Core/Creatures: Allow disabling melee attacks for all creatures, not just the ones using SAI

This commit is contained in:
Shauren
2023-03-13 20:22:47 +01:00
parent eb93afffc0
commit d26d38075c
7 changed files with 18 additions and 19 deletions

View File

@@ -60,7 +60,7 @@ void UnitAI::AttackStartCaster(Unit* victim, float dist)
void UnitAI::DoMeleeAttackIfReady()
{
if (me->HasUnitState(UNIT_STATE_CASTING))
if (me->HasUnitState(UNIT_STATE_CASTING) || (me->IsCreature() && !me->ToCreature()->CanMelee()))
return;
Unit* victim = me->GetVictim();

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@@ -33,7 +33,7 @@
SmartAI::SmartAI(Creature* creature, uint32 scriptId) : CreatureAI(creature, scriptId), _charmed(false), _followCreditType(0), _followArrivedTimer(0), _followCredit(0), _followArrivedEntry(0), _followDistance(0.f), _followAngle(0.f),
_escortState(SMART_ESCORT_NONE), _escortNPCFlags(0), _escortInvokerCheckTimer(1000), _currentWaypointNode(0), _waypointReached(false), _waypointPauseTimer(0), _waypointPauseForced(false), _repeatWaypointPath(false),
_OOCReached(false), _waypointPathEnded(false), _run(true), _evadeDisabled(false), _canAutoAttack(true), _canCombatMove(true), _invincibilityHPLevel(0), _despawnTime(0), _despawnState(0), _vehicleConditionsTimer(0),
_OOCReached(false), _waypointPathEnded(false), _run(true), _evadeDisabled(false), _canCombatMove(true), _invincibilityHPLevel(0), _despawnTime(0), _despawnState(0), _vehicleConditionsTimer(0),
_gossipReturn(false), _escortQuestId(0)
{
_vehicleConditions = sConditionMgr->HasConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, creature->GetEntry());
@@ -309,8 +309,7 @@ void SmartAI::UpdateAI(uint32 diff)
if (!hasVictim)
return;
if (_canAutoAttack)
DoMeleeAttackIfReady();
DoMeleeAttackIfReady();
}
bool SmartAI::IsEscortInvokerInRange()
@@ -594,11 +593,11 @@ void SmartAI::AttackStart(Unit* who)
if (!IsAIControlled())
{
if (who)
me->Attack(who, _canAutoAttack);
me->Attack(who, true);
return;
}
if (who && me->Attack(who, _canAutoAttack))
if (who && me->Attack(who, true))
{
me->GetMotionMaster()->Clear(MOTION_PRIORITY_NORMAL);
me->PauseMovement();

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@@ -68,12 +68,8 @@ class TC_GAME_API SmartAI : public CreatureAI
{
_escortState &= ~escortState;
}
void SetAutoAttack(bool on)
{
_canAutoAttack = on;
}
void SetCombatMove(bool on, bool stopMoving = false);
bool CanCombatMove()
bool CanCombatMove() const
{
return _canCombatMove;
}
@@ -268,7 +264,6 @@ class TC_GAME_API SmartAI : public CreatureAI
bool _run;
bool _evadeDisabled;
bool _canAutoAttack;
bool _canCombatMove;
uint32 _invincibilityHPLevel;

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@@ -743,10 +743,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
}
case SMART_ACTION_AUTO_ATTACK:
{
if (!IsSmart())
break;
ENSURE_AI(SmartAI, me->AI())->SetAutoAttack(e.action.autoAttack.attack != 0);
me->SetCanMelee(e.action.autoAttack.attack != 0);
TC_LOG_DEBUG("scripts.ai", "SmartScript::ProcessAction:: SMART_ACTION_AUTO_ATTACK: Creature: {} bool on = {}",
me->GetGUID().ToString(), e.action.autoAttack.attack);
break;

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@@ -184,6 +184,8 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
SpellSchoolMask GetMeleeDamageSchoolMask(WeaponAttackType /*attackType*/ = BASE_ATTACK) const override { return m_meleeDamageSchoolMask; }
void SetMeleeDamageSchool(SpellSchools school) { m_meleeDamageSchoolMask = SpellSchoolMask(1 << school); }
bool CanMelee() const { return !_staticFlags.HasFlag(CREATURE_STATIC_FLAG_NO_MELEE); }
void SetCanMelee(bool canMelee) { _staticFlags.ApplyFlag(CREATURE_STATIC_FLAG_NO_MELEE, !canMelee); }
bool HasSpell(uint32 spellID) const override;

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@@ -55,7 +55,7 @@ enum CreatureStaticFlags
CREATURE_STATIC_FLAG_COMBAT_PING = 0x00020000,
CREATURE_STATIC_FLAG_AQUATIC = 0x00040000, // aka Water Only, creature_template_movement.Ground = 0
CREATURE_STATIC_FLAG_AMPHIBIOUS = 0x00080000, // creature_template_movement.Swim = 1
CREATURE_STATIC_FLAG_NO_MELEE_FLEE = 0x00100000, // Prevents melee(does not prevent chasing, does not make creature passive). Not sure what 'Flee' means but another flag is named NO_MELEE_APPROACH
CREATURE_STATIC_FLAG_NO_MELEE = 0x00100000, // "No Melee (Flee)" Prevents melee(does not prevent chasing, does not make creature passive). Not sure what 'Flee' means but another flag is named NO_MELEE_APPROACH
CREATURE_STATIC_FLAG_VISIBLE_TO_GHOSTS = 0x00200000, // CREATURE_TYPE_FLAG_VISIBLE_TO_GHOSTS
CREATURE_STATIC_FLAG_PVP_ENABLING = 0x00400000, // Old UNIT_FLAG_PVP_ENABLING, now UNIT_BYTES_2_OFFSET_PVP_FLAG from UNIT_FIELD_BYTES_2
CREATURE_STATIC_FLAG_DO_NOT_PLAY_WOUND_ANIM = 0x00800000, // CREATURE_TYPE_FLAG_DO_NOT_PLAY_WOUND_ANIM

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@@ -5550,8 +5550,14 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
Creature* creature = ToCreature();
// creatures cannot attack while evading
if (creature && creature->IsInEvadeMode())
return false;
if (creature)
{
if (creature->IsInEvadeMode())
return false;
if (!creature->CanMelee())
meleeAttack = false;
}
// nobody can attack GM in GM-mode
if (victim->GetTypeId() == TYPEID_PLAYER)