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Core: Combat/threat system rewrite (PR #19930)
- PvE combat is now always mutual. UNIT_FLAG_IN_COMBAT is backed by actual references to the units we're in combat with. - PvP combat is now also tracked, and almost always mutual; spells like Vanish and Feign Death can break this rule. That means we can easily determine a list of players we're fighting. - By extension, IsInCombatWith now has sensible behavior when invoked on nonplayers. - Threat and combat systems are no longer the same. - They still have an enforced relationship (threat implies combat - clearing combat clears threat)... - ...but we can have combat without threat. A creature (with threat list) isn't considered to be engaged until it has an entry on its threat list... - ...which means we can now faithfully replicate retail engage behavior. Combat on projectile launch - engagement start on projectile impact. Yay for progress! - AI method refactor, as already ported in6113b9d- `JustEngagedWith`, `JustEnteredCombat` and `JustExitedCombat`. - Vehicle threat is now properly pooled on the main vehicle body (fixes #16542). - Various edge case bug fixes for threat redirects (Misdirection "cancelling" Vigilance and similar). - Target re-selection is now significantly faster. - Fixed a ton of other smaller edge case bugs, probably. Closes #7951 and #19998. (cherry picked from commit532ab1c7f8)
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@@ -274,7 +274,7 @@ void ObjectGridStoper::Visit(CreatureMapType &m)
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{
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iter->GetSource()->RemoveAllDynObjects();
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iter->GetSource()->RemoveAllAreaTriggers();
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if (iter->GetSource()->IsInCombat() || !iter->GetSource()->GetThreatManager().areThreatListsEmpty())
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if (iter->GetSource()->IsInCombat())
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{
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iter->GetSource()->CombatStop();
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iter->GetSource()->GetThreatManager().ClearAllThreat();
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