Core/Creatures: moved combat pulse into heartbeat handling and implemented CREATURE_STATIC_FLAG_2_FORCE_PARTY_MEMBERS_INTO_COMBAT (#29946)

This commit is contained in:
Ovahlord
2024-04-28 16:09:43 +02:00
committed by GitHub
parent 250984a7b7
commit 11f32a2427
21 changed files with 54 additions and 72 deletions

File diff suppressed because one or more lines are too long

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@@ -543,7 +543,6 @@ void BossAI::_Reset()
if (!me->IsAlive())
return;
me->SetCombatPulseDelay(0);
me->ResetLootMode();
events.Reset();
summons.DespawnAll();
@@ -579,9 +578,7 @@ void BossAI::_JustEngagedWith(Unit* who)
instance->SetBossState(_bossId, IN_PROGRESS);
}
me->SetCombatPulseDelay(5);
me->setActive(true);
DoZoneInCombat();
ScheduleTasks();
}

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@@ -305,7 +305,7 @@ bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
Creature::Creature(bool isWorldObject) : Unit(isWorldObject), MapObject(), m_PlayerDamageReq(0), m_dontClearTapListOnEvade(false), _pickpocketLootRestore(0),
m_corpseRemoveTime(0), m_respawnTime(0), m_respawnDelay(300), m_corpseDelay(60), m_ignoreCorpseDecayRatio(false), m_wanderDistance(0.0f),
m_boundaryCheckTime(2500), m_combatPulseTime(0), m_combatPulseDelay(0), m_reactState(REACT_AGGRESSIVE),
m_boundaryCheckTime(2500), m_reactState(REACT_AGGRESSIVE),
m_defaultMovementType(IDLE_MOTION_TYPE), m_spawnId(UI64LIT(0)), m_equipmentId(0), m_originalEquipmentId(0),
m_AlreadyCallAssistance(false), m_AlreadySearchedAssistance(false), m_cannotReachTarget(false), m_cannotReachTimer(0),
m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL), m_originalEntry(0), m_homePosition(), m_transportHomePosition(),
@@ -848,34 +848,6 @@ void Creature::Update(uint32 diff)
m_boundaryCheckTime -= diff;
}
// if periodic combat pulse is enabled and we are both in combat and in a dungeon, do this now
if (m_combatPulseDelay > 0 && IsEngaged() && GetMap()->IsDungeon())
{
if (diff > m_combatPulseTime)
m_combatPulseTime = 0;
else
m_combatPulseTime -= diff;
if (m_combatPulseTime == 0)
{
Map::PlayerList const& players = GetMap()->GetPlayers();
if (!players.isEmpty())
for (Map::PlayerList::const_iterator it = players.begin(); it != players.end(); ++it)
{
if (Player* player = it->GetSource())
{
if (player->IsGameMaster())
continue;
if (player->IsAlive() && IsHostileTo(player))
EngageWithTarget(player);
}
}
m_combatPulseTime = m_combatPulseDelay * IN_MILLISECONDS;
}
}
Unit::AIUpdateTick(diff);
DoMeleeAttackIfReady();
@@ -936,6 +908,14 @@ void Creature::Update(uint32 diff)
}
}
void Creature::Heartbeat()
{
Unit::Heartbeat();
// Creatures with CREATURE_STATIC_FLAG_2_FORCE_PARTY_MEMBERS_INTO_COMBAT periodically force party members into combat
ForcePartyMembersIntoCombat();
}
void Creature::Regenerate(Powers power)
{
uint32 curValue = GetPower(power);
@@ -3644,6 +3624,9 @@ void Creature::AtEngage(Unit* target)
ai->JustEngagedWith(target);
if (CreatureGroup* formation = GetFormation())
formation->MemberEngagingTarget(this, target);
// Creatures with CREATURE_STATIC_FLAG_2_FORCE_PARTY_MEMBERS_INTO_COMBAT periodically force party members into combat
ForcePartyMembersIntoCombat();
}
void Creature::AtDisengage()
@@ -3662,6 +3645,38 @@ void Creature::AtDisengage()
}
}
void Creature::ForcePartyMembersIntoCombat()
{
if (!_staticFlags.HasFlag(CREATURE_STATIC_FLAG_2_FORCE_PARTY_MEMBERS_INTO_COMBAT) || !IsEngaged())
return;
Trinity::Containers::FlatSet<Group const*> partiesToForceIntoCombat;
for (auto const& [_, combatReference] : GetCombatManager().GetPvECombatRefs())
{
if (combatReference->IsSuppressedFor(this))
continue;
Player* player = Object::ToPlayer(combatReference->GetOther(this));
if (!player || player->IsGameMaster())
continue;
if (Group const* group = player->GetGroup())
partiesToForceIntoCombat.insert(group);
}
for (Group const* partyToForceIntoCombat : partiesToForceIntoCombat)
{
for (GroupReference const* ref = partyToForceIntoCombat->GetFirstMember(); ref != nullptr; ref = ref->next())
{
Player* player = ref->GetSource();
if (!player || !player->IsInWorld() || player->GetMap() != GetMap() || player->IsGameMaster())
continue;
EngageWithTarget(player);
}
}
}
bool Creature::IsEscorted() const
{
if (CreatureAI const* ai = AI())

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@@ -98,6 +98,8 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
ObjectGuid::LowType GetSpawnId() const { return m_spawnId; }
void Update(uint32 time) override; // overwrited Unit::Update
void Heartbeat() override;
void GetRespawnPosition(float &x, float &y, float &z, float* ori = nullptr, float* dist = nullptr) const;
bool IsSpawnedOnTransport() const { return m_creatureData && m_creatureData->mapId != GetMapId(); }
@@ -342,13 +344,6 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
void SetWanderDistance(float dist) { m_wanderDistance = dist; }
void DoImmediateBoundaryCheck() { m_boundaryCheckTime = 0; }
uint32 GetCombatPulseDelay() const { return m_combatPulseDelay; }
void SetCombatPulseDelay(uint32 delay) // (secs) interval at which the creature pulses the entire zone into combat (only works in dungeons)
{
m_combatPulseDelay = delay;
if (m_combatPulseTime == 0 || m_combatPulseTime > delay)
m_combatPulseTime = delay;
}
void SendZoneUnderAttackMessage(Player* attacker);
@@ -441,6 +436,7 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
bool IsThreatFeedbackDisabled() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_3_NO_THREAT_FEEDBACK); }
void SetNoThreatFeedback(bool noThreatFeedback) { _staticFlags.ApplyFlag(CREATURE_STATIC_FLAG_3_NO_THREAT_FEEDBACK, noThreatFeedback); }
void ForcePartyMembersIntoCombat();
void OverrideSparringHealthPct(float healthPct) { _sparringHealthPct = healthPct; }
void OverrideSparringHealthPct(std::vector<float> const& healthPct);
@@ -493,8 +489,6 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
bool m_ignoreCorpseDecayRatio;
float m_wanderDistance;
uint32 m_boundaryCheckTime; // (msecs) remaining time for next evade boundary check
uint32 m_combatPulseTime; // (msecs) remaining time for next zone-in-combat pulse
uint32 m_combatPulseDelay; // (secs) how often the creature puts the entire zone in combat (only works in dungeons)
ReactStates m_reactState; // for AI, not charmInfo
void RegenerateHealth();

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@@ -383,7 +383,6 @@ struct boss_headless_horseman : public ScriptedAI
void JustEngagedWith(Unit* /*who*/) override
{
me->SetCombatPulseDelay(5);
me->setActive(true);
_events.ScheduleEvent(EVENT_HORSEMAN_CLEAVE, 13s, 0, PHASE_1);
_events.ScheduleEvent(EVENT_RANDOM_LAUGH, 30s, 60s);

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@@ -337,7 +337,6 @@ struct npc_gatewatcher_petAI : public ScriptedAI
}
_JustEngagedWith();
ScriptedAI::JustEngagedWith(who);
me->SetCombatPulseDelay(5);
}
void SetData(uint32 data, uint32 value) override

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@@ -632,7 +632,6 @@ struct boss_faction_championsAI : public BossAI
void JustEngagedWith(Unit* /*who*/) override
{
DoCast(me, SPELL_ANTI_AOE, true);
me->SetCombatPulseDelay(5);
me->setActive(true);
DoZoneInCombat();
if (Creature* pChampionController = instance->GetCreature(DATA_FACTION_CRUSADERS))

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@@ -114,7 +114,6 @@ struct boss_jaraxxus : public BossAI
void Reset() override
{
me->SetCombatPulseDelay(0);
me->ResetLootMode();
events.Reset();
summons.DespawnAll();

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@@ -215,7 +215,6 @@ struct boss_northrend_beastsAI : public BossAI
events.SetPhase(PHASE_EVENT);
summons.DespawnAll();
me->SetReactState(REACT_PASSIVE);
me->SetCombatPulseDelay(0);
HandleInitialMovement();
}
@@ -248,7 +247,6 @@ struct boss_northrend_beastsAI : public BossAI
void JustEngagedWith(Unit* /*who*/) override
{
me->SetCombatPulseDelay(5);
me->setActive(true);
ScheduleTasks();
HandleInstanceProgress();
@@ -356,10 +354,7 @@ struct boss_gormok : public boss_northrend_beastsAI
me->SetReactState(REACT_AGGRESSIVE);
// Npc that should keep raid in combat while boss change
if (Creature* combatStalker = me->SummonCreature(NPC_BEASTS_COMBAT_STALKER, CombatStalkerPosition))
{
DoZoneInCombat(combatStalker);
combatStalker->SetCombatPulseDelay(5);
}
DoZoneInCombat();
events.SetPhase(PHASE_COMBAT);
DoCastSelf(SPELL_TANKING_GORMOK, true);

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@@ -276,7 +276,6 @@ struct boss_twin_baseAI : public BossAI
Talk(SAY_AGGRO);
DoCast(me, SurgeSpellId);
me->SetCombatPulseDelay(5);
me->setActive(true);
events.ScheduleEvent(EVENT_TWIN_SPIKE, 20s);

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@@ -271,7 +271,6 @@ struct boss_blood_council_controller : public BossAI
return;
}
me->SetCombatPulseDelay(5);
me->setActive(true);
DoZoneInCombat();
instance->SetBossState(DATA_BLOOD_PRINCE_COUNCIL, IN_PROGRESS);
@@ -442,7 +441,6 @@ struct BloodPrincesBossAI : public BossAI
{
events.Reset();
summons.DespawnAll();
me->SetCombatPulseDelay(0);
me->SetImmuneToPC(false);
_isEmpowered = false;
@@ -452,7 +450,6 @@ struct BloodPrincesBossAI : public BossAI
void JustEngagedWith(Unit* /*who*/) override
{
me->SetCombatPulseDelay(5);
me->setActive(true);
if (Creature* controller = ObjectAccessor::GetCreature(*me, instance->GetGuidData(DATA_BLOOD_PRINCES_CONTROL)))
DoZoneInCombat(controller);

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@@ -289,7 +289,6 @@ struct boss_lady_deathwhisper : public BossAI
}
_phase = PHASE_ONE;
me->SetCombatPulseDelay(5);
me->setActive(true);
DoZoneInCombat();
scheduler.CancelGroup(GROUP_INTRO);

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@@ -272,7 +272,6 @@ struct boss_professor_putricide : public BossAI
Talk(SAY_AGGRO);
DoCast(me, SPELL_OOZE_TANK_PROTECTION, true);
DoZoneInCombat(me);
me->SetCombatPulseDelay(5);
instance->SetBossState(DATA_PROFESSOR_PUTRICIDE, IN_PROGRESS);
}

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@@ -280,7 +280,6 @@ struct boss_sindragosa : public BossAI
DoCastSelf(SPELL_PERMAEATING_CHILL);
Talk(SAY_AGGRO);
instance->SetBossState(DATA_SINDRAGOSA, IN_PROGRESS);
me->SetCombatPulseDelay(5);
me->setActive(true);
me->SetFarVisible(true);
DoZoneInCombat();

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@@ -552,7 +552,6 @@ struct boss_the_lich_king : public BossAI
}
me->setActive(true);
me->SetCombatPulseDelay(5);
DoZoneInCombat();
events.SetPhase(PHASE_ONE);

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@@ -177,7 +177,6 @@ struct boss_four_horsemen_baseAI : public BossAI
case ACTION_BEGIN_FIGHTING:
if (_ourMovementFinished)
break;
me->SetCombatPulseDelay(5);
BeginFighting();
_ourMovementFinished = true;
break;
@@ -305,7 +304,6 @@ struct boss_four_horsemen_baseAI : public BossAI
_ourMovementFinished = false;
me->SetReactState(REACT_AGGRESSIVE);
SetCombatMovement(false);
me->SetCombatPulseDelay(0);
me->ResetLootMode();
events.Reset();
summons.DespawnAll();

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@@ -329,10 +329,7 @@ struct boss_gothik : public BossAI
{
summons.Summon(summon);
if (me->IsInCombat())
{
summon->AI()->DoAction(_gateIsOpen ? ACTION_GATE_OPENED : ACTION_ACQUIRE_TARGET);
summon->SetCombatPulseDelay(5);
}
else
summon->DespawnOrUnsummon();
}

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@@ -748,7 +748,6 @@ struct npc_kelthuzad_guardian : public ScriptedAI
me->SetVisible(false);
me->SetHomePosition(me->GetPosition());
DoZoneInCombat();
me->SetCombatPulseDelay(5);
_visibilityTimer = 2 * IN_MILLISECONDS;
_bloodTapTimer = 25 * IN_MILLISECONDS;
break;
@@ -781,7 +780,6 @@ struct npc_kelthuzad_guardian : public ScriptedAI
void Reset() override
{
me->SetCombatPulseDelay(0);
ScriptedAI::Reset();
}

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@@ -317,14 +317,12 @@ struct PalehoofMinionsBossAI : public BossAI
void Reset() override
{
me->SetCombatPulseDelay(0);
events.Reset();
DoCastSelf(SPELL_FREEZE, true);
}
void JustEngagedWith(Unit* /*who*/) override
{
me->SetCombatPulseDelay(5);
me->setActive(true);
ScheduleTasks();
}

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@@ -248,14 +248,12 @@ struct IllidariCouncilBossAI : public BossAI
void Reset() override
{
me->SetCombatPulseDelay(0);
events.Reset();
DoCastSelf(SPELL_BALANCE_OF_POWER, true);
}
void JustEngagedWith(Unit* /*who*/) override
{
me->SetCombatPulseDelay(5);
me->setActive(true);
if (Creature* illidari = instance->GetCreature(DATA_ILLIDARI_COUNCIL))
DoZoneInCombat(illidari);

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@@ -332,7 +332,6 @@ struct boss_essence_of_suffering : public BossAI
void JustEngagedWith(Unit* /*who*/) override
{
me->SetCombatPulseDelay(5);
me->setActive(true);
events.ScheduleEvent(EVENT_SOUL_DRAIN, 20s);
@@ -401,7 +400,6 @@ struct boss_essence_of_desire : public BossAI
events.ScheduleEvent(EVENT_RUNE_SHIELD, 16s);
events.ScheduleEvent(EVENT_DEADEN, 31s);
me->SetCombatPulseDelay(5);
me->setActive(true);
Talk(DESI_SAY_FREED);
}
@@ -507,7 +505,6 @@ struct boss_essence_of_anger : public BossAI
events.ScheduleEvent(EVENT_SPITE, 20s);
events.ScheduleEvent(EVENT_FREED_2, Seconds(1), Minutes(3));
me->SetCombatPulseDelay(5);
me->setActive(true);
}