Core/AI: Some cleanup to DoZoneInCombat and Malygos' AI.
Port From (https://github.com/TrinityCore/TrinityCore/commit/6a5edf04725502d749636fc6c6bb3935d83c222f)
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@@ -17,6 +17,7 @@
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using Framework.Constants;
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using Framework.Dynamic;
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using Game.Combat;
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using Game.Entities;
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using Game.Maps;
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using Game.Spells;
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@@ -63,41 +64,10 @@ namespace Game.AI
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creature = me;
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Map map = creature.GetMap();
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if (creature.CanHaveThreatList())
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if (!map.IsDungeon()) //use IsDungeon instead of Instanceable, in case Battlegrounds will be instantiated
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{
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if (!map.IsDungeon()) //use IsDungeon instead of Instanceable, in case Battlegrounds will be instantiated
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{
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Log.outError(LogFilter.Server, "DoZoneInCombat call for map that isn't an instance (creature entry = {0})", creature.IsTypeId(TypeId.Unit) ? creature.ToCreature().GetEntry() : 0);
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return;
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}
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if (!creature.HasReactState(ReactStates.Passive) && creature.GetVictim() == null)
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{
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Unit nearTarget = creature.SelectNearestTarget(maxRangeToNearestTarget);
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if (nearTarget != null)
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creature.GetAI().AttackStart(nearTarget);
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else if (creature.IsSummon())
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{
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Unit summoner = creature.ToTempSummon().GetSummoner();
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if (summoner != null)
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{
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if (creature.IsFriendlyTo(summoner))
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{
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Unit target = summoner.GetAttackerForHelper();
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if (target != null && creature.IsHostileTo(target))
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creature.GetAI().AttackStart(target);
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}
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}
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}
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}
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// Intended duplicated check, the code above this should select a victim
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// If it can't find a suitable attack target then we should error out.
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if (!creature.HasReactState(ReactStates.Passive) && creature.GetVictim() == null)
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{
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Log.outError(LogFilter.Server, "DoZoneInCombat called for creature that has empty threat list (creature entry = {0})", creature.GetEntry());
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return;
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}
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Log.outError(LogFilter.Server, "DoZoneInCombat call for map that isn't an instance (creature entry = {0})", creature.IsTypeId(TypeId.Unit) ? creature.ToCreature().GetEntry() : 0);
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return;
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}
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var playerList = map.GetPlayers();
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@@ -105,8 +75,21 @@ namespace Game.AI
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return;
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foreach (var player in playerList)
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if (player != null && player.IsAlive())
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{
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if (player != null)
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{
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if (!player.IsAlive() || !CombatManager.CanBeginCombat(creature, player))
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continue;
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creature.EngageWithTarget(player);
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foreach (Unit pet in player.m_Controlled)
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creature.EngageWithTarget(pet);
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Unit vehicle = player.GetVehicleBase();
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if (vehicle != null)
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creature.EngageWithTarget(vehicle);
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}
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}
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}
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public virtual void MoveInLineOfSight_Safe(Unit who)
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