aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/Combat/CombatManager.h
diff options
context:
space:
mode:
authorShauren <shauren.trinity@gmail.com>2022-09-04 21:34:47 +0200
committerShauren <shauren.trinity@gmail.com>2022-09-05 22:23:02 +0200
commit9bfc29f4aff01cd7f366faffcda0a84071970d6a (patch)
treee227cc2ee422b88d50b7560096be40d31ed4b5c7 /src/server/game/Combat/CombatManager.h
parentff99952dfb7d2b532de2d1aedc825fb96038f4c2 (diff)
Core/Combat: Allow PvE combat references to become suppressed, just like PvP ones
(cherry picked from commit e8dfd8c25c69247b17bc9359dfbe3a1d96ef98bf)
Diffstat (limited to 'src/server/game/Combat/CombatManager.h')
-rw-r--r--src/server/game/Combat/CombatManager.h27
1 files changed, 14 insertions, 13 deletions
diff --git a/src/server/game/Combat/CombatManager.h b/src/server/game/Combat/CombatManager.h
index 7745458788c..1dfd926fa0f 100644
--- a/src/server/game/Combat/CombatManager.h
+++ b/src/server/game/Combat/CombatManager.h
@@ -29,14 +29,12 @@ class Unit;
* (future devs: please keep this up-to-date if you change the system) *
* CombatManager maintains a list of dynamically allocated CombatReference entries. Each entry represents a combat state between two distinct units. *
* A unit is "in combat" iff it has one or more non-suppressed CombatReference entries in its CombatManager. No exceptions. *
- * - Note: Only PvP combat references can be suppressed, and only because Vanish is a very silly spell. Sue Blizzard. *
* *
* A CombatReference object carries the following implicit guarantees by existing: *
* - Both CombatReference.first and CombatReference.second are valid Units, distinct, not nullptr and currently in the world. *
* - If the CombatReference was retrieved from the CombatManager of Unit* A, then exactly one of .first and .second is equal to A. *
* - Note: Use CombatReference::GetOther to quickly get the other unit for a given reference. *
* - Both .first and .second are currently in combat (IsInCombat will always be true) if either of the following hold: *
- * - The reference is a PvE combat reference (_isPvP is false) *
* - IsSuppressedFor returns false for the respective unit *
* *
* To end combat between two units, find their CombatReference and call EndCombat. *
@@ -60,12 +58,23 @@ struct TC_GAME_API CombatReference
void EndCombat();
+ // suppressed combat refs do not generate a combat state for one side of the relation
+ // (used by: vanish, feign death and launched out of combat but not yet landed spell missiles)
+ void SuppressFor(Unit* who);
+ bool IsSuppressedFor(Unit const* who) const { return (who == first) ? _suppressFirst : _suppressSecond; }
+
CombatReference(CombatReference const&) = delete;
CombatReference& operator=(CombatReference const&) = delete;
protected:
CombatReference(Unit* a, Unit* b, bool pvp = false) : first(a), second(b), _isPvP(pvp) { }
+ void Refresh();
+ void Suppress(Unit* who) { (who == first ? _suppressFirst : _suppressSecond) = true; }
+
+ bool _suppressFirst = false;
+ bool _suppressSecond = false;
+
friend class CombatManager;
};
@@ -74,21 +83,13 @@ struct TC_GAME_API PvPCombatReference : public CombatReference
{
static const uint32 PVP_COMBAT_TIMEOUT = 5 * IN_MILLISECONDS;
- // suppressed combat refs do not generate a combat state for one side of the relation
- // (used by: vanish, feign death)
- void SuppressFor(Unit* who);
- bool IsSuppressedFor(Unit const* who) const { return (who == first) ? _suppressFirst : _suppressSecond; }
-
private:
PvPCombatReference(Unit* first, Unit* second) : CombatReference(first, second, true) { }
bool Update(uint32 tdiff);
- void Refresh();
- void Suppress(Unit* who) { (who == first ? _suppressFirst : _suppressSecond) = true; }
+ void RefreshTimer();
uint32 _combatTimer = PVP_COMBAT_TIMEOUT;
- bool _suppressFirst = false;
- bool _suppressSecond = false;
friend class CombatManager;
};
@@ -105,7 +106,7 @@ class TC_GAME_API CombatManager
Unit* GetOwner() const { return _owner; }
bool HasCombat() const { return HasPvECombat() || HasPvPCombat(); }
- bool HasPvECombat() const { return !_pveRefs.empty(); }
+ bool HasPvECombat() const;
bool HasPvECombatWithPlayers() const;
std::unordered_map<ObjectGuid, CombatReference*> const& GetPvECombatRefs() const { return _pveRefs; }
bool HasPvPCombat() const;
@@ -114,7 +115,7 @@ class TC_GAME_API CombatManager
Unit* GetAnyTarget() const;
// return value is the same as calling IsInCombatWith immediately after this returns
- bool SetInCombatWith(Unit* who, bool suppressPvpSecond = false);
+ bool SetInCombatWith(Unit* who, bool addSecondUnitSuppressed = false);
bool IsInCombatWith(ObjectGuid const& who) const;
bool IsInCombatWith(Unit const* who) const;
void InheritCombatStatesFrom(Unit const* who);