outInfo(LogFilter.Network, "Error in CMSG_QUESTGIVER_STATUS_QUERY, called for non-existing questgiver {0}", packet.QuestGiverGUID.ToString());
return;
}
switch (questgiver.GetTypeId())
{
case TypeId.Unit:
if (!questgiver.ToCreature().IsHostileTo(GetPlayer()))// do not show quest status to enemies
questStatus = GetPlayer().GetQuestDialogStatus(questgiver);
break;
case TypeId.GameObject:
questStatus = GetPlayer().GetQuestDialogStatus(questgiver);
break;
default:
Log.outError(LogFilter.Network, "QuestGiver called for unexpected type {0}", questgiver.GetTypeId());
break;
}
QuestGiverStatus questStatus = _player.GetQuestDialogStatus(questGiver);
//inform client about status of quest
GetPlayer().PlayerTalkClass.SendQuestGiverStatus(questStatus, packet.QuestGiverGUID);
@@ -396,7 +382,7 @@ namespace Game
if (GetPlayer().GetQuestStatus(packet.QuestID) != QuestStatus.Complete)
return;
GetPlayer().PlayerTalkClass.SendQuestGiverOfferReward(quest, packet.QuestGiverGUID, true);
}