Core/Creature: redo some logical checks in _IsTargetAcceptable

- Check against current creature victim, don't check potential victim attacking list.
- Neutral creatures with aggressive reactstate were triggered to attack from MoveInLineOfSight because of this check
- Prevents attack from a distance after right clicking an npc

Closes #19235
This commit is contained in:
ariel-
2017-03-04 04:18:55 -03:00
parent 25cbf0a8a6
commit 15a207fcac

View File

@@ -2262,7 +2262,7 @@ bool Creature::CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction /
// use this function to avoid having hostile creatures attack
// friendlies and other mobs they shouldn't attack
bool Creature::_IsTargetAcceptable(const Unit* target) const
bool Creature::_IsTargetAcceptable(Unit const* target) const
{
ASSERT(target);
@@ -2281,13 +2281,17 @@ bool Creature::_IsTargetAcceptable(const Unit* target) const
return false;
}
const Unit* myVictim = getAttackerForHelper();
const Unit* targetVictim = target->getAttackerForHelper();
Unit const* targetVictim = target->getAttackerForHelper();
// if I'm already fighting target, or I'm hostile towards the target, the target is acceptable
if (myVictim == target || targetVictim == this || IsHostileTo(target))
if (GetVictim() == target || IsHostileTo(target))
return true;
// a player is targeting me, but I'm not hostile towards it, and not currently attacking it, the target is not acceptable
// (players may set their victim from a distance, and doesn't mean we should attack)
if (target->GetTypeId() == TYPEID_PLAYER && targetVictim == this)
return false;
// if the target's victim is friendly, and the target is neutral, the target is acceptable
if (targetVictim && IsFriendlyTo(targetVictim))
return true;