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authorGildor <gildor55@gmail.com>2020-04-12 15:28:01 +0200
committerShauren <shauren.trinity@gmail.com>2022-01-01 15:05:01 +0100
commit60e66621dae44cb832ebb0bdb5e168f9ab114ecb (patch)
treecb6b64c580921ffca2af15e24e949415854542eb /src/server/game/Entities/Object
parent2aa5f4e1b2f1bc0cd956127fc53cac680c9aaf67 (diff)
Core/Gameobjects: Improve stealth detection (#24417)
* Core/Gameobjects: Improve stealth detection * fix warning: private field 'i_funit' is not used * Code cleanup * add comment Co-authored-by: jackpoz <giacomopoz@gmail.com> (cherry picked from commit 862097a63351e957fd4aa6cb82fe7d9edf4d3926)
Diffstat (limited to 'src/server/game/Entities/Object')
-rw-r--r--src/server/game/Entities/Object/Object.cpp22
1 files changed, 14 insertions, 8 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index ae18e8422d9..d64d6a77346 100644
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -1548,9 +1548,15 @@ bool WorldObject::CanDetectStealthOf(WorldObject const* obj, bool checkAlert) co
if (distance < combatReach)
return true;
- if (!HasInArc(float(M_PI), obj))
+ // Only check back for units, it does not make sense for gameobjects
+ if (unit && !HasInArc(float(M_PI), obj))
return false;
+ // Traps should detect stealth always
+ if (GameObject const* go = ToGameObject())
+ if (go->GetGoType() == GAMEOBJECT_TYPE_TRAP)
+ return true;
+
GameObject const* go = obj->ToGameObject();
for (uint32 i = 0; i < TOTAL_STEALTH_TYPES; ++i)
{
@@ -2457,8 +2463,8 @@ ReputationRank WorldObject::GetReactionTo(WorldObject const* target) const
return *repRank;
}
- Unit const* unit = ToUnit();
- Unit const* targetUnit = target->ToUnit();
+ Unit const* unit = Coalesce<const Unit>(ToUnit(), selfPlayerOwner);
+ Unit const* targetUnit = Coalesce<const Unit>(target->ToUnit(), targetPlayerOwner);
if (unit && unit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
{
if (targetUnit && targetUnit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
@@ -2813,7 +2819,7 @@ bool WorldObject::IsValidAttackTarget(WorldObject const* target, SpellInfo const
if (IsFriendlyTo(target) || target->IsFriendlyTo(this))
return false;
- Player const* playerAffectingAttacker = unit && unit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED) ? GetAffectingPlayer() : nullptr;
+ Player const* playerAffectingAttacker = unit && unit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED) ? GetAffectingPlayer() : ToGameObject() ? GetAffectingPlayer() : nullptr;
Player const* playerAffectingTarget = unitTarget && unitTarget->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED) ? target->GetAffectingPlayer() : nullptr;
// Not all neutral creatures can be attacked (even some unfriendly faction does not react aggresive to you, like Sporaggar)
@@ -2854,14 +2860,14 @@ bool WorldObject::IsValidAttackTarget(WorldObject const* target, SpellInfo const
// additional checks - only PvP case
if (playerAffectingAttacker && playerAffectingTarget)
{
- if (unitTarget->IsPvP())
+ if (playerAffectingTarget->IsPvP())
return true;
- if (unit->IsFFAPvP() && unitTarget->IsFFAPvP())
+ if (playerAffectingAttacker->IsFFAPvP() && playerAffectingTarget->IsFFAPvP())
return true;
- return unit->HasPvpFlag(UNIT_BYTE2_FLAG_UNK1) ||
- unitTarget->HasPvpFlag(UNIT_BYTE2_FLAG_UNK1);
+ return playerAffectingAttacker->HasPvpFlag(UNIT_BYTE2_FLAG_UNK1) ||
+ playerAffectingTarget->HasPvpFlag(UNIT_BYTE2_FLAG_UNK1);
}
return true;