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/Maps/Map.cpp | |
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/Maps/Map.cpp')
-rw-r--r-- | src/server/game/Maps/Map.cpp | 21 |
1 files changed, 5 insertions, 16 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp index 91138fc043e..8d6d2e8f663 100644 --- a/src/server/game/Maps/Map.cpp +++ b/src/server/game/Maps/Map.cpp @@ -875,21 +875,10 @@ void Map::Update(uint32 t_diff) // Handle updates for creatures in combat with player and are more than 60 yards away if (player->IsInCombat()) { - std::vector<Creature*> updateList; - HostileReference* ref = player->getHostileRefManager().getFirst(); - - while (ref) - { - if (Unit* unit = ref->GetSource()->GetOwner()) - if (unit->ToCreature() && unit->GetMapId() == player->GetMapId() && !unit->IsWithinDistInMap(player, GetVisibilityRange(), false)) - updateList.push_back(unit->ToCreature()); - - ref = ref->next(); - } - - // Process deferred update list for player - for (Creature* c : updateList) - VisitNearbyCellsOf(c, grid_object_update, world_object_update); + for (auto const& pair : player->GetCombatManager().GetPvECombatRefs()) + if (Creature* unit = pair.second->GetOther(player)->ToCreature()) + if (unit->GetMapId() == player->GetMapId() && !unit->IsWithinDistInMap(player, GetVisibilityRange(), false)) + VisitNearbyCellsOf(unit, grid_object_update, world_object_update); } } @@ -1040,7 +1029,7 @@ void Map::RemovePlayerFromMap(Player* player, bool remove) player->UpdateZone(MAP_INVALID_ZONE, 0); sScriptMgr->OnPlayerLeaveMap(this, player); - player->getHostileRefManager().deleteReferences(); // multithreading crashfix + player->CombatStop(); bool const inWorld = player->IsInWorld(); player->RemoveFromWorld(); |