diff options
| author | Treeston <treeston.mmoc@gmail.com> | 2018-01-03 20:04:19 +0100 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2021-05-16 21:56:01 +0200 |
| commit | 34c7810fe507eca1b8b9389630db5d5d26d92e77 (patch) | |
| tree | e05653a0adaf4c4f5c406649f1bfe6573cbb22ff /src/server/game/AI/ScriptedAI | |
| parent | 5158136ee8a77046e37bafa192481b8b61d4a116 (diff) | |
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 in 6113b9d - `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 commit 532ab1c7f8653d1a2e48aa1f1f8a9ba1041d4bb7)
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedCreature.cpp | 11 | ||||
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedCreature.h | 2 |
2 files changed, 7 insertions, 6 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp index fc5e30d0ff1..d502e70fa7e 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp @@ -504,11 +504,12 @@ void BossAI::TeleportCheaters() float x, y, z; me->GetPosition(x, y, z); - ThreatContainer::StorageType threatList = me->GetThreatManager().getThreatList(); - for (ThreatContainer::StorageType::const_iterator itr = threatList.begin(); itr != threatList.end(); ++itr) - if (Unit* target = (*itr)->getTarget()) - if (target->GetTypeId() == TYPEID_PLAYER && !CheckBoundary(target)) - target->NearTeleportTo(x, y, z, 0); + for (auto const& pair : me->GetCombatManager().GetPvECombatRefs()) + { + Unit* target = pair.second->GetOther(me); + if (target->IsControlledByPlayer() && !CheckBoundary(target)) + target->NearTeleportTo(x, y, z, 0); + } } void BossAI::JustSummoned(Creature* summon) diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.h b/src/server/game/AI/ScriptedAI/ScriptedCreature.h index 5556f24872b..4e41082f561 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedCreature.h +++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.h @@ -184,7 +184,7 @@ struct TC_GAME_API ScriptedAI : public CreatureAI void Reset() override { } //Called at creature aggro either by MoveInLOS or Attack Start - void JustEngagedWith(Unit* /*victim*/) override { } + void JustEngagedWith(Unit* /*who*/) override { } // Called before JustEngagedWith even before the creature is in combat. void AttackStart(Unit* /*target*/) override; |
