Core/Pets: Fixed flashing pet attack button (#18906)
Port TrinityCore Commit: https://github.com/TrinityCore/TrinityCore/commit/d1cbd8a837116a0fadae06cf5714a345035eb799
This commit is contained in:
@@ -63,7 +63,6 @@ namespace Game.AI
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me.AttackStop();
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me.InterruptNonMeleeSpells(false);
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me.SendMeleeAttackStop(); // Should stop pet's attack button from flashing
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me.GetCharmInfo().SetIsCommandAttack(false);
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ClearCharmInfoFlags();
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HandleReturnMovement();
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@@ -299,7 +298,6 @@ namespace Game.AI
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// next target selection
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me.AttackStop();
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me.InterruptNonMeleeSpells(false);
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me.SendMeleeAttackStop(); // Stops the pet's 'Attack' button from flashing
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// Before returning to owner, see if there are more things to attack
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Unit nextTarget = SelectNextTarget(false);
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@@ -445,6 +443,8 @@ namespace Game.AI
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me.GetMotionMaster().MoveFollow(me.GetCharmerOrOwner(), SharedConst.PetFollowDist, me.GetFollowAngle());
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}
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}
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me.ClearInPetCombat();
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}
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void DoAttack(Unit target, bool chase)
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@@ -454,9 +454,12 @@ namespace Game.AI
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if (me.Attack(target, true))
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{
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// properly fix fake combat after pet is sent to attack
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Unit owner = me.GetOwner();
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if (owner)
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owner.SetInCombatWith(target);
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if (owner != null)
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owner.AddUnitFlag(UnitFlags.PetInCombat);
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me.AddUnitFlag(UnitFlags.PetInCombat);
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// Play sound to let the player know the pet is attacking something it picked on its own
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if (me.HasReactState(ReactStates.Aggressive) && !me.GetCharmInfo().IsCommandAttack())
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@@ -525,10 +528,10 @@ namespace Game.AI
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if (!victim.IsAlive())
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{
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// if target is invalid, pet should evade automaticly
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// Clear target to prevent getting stuck on dead targets
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me.AttackStop();
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me.InterruptNonMeleeSpells(false);
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me.SendMeleeAttackStop();
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//me.AttackStop();
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//me.InterruptNonMeleeSpells(false);
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return false;
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}
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@@ -235,6 +235,10 @@ namespace Game.Entities
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if (IsTypeId(TypeId.Player))
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ToPlayer().SendAttackSwingCancelAttack(); // melee and ranged forced attack cancel
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ClearInCombat();
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// just in case
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if (IsPetInCombat() && GetTypeId() != TypeId.Player)
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ClearInPetCombat();
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}
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public void CombatStopWithPets(bool includingCast = false)
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{
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@@ -270,10 +274,17 @@ namespace Game.Entities
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else
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ToPlayer().OnCombatExit();
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RemoveUnitFlag(UnitFlags.PetInCombat);
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.LeaveCombat);
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}
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public void ClearInPetCombat()
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{
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RemoveUnitFlag(UnitFlags.PetInCombat);
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Unit owner = GetOwner();
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if (owner != null)
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owner.RemoveUnitFlag(UnitFlags.PetInCombat);
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}
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void RemoveAllAttackers()
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{
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while (!attackerList.Empty())
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@@ -327,10 +338,10 @@ namespace Game.Entities
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{
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return m_deathState;
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}
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public bool IsInCombat()
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{
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return HasUnitFlag(UnitFlags.InCombat);
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}
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public bool IsInCombat() { return HasUnitFlag(UnitFlags.InCombat); }
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public bool IsPetInCombat() { return HasUnitFlag(UnitFlags.PetInCombat); }
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public bool Attack(Unit victim, bool meleeAttack)
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{
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if (victim == null || victim.GetGUID() == GetGUID())
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@@ -1323,10 +1334,7 @@ namespace Game.Entities
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}
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foreach (var unit in m_Controlled)
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{
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unit.SetInCombatState(PvP, enemy);
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unit.AddUnitFlag(UnitFlags.PetInCombat);
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}
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ProcSkillsAndAuras(enemy, ProcFlags.EnterCombat, ProcFlags.None, ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
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}
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@@ -121,6 +121,7 @@ namespace Game
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return;
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pet.AttackStop();
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pet.ClearInPetCombat();
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}
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void HandlePetActionHelper(Unit pet, ObjectGuid guid1, uint spellid, ActiveStates flag, ObjectGuid guid2, float x, float y, float z)
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@@ -154,6 +155,7 @@ namespace Game
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case CommandStates.Follow: //spellid=1792 //FOLLOW
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pet.AttackStop();
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pet.InterruptNonMeleeSpells(false);
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pet.ClearInPetCombat();
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pet.GetMotionMaster().MoveFollow(GetPlayer(), SharedConst.PetFollowDist, pet.GetFollowAngle());
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charmInfo.SetCommandState(CommandStates.Follow);
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@@ -210,9 +212,6 @@ namespace Game
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}
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else // charmed player
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{
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if (pet.GetVictim() && pet.GetVictim() != TargetUnit)
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pet.AttackStop();
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charmInfo.SetIsCommandAttack(true);
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charmInfo.SetIsAtStay(false);
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charmInfo.SetIsFollowing(false);
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@@ -267,6 +266,7 @@ namespace Game
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{
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case ReactStates.Passive: //passive
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pet.AttackStop();
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pet.ClearInPetCombat();
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goto case ReactStates.Defensive;
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case ReactStates.Defensive: //recovery
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case ReactStates.Aggressive: //activete
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@@ -363,8 +363,6 @@ namespace Game
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// This is true if pet has no target or has target but targets differs.
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if (pet.GetVictim() != unit_target)
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{
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if (pet.GetVictim())
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pet.AttackStop();
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pet.GetMotionMaster().Clear();
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if (pet.ToCreature().IsAIEnabled)
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pet.ToCreature().GetAI().AttackStart(unit_target);
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@@ -1054,19 +1054,9 @@ namespace Game.Spells
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// creature/player specific target checks
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if (unitTarget != null)
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{
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if (HasAttribute(SpellAttr1.CantTargetInCombat))
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{
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if (unitTarget.IsInCombat())
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return SpellCastResult.TargetAffectingCombat;
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// player with active pet counts as a player in combat
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else if (unitTarget.IsTypeId(TypeId.Player))
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{
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Pet pet = unitTarget.ToPlayer().GetPet();
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if (pet)
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if (pet.GetVictim() && !pet.HasUnitState(UnitState.Controlled))
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return SpellCastResult.TargetAffectingCombat;
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}
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}
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// spells cannot be cast if player is in fake combat also
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if (HasAttribute(SpellAttr1.CantTargetInCombat) && (unitTarget.IsInCombat() || unitTarget.IsPetInCombat()))
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return SpellCastResult.TargetAffectingCombat;
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// only spells with SPELL_ATTR3_ONLY_TARGET_GHOSTS can target ghosts
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if (HasAttribute(SpellAttr3.OnlyTargetGhosts) != unitTarget.HasAuraType(AuraType.Ghost))
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