*Creature::_IsTargetAcceptable rewrite, should hopefully fix the bugs ogeraisi reported.

*Creature health regen patch, written and tested by Gyullo.

--HG--
branch : trunk
This commit is contained in:
maximius
2009-10-10 16:26:00 -07:00
parent 566472918b
commit 8ea2639b62
2 changed files with 57 additions and 43 deletions

View File

@@ -533,30 +533,41 @@ void Creature::Update(uint32 diff)
if(!isAlive())
break;
if(m_regenTimer > 0)
{
if(diff >= m_regenTimer)
m_regenTimer = 0;
else
m_regenTimer -= diff;
}
if (m_regenTimer != 0)
break;
bool bIsPolymorphed = IsPolymorphed();
bool bInCombat = isInCombat() && (!getVictim() || // if isInCombat() is true and this has no victim
!getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself() || // or the victim/owner/charmer is not a player
!getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself()->isGameMaster()); // or the victim/owner/charmer is not a GameMaster
if(m_regenTimer > diff && !bIsPolymorphed) // if polymorphed, skip the timer
m_regenTimer -= diff;
else
/*if(m_regenTimer <= diff)
{*/
if(!bInCombat || bIsPolymorphed) // regenerate health if not in combat or if polymorphed
RegenerateHealth();
if(getPowerType() == POWER_ENERGY)
{
if(!bInCombat || bIsPolymorphed) // regenerate health if not in combat or if polymorphed
RegenerateHealth();
if(getPowerType() == POWER_ENERGY)
{
if(!IsVehicle() || GetVehicleKit()->GetVehicleInfo()->m_powerType != POWER_PYRITE)
Regenerate(POWER_ENERGY);
}
else
RegenerateMana();
if(!bIsPolymorphed) // only increase the timer if not polymorphed
m_regenTimer += 2000 - diff;
if(!IsVehicle() || GetVehicleKit()->GetVehicleInfo()->m_powerType != POWER_PYRITE)
Regenerate(POWER_ENERGY);
}
else
RegenerateMana();
/*if(!bIsPolymorphed) // only increase the timer if not polymorphed
m_regenTimer += 2000 - diff;
}
else
if(!bIsPolymorphed) // if polymorphed, skip the timer
m_regenTimer -= diff;*/
break;
}
case DEAD_FALLING:
@@ -2173,31 +2184,38 @@ 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(const Unit *target) const
{
if(IsFriendlyTo(target)) // friends shouldn't fight friends
return false;
const Unit *myVictim = getAttackerForHelper();
const Unit* targetVictim = target->getAttackerForHelper();
if(!targetVictim) // if target does not have a victim, the target is acceptable
// if I'm already fighting target, the target is acceptable
if (myVictim == target)
return true;
const Player* targetVictimPlayer = targetVictim->GetCharmerOrOwnerPlayerOrPlayerItself();
if(!targetVictimPlayer) // if the victim is not a player, the target is acceptable
return true;
// if the victim is a non-friendly player, the target is not acceptable
if(!IsFriendlyTo(targetVictim))
// if I'm not aggressive, the target is not acceptable
if (GetReactState() != REACT_AGGRESSIVE)
return false;
// if I'm hostile towards the target, the target is acceptable
if (IsHostileTo(target))
return true;
// if the target is passive, the target is not acceptable
if(((Creature*)target)->GetReactState() == REACT_PASSIVE)
if (((Creature*)target)->GetReactState() == REACT_PASSIVE)
return false;
// otherwise, the target is acceptable
return true;
const Unit *targetVictim = target->getAttackerForHelper();
// if the target does not have a victim, the target is not acceptable
if (!targetVictim)
return false;
// if the target's victim is friendly, and the target is neutral, the target is acceptable
if (IsFriendlyTo(targetVictim) && !IsFriendlyTo(target))
return true;
// if the target's victim is not friendly, or the target is friendly, the target is not acceptable
return false;
}
void Creature::SaveRespawnTime()

View File

@@ -488,7 +488,7 @@ inline void CreatureAI::SetGazeOn(Unit *target)
if(me->canAttack(target))
{
AttackStart(target);
me->SetReactState(REACT_AGGRESSIVE);
me->SetReactState(REACT_PASSIVE);
}
}
@@ -524,7 +524,6 @@ inline bool CreatureAI::UpdateCombatState()
else if(me->getThreatManager().isThreatListEmpty())
{
EnterEvadeMode();
me->SetReactState(REACT_PASSIVE);
return false;
}
@@ -545,7 +544,6 @@ inline bool CreatureAI::UpdateVictim()
else if(me->getThreatManager().isThreatListEmpty())
{
EnterEvadeMode();
me->SetReactState(REACT_PASSIVE);
return false;
}
@@ -569,17 +567,15 @@ inline bool CreatureAI::_EnterEvadeMode()
return false;
// sometimes bosses stuck in combat?
me->RemoveAllAuras();
me->DeleteThreatList();
me->CombatStop(true);
me->ResetPlayerDamageReq();
if(me->IsInEvadeMode())
return false;
me->RemoveAllAuras();
me->LoadCreaturesAddon();
me->SetLootRecipient(NULL);
me->SetReactState(REACT_AGGRESSIVE);
me->ResetPlayerDamageReq();
if(me->IsInEvadeMode())
return false;
return true;
}