Core/AI: Some cleanup to DoZoneInCombat and Malygos' AI.

Port From (https://github.com/TrinityCore/TrinityCore/commit/6a5edf04725502d749636fc6c6bb3935d83c222f)
This commit is contained in:
hondacrx
2021-10-30 20:05:09 -04:00
parent 5675589bd2
commit fc68f3e528
+18 -35
View File
@@ -17,6 +17,7 @@
using Framework.Constants;
using Framework.Dynamic;
using Game.Combat;
using Game.Entities;
using Game.Maps;
using Game.Spells;
@@ -63,41 +64,10 @@ namespace Game.AI
creature = me;
Map map = creature.GetMap();
if (creature.CanHaveThreatList())
if (!map.IsDungeon()) //use IsDungeon instead of Instanceable, in case Battlegrounds will be instantiated
{
if (!map.IsDungeon()) //use IsDungeon instead of Instanceable, in case Battlegrounds will be instantiated
{
Log.outError(LogFilter.Server, "DoZoneInCombat call for map that isn't an instance (creature entry = {0})", creature.IsTypeId(TypeId.Unit) ? creature.ToCreature().GetEntry() : 0);
return;
}
if (!creature.HasReactState(ReactStates.Passive) && creature.GetVictim() == null)
{
Unit nearTarget = creature.SelectNearestTarget(maxRangeToNearestTarget);
if (nearTarget != null)
creature.GetAI().AttackStart(nearTarget);
else if (creature.IsSummon())
{
Unit summoner = creature.ToTempSummon().GetSummoner();
if (summoner != null)
{
if (creature.IsFriendlyTo(summoner))
{
Unit target = summoner.GetAttackerForHelper();
if (target != null && creature.IsHostileTo(target))
creature.GetAI().AttackStart(target);
}
}
}
}
// Intended duplicated check, the code above this should select a victim
// If it can't find a suitable attack target then we should error out.
if (!creature.HasReactState(ReactStates.Passive) && creature.GetVictim() == null)
{
Log.outError(LogFilter.Server, "DoZoneInCombat called for creature that has empty threat list (creature entry = {0})", creature.GetEntry());
return;
}
Log.outError(LogFilter.Server, "DoZoneInCombat call for map that isn't an instance (creature entry = {0})", creature.IsTypeId(TypeId.Unit) ? creature.ToCreature().GetEntry() : 0);
return;
}
var playerList = map.GetPlayers();
@@ -105,8 +75,21 @@ namespace Game.AI
return;
foreach (var player in playerList)
if (player != null && player.IsAlive())
{
if (player != null)
{
if (!player.IsAlive() || !CombatManager.CanBeginCombat(creature, player))
continue;
creature.EngageWithTarget(player);
foreach (Unit pet in player.m_Controlled)
creature.EngageWithTarget(pet);
Unit vehicle = player.GetVehicleBase();
if (vehicle != null)
creature.EngageWithTarget(vehicle);
}
}
}
public virtual void MoveInLineOfSight_Safe(Unit who)