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authorTreeston <treeston.mmoc@gmail.com>2018-01-03 20:04:19 +0100
committerGitHub <noreply@github.com>2018-01-03 20:04:19 +0100
commit532ab1c7f8653d1a2e48aa1f1f8a9ba1041d4bb7 (patch)
tree81e2f7eb89b3144c14dd488ea6304f6d44d19848 /src/server/game/Spells/Spell.cpp
parent425b181544a21d2246fdf0261ba76a37e2510883 (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.
Diffstat (limited to 'src/server/game/Spells/Spell.cpp')
-rw-r--r--src/server/game/Spells/Spell.cpp9
1 files changed, 7 insertions, 2 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index b6f368d3a56..3bdce758016 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -2480,7 +2480,7 @@ 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);
@@ -2582,7 +2582,8 @@ SpellMissInfo Spell::DoSpellHitOnUnit(Unit* unit, uint32 effectMask, bool scaleA
}
if (unit->IsInCombat() && m_spellInfo->HasInitialAggro())
{
- m_caster->SetInCombatState(unit->GetCombatTimer() > 0, unit);
+ if (m_caster->HasFlag(UNIT_FIELD_FLAGS, 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);
}
}
@@ -7290,6 +7291,10 @@ 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 (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (targetInfo.effectMask & (1<<i))