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/Spells/SpellInfo.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/Spells/SpellInfo.cpp')
| -rw-r--r-- | src/server/game/Spells/SpellInfo.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Spells/SpellInfo.cpp b/src/server/game/Spells/SpellInfo.cpp index de90ff466e5..88a598204a1 100644 --- a/src/server/game/Spells/SpellInfo.cpp +++ b/src/server/game/Spells/SpellInfo.cpp @@ -2106,8 +2106,8 @@ SpellCastResult SpellInfo::CheckTarget(Unit const* caster, WorldObject const* ta // creature/player specific target checks if (unitTarget) { - // spells cannot be cast if player is in fake combat also - if (HasAttribute(SPELL_ATTR1_CANT_TARGET_IN_COMBAT) && (unitTarget->IsInCombat() || unitTarget->IsPetInCombat())) + // spells cannot be cast if target has a pet in combat either + if (HasAttribute(SPELL_ATTR1_CANT_TARGET_IN_COMBAT) && (unitTarget->IsInCombat() || unitTarget->HasUnitFlag(UNIT_FLAG_PET_IN_COMBAT))) return SPELL_FAILED_TARGET_AFFECTING_COMBAT; // only spells with SPELL_ATTR3_ONLY_TARGET_GHOSTS can target ghosts |
