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authorTreeston <treeston.mmoc@gmail.com>2019-06-23 23:31:51 +0200
committerTreeston <treeston.mmoc@gmail.com>2019-06-23 23:31:51 +0200
commit1158f267df22c0782fb5f20f7de31f5643ac0b58 (patch)
tree2ca14c1207f30e47c89b66b9c3ee4ca65b519eee /src/server/game
parent00575221e3bfd66a382925d122540b047dcb9e3f (diff)
Combat/Threat: Split ThreatManager::NotifyDisengaged off from ThreatManager::ClearAllThreat. NotifyDisengaged signifies intent to clear the engagement flag, and should only be called from AI. Fixes #23490.
Diffstat (limited to 'src/server/game')
-rw-r--r--src/server/game/AI/CoreAI/GuardAI.cpp4
-rw-r--r--src/server/game/AI/CreatureAI.cpp8
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp2
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp2
-rw-r--r--src/server/game/Combat/ThreatManager.cpp4
-rw-r--r--src/server/game/Combat/ThreatManager.h3
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp1
-rw-r--r--src/server/game/Grids/ObjectGridLoader.cpp1
8 files changed, 13 insertions, 12 deletions
diff --git a/src/server/game/AI/CoreAI/GuardAI.cpp b/src/server/game/AI/CoreAI/GuardAI.cpp
index 3e541ccfd84..547d074e7d6 100644
--- a/src/server/game/AI/CoreAI/GuardAI.cpp
+++ b/src/server/game/AI/CoreAI/GuardAI.cpp
@@ -57,15 +57,15 @@ void GuardAI::EnterEvadeMode(EvadeReason /*why*/)
{
me->GetMotionMaster()->MoveIdle();
me->CombatStop(true);
- me->GetThreatManager().ClearAllThreat();
+ me->GetThreatManager().NotifyDisengaged();
return;
}
TC_LOG_TRACE("scritps.ai", "GuardAI::EnterEvadeMode: %s enters evade mode.", me->GetGUID().ToString().c_str());
me->RemoveAllAuras();
- me->GetThreatManager().ClearAllThreat();
me->CombatStop(true);
+ me->GetThreatManager().NotifyDisengaged();
me->GetMotionMaster()->MoveTargetedHome();
}
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index a7d2888fc0b..cfb58a99826 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -220,9 +220,8 @@ bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
me->RemoveAurasOnEvade();
- // sometimes bosses stuck in combat?
- me->GetThreatManager().ClearAllThreat();
me->CombatStop(true);
+ me->GetThreatManager().NotifyDisengaged();
me->LoadCreaturesAddon();
me->SetLootRecipient(nullptr);
me->ResetPlayerDamageReq();
@@ -230,10 +229,7 @@ bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
me->SetCannotReachTarget(false);
me->DoNotReacquireTarget();
- if (me->IsInEvadeMode())
- return false;
-
- return true;
+ return !me->IsInEvadeMode();
}
static const uint32 BOUNDARY_VISUALIZE_CREATURE = 15425;
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
index 3f5ff9a74ea..37dec1a6fe8 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -96,8 +96,8 @@ void EscortAI::ReturnToLastPoint()
void EscortAI::EnterEvadeMode(EvadeReason /*why*/)
{
me->RemoveAllAuras();
- me->GetThreatManager().ClearAllThreat();
me->CombatStop(true);
+ me->GetThreatManager().NotifyDisengaged();
me->SetLootRecipient(nullptr);
if (HasEscortState(STATE_ESCORT_ESCORTING))
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
index 40ebf4ee44d..04c6f0a3376 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
@@ -107,8 +107,8 @@ void FollowerAI::EnterEvadeMode(EvadeReason /*why*/)
return;
me->RemoveAllAuras();
- me->GetThreatManager().ClearAllThreat();
me->CombatStop(true);
+ me->GetThreatManager().NotifyDisengaged();
me->SetLootRecipient(nullptr);
me->SetCannotReachTarget(false);
me->DoNotReacquireTarget();
diff --git a/src/server/game/Combat/ThreatManager.cpp b/src/server/game/Combat/ThreatManager.cpp
index 83c86f59e1a..626d42042b5 100644
--- a/src/server/game/Combat/ThreatManager.cpp
+++ b/src/server/game/Combat/ThreatManager.cpp
@@ -478,6 +478,10 @@ void ThreatManager::ClearAllThreat()
_myThreatListEntries.begin()->second->UnregisterAndFree();
while (!_myThreatListEntries.empty());
}
+}
+
+void ThreatManager::NotifyDisengaged()
+{
// note: i don't really like having this here
// (maybe engage flag should be in creature ai? it's inherently an AI property...)
if (_owner->IsEngaged())
diff --git a/src/server/game/Combat/ThreatManager.h b/src/server/game/Combat/ThreatManager.h
index 12beb54c486..1eda7d01e15 100644
--- a/src/server/game/Combat/ThreatManager.h
+++ b/src/server/game/Combat/ThreatManager.h
@@ -154,6 +154,9 @@ class TC_GAME_API ThreatManager
void ClearThreat(ThreatReference* ref);
// Removes all targets from the threat list (will cause evade in UpdateVictim if called)
void ClearAllThreat();
+ // THIS SHOULD ONLY BE CALLED FROM A CREATURE'S AI (typically in EnterEvadeMode)
+ // notify the unit that the AI has disengaged
+ void NotifyDisengaged();
// Fixate on the passed target; this target will always be selected until the fixate is cleared
// (if the target is not in the threat list, does nothing)
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 5422bee3a8e..9f288407813 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -8613,7 +8613,6 @@ void Unit::setDeathState(DeathState s)
if (s != ALIVE && s != JUST_RESPAWNED)
{
CombatStop();
- GetThreatManager().ClearAllThreat();
ClearComboPointHolders(); // any combo points pointed to unit lost at it death
if (IsNonMeleeSpellCast(false))
diff --git a/src/server/game/Grids/ObjectGridLoader.cpp b/src/server/game/Grids/ObjectGridLoader.cpp
index ada845e0234..2c17aaa4b1a 100644
--- a/src/server/game/Grids/ObjectGridLoader.cpp
+++ b/src/server/game/Grids/ObjectGridLoader.cpp
@@ -255,7 +255,6 @@ void ObjectGridStoper::Visit(CreatureMapType &m)
if (iter->GetSource()->IsInCombat())
{
iter->GetSource()->CombatStop();
- iter->GetSource()->GetThreatManager().ClearAllThreat();
iter->GetSource()->AI()->EnterEvadeMode();
}
}