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authorTreeston <treeston.mmoc@gmail.com>2018-01-03 20:04:19 +0100
committerShauren <shauren.trinity@gmail.com>2021-05-16 21:56:01 +0200
commit34c7810fe507eca1b8b9389630db5d5d26d92e77 (patch)
treee05653a0adaf4c4f5c406649f1bfe6573cbb22ff /src/server/game/AI/ScriptedAI
parent5158136ee8a77046e37bafa192481b8b61d4a116 (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.cpp11
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.h2
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;