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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/Spells/Spell.cpp
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/Spells/Spell.cpp')
-rw-r--r--src/server/game/Spells/Spell.cpp11
1 files changed, 8 insertions, 3 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index 54cf9337114..8b0733a4b92 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -2560,7 +2560,7 @@ void Spell::DoAllEffectOnTarget(TargetInfo* target)
// spellHitTarget can be null if spell is missed in DoSpellHitOnUnit
if (missInfo != SPELL_MISS_EVADE && spellHitTarget && !m_caster->IsFriendlyTo(unit) && (!IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)))
{
- m_caster->CombatStart(unit, m_spellInfo->HasInitialAggro());
+ m_caster->AttackedTarget(unit, m_spellInfo->HasInitialAggro());
if (!unit->IsStandState())
unit->SetStandState(UNIT_STAND_STATE_STAND);
@@ -2655,7 +2655,8 @@ SpellMissInfo Spell::DoSpellHitOnUnit(Unit* unit, uint32 effectMask)
}
if (unit->IsInCombat() && m_spellInfo->HasInitialAggro())
{
- m_caster->SetInCombatState(unit->GetCombatTimer() > 0, unit);
+ if (m_caster->HasUnitFlag(UNIT_FLAG_PVP_ATTACKABLE)) // only do explicit combat forwarding for PvP enabled units
+ m_caster->GetCombatManager().InheritCombatStatesFrom(unit); // for creature v creature combat, the threat forward does it for us
unit->GetThreatManager().ForwardThreatForAssistingMe(m_caster, 0.0f, nullptr, true);
}
}
@@ -7459,6 +7460,10 @@ void Spell::DoAllEffectOnLaunchTarget(TargetInfo& targetInfo, float* multiplier)
if (!unit)
return;
+ // This will only cause combat - the target will engage once the projectile hits (in DoAllEffectOnTarget)
+ if (targetInfo.missCondition != SPELL_MISS_EVADE && !m_caster->IsFriendlyTo(unit) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)) && (m_spellInfo->HasInitialAggro() || unit->IsEngaged()))
+ m_caster->SetInCombatWith(unit);
+
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
{
if (effect && (targetInfo.effectMask & (1<<effect->EffectIndex)))
@@ -8043,7 +8048,7 @@ bool WorldObjectSpellTargetCheck::operator()(WorldObject* target)
return false;
break;
case TARGET_CHECK_THREAT:
- if (_referer->GetThreatManager().getThreat(unitTarget, true) <= 0.0f)
+ if (_referer->GetThreatManager().GetThreat(unitTarget, true) <= 0.0f)
return false;
break;
case TARGET_CHECK_TAP: