Partial revert of 15a207f, which was causing issues (ref #4943 and #19768). Instead, fix the underlying issue from 15a207f one level further down - Unit::getAttackerForHelper() shouldn't return units that we aren't in combat with (victim can be such a unit for players/player pets, which can startattack from a distance without entering combat). (#19814)

Fixes the following issues:
- Player pets would aggro neutral mobs as soon as they start autocasting (Imp's Firebolt) if they're in react range (due to victim != null, autocast counts as autoattack and sets victim)
- Neutral mobs would randomly evade when aggro switched between targets.

Closes #19768, #19485 and #10921.

(from PR #19814)

(cherry picked from commit 69fd6245dc)
This commit is contained in:
Treeston
2017-05-29 16:39:20 +02:00
committed by funjoker
parent e782799c30
commit aa811d57b6
2 changed files with 13 additions and 9 deletions

View File

@@ -2425,14 +2425,9 @@ bool Creature::_IsTargetAcceptable(Unit const* target) const
Unit const* targetVictim = target->getAttackerForHelper();
// if I'm already fighting target, or I'm hostile towards the target, the target is acceptable
if (GetVictim() == target || IsHostileTo(target))
if (IsInCombatWith(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;

View File

@@ -5635,13 +5635,22 @@ void Unit::_removeAttacker(Unit* pAttacker)
Unit* Unit::getAttackerForHelper() const // If someone wants to help, who to give them
{
if (GetVictim() != NULL)
return GetVictim();
if (Unit* victim = GetVictim())
if (!IsControlledByPlayer() || IsInCombatWith(victim) || victim->IsInCombatWith(this))
return victim;
if (!m_attackers.empty())
return *(m_attackers.begin());
return NULL;
if (Player* owner = GetCharmerOrOwnerPlayerOrPlayerItself())
{
HostileRefManager& refs = owner->getHostileRefManager();
for (Reference<Unit, ThreatManager> const& ref : refs)
if (Unit* hostile = ref.GetSource()->GetOwner())
return hostile;
}
return nullptr;
}
bool Unit::Attack(Unit* victim, bool meleeAttack)