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authorTreeston <treeston.mmoc@gmail.com>2019-07-21 01:49:58 +0200
committerShauren <shauren.trinity@gmail.com>2021-12-17 00:23:33 +0100
commitc13d83796f7b2111c5dcf8546bdd84eccd232ae3 (patch)
tree03c4220a955113e46b3aa2f9cc270574ba3a79c4 /src/server/game
parentf9fe00bf8c4c913bcfedd8df7d8e1001129962a0 (diff)
Core/AI: Finally move the "is creature engaged" flag to be a property of the creature AI, where it honestly always belonged. Fixes #17981 and #23602 for real this time.
(cherry picked from commit 0e7c66cb4c7ff7d44e232d0b50703a48605ffd24)
Diffstat (limited to 'src/server/game')
-rw-r--r--src/server/game/AI/CoreAI/GuardAI.cpp4
-rw-r--r--src/server/game/AI/CoreAI/PassiveAI.h5
-rw-r--r--src/server/game/AI/CoreAI/TotemAI.cpp11
-rw-r--r--src/server/game/AI/CoreAI/TotemAI.h6
-rw-r--r--src/server/game/AI/CoreAI/UnitAI.cpp2
-rw-r--r--src/server/game/AI/CreatureAI.cpp44
-rw-r--r--src/server/game/AI/CreatureAI.h15
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp3
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp6
-rw-r--r--src/server/game/Combat/CombatManager.cpp13
-rw-r--r--src/server/game/Combat/ThreatManager.cpp39
-rw-r--r--src/server/game/Combat/ThreatManager.h17
-rw-r--r--src/server/game/Entities/Creature/Creature.cpp7
-rw-r--r--src/server/game/Entities/Creature/Creature.h1
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp2
-rw-r--r--src/server/game/Entities/Unit/Unit.h10
16 files changed, 122 insertions, 63 deletions
diff --git a/src/server/game/AI/CoreAI/GuardAI.cpp b/src/server/game/AI/CoreAI/GuardAI.cpp
index 214c8df86f7..aa6ea0e93c4 100644
--- a/src/server/game/AI/CoreAI/GuardAI.cpp
+++ b/src/server/game/AI/CoreAI/GuardAI.cpp
@@ -52,7 +52,7 @@ void GuardAI::EnterEvadeMode(EvadeReason /*why*/)
{
me->GetMotionMaster()->MoveIdle();
me->CombatStop(true);
- me->GetThreatManager().NotifyDisengaged();
+ EngagementOver();
return;
}
@@ -60,7 +60,7 @@ void GuardAI::EnterEvadeMode(EvadeReason /*why*/)
me->RemoveAllAuras();
me->CombatStop(true);
- me->GetThreatManager().NotifyDisengaged();
+ EngagementOver();
me->GetMotionMaster()->MoveTargetedHome();
}
diff --git a/src/server/game/AI/CoreAI/PassiveAI.h b/src/server/game/AI/CoreAI/PassiveAI.h
index 582fb737d41..039a5293036 100644
--- a/src/server/game/AI/CoreAI/PassiveAI.h
+++ b/src/server/game/AI/CoreAI/PassiveAI.h
@@ -39,6 +39,9 @@ class TC_GAME_API PossessedAI : public CreatureAI
void MoveInLineOfSight(Unit*) override { }
void AttackStart(Unit* target) override;
+ void JustEnteredCombat(Unit* who) override { EngagementStart(who); }
+ void JustExitedCombat() override { EngagementOver(); }
+ void JustStartedThreateningMe(Unit*) override { }
void UpdateAI(uint32) override;
void EnterEvadeMode(EvadeReason /*why*/) override { }
@@ -55,6 +58,8 @@ class TC_GAME_API NullCreatureAI : public CreatureAI
void MoveInLineOfSight(Unit*) override { }
void AttackStart(Unit*) override { }
+ void JustStartedThreateningMe(Unit*) override { }
+ void JustEnteredCombat(Unit*) override { }
void UpdateAI(uint32) override { }
void JustAppeared() override { }
void EnterEvadeMode(EvadeReason /*why*/) override { }
diff --git a/src/server/game/AI/CoreAI/TotemAI.cpp b/src/server/game/AI/CoreAI/TotemAI.cpp
index 48940a1412b..64741e5993a 100644
--- a/src/server/game/AI/CoreAI/TotemAI.cpp
+++ b/src/server/game/AI/CoreAI/TotemAI.cpp
@@ -33,16 +33,9 @@ int32 TotemAI::Permissible(Creature const* creature)
return PERMIT_BASE_NO;
}
-TotemAI::TotemAI(Creature* creature, uint32 scriptId) : CreatureAI(creature, scriptId), _victimGUID()
+TotemAI::TotemAI(Creature* creature, uint32 scriptId) : NullCreatureAI(creature, scriptId), _victimGUID()
{
- ASSERT(creature->IsTotem(), "TotemAI: AI assigned to a no-totem creature (%s)!", creature->GetGUID().ToString().c_str());
-}
-
-void TotemAI::MoveInLineOfSight(Unit* /*who*/) { }
-
-void TotemAI::EnterEvadeMode(EvadeReason /*why*/)
-{
- me->CombatStop(true);
+ ASSERT(creature->IsTotem(), "TotemAI: AI assigned to a non-totem creature (%s)!", creature->GetGUID().ToString().c_str());
}
void TotemAI::UpdateAI(uint32 /*diff*/)
diff --git a/src/server/game/AI/CoreAI/TotemAI.h b/src/server/game/AI/CoreAI/TotemAI.h
index dcc14e963ee..80f387f6a22 100644
--- a/src/server/game/AI/CoreAI/TotemAI.h
+++ b/src/server/game/AI/CoreAI/TotemAI.h
@@ -19,20 +19,18 @@
#define TRINITY_TOTEMAI_H
#include "CreatureAI.h"
+#include "PassiveAI.h"
#include "Timer.h"
class Creature;
class Totem;
-class TC_GAME_API TotemAI : public CreatureAI
+class TC_GAME_API TotemAI : public NullCreatureAI
{
public:
explicit TotemAI(Creature* creature, uint32 scriptId = {});
- void MoveInLineOfSight(Unit* who) override;
void AttackStart(Unit* victim) override;
- void JustAppeared() override { }
- void EnterEvadeMode(EvadeReason /*why*/) override;
void UpdateAI(uint32 diff) override;
static int32 Permissible(Creature const* creature);
diff --git a/src/server/game/AI/CoreAI/UnitAI.cpp b/src/server/game/AI/CoreAI/UnitAI.cpp
index df37aa94f03..642ac34a675 100644
--- a/src/server/game/AI/CoreAI/UnitAI.cpp
+++ b/src/server/game/AI/CoreAI/UnitAI.cpp
@@ -318,7 +318,7 @@ std::string UnitAI::GetDebugInfo() const
}
DefaultTargetSelector::DefaultTargetSelector(Unit const* unit, float dist, bool playerOnly, bool withTank, int32 aura)
- : _me(unit), _dist(dist), _playerOnly(playerOnly), _exception(!withTank ? _me->GetThreatManager().GetCurrentVictim() : nullptr), _aura(aura)
+ : _me(unit), _dist(dist), _playerOnly(playerOnly), _exception(!withTank ? unit->GetThreatManager().GetLastVictim() : nullptr), _aura(aura)
{
}
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index e1d53238c89..7d617a9c384 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -43,7 +43,7 @@ AISpellInfoType* GetAISpellInfo(uint32 spellId, Difficulty difficulty)
CreatureAI::CreatureAI(Creature* creature, uint32 scriptId)
: UnitAI(creature), me(creature), _boundary(nullptr),
- _negateBoundary(false), _scriptId(scriptId ? scriptId : creature->GetScriptId()), _moveInLOSLocked(false)
+ _negateBoundary(false), _scriptId(scriptId ? scriptId : creature->GetScriptId()), _isEngaged(false), _moveInLOSLocked(false)
{
ASSERT(_scriptId, "A CreatureAI was initialized with an invalid scriptId!");
}
@@ -207,6 +207,12 @@ void CreatureAI::JustAppeared()
}
}
+void CreatureAI::JustEnteredCombat(Unit* who)
+{
+ if (!IsEngaged() && !me->CanHaveThreatList())
+ EngagementStart(who);
+}
+
void CreatureAI::EnterEvadeMode(EvadeReason why)
{
if (!_EnterEvadeMode(why))
@@ -235,7 +241,7 @@ void CreatureAI::EnterEvadeMode(EvadeReason why)
bool CreatureAI::UpdateVictim()
{
- if (!me->IsEngaged())
+ if (!IsEngaged())
return false;
if (!me->HasReactState(REACT_PASSIVE))
@@ -257,22 +263,52 @@ bool CreatureAI::UpdateVictim()
return true;
}
+void CreatureAI::EngagementStart(Unit* who)
+{
+ if (_isEngaged)
+ {
+ TC_LOG_ERROR("scripts.ai", "CreatureAI::EngagementStart called even though creature is already engaged. Creature debug info:\n%s", me->GetDebugInfo().c_str());
+ return;
+ }
+ _isEngaged = true;
+
+ me->AtEngage(who);
+}
+
+void CreatureAI::EngagementOver()
+{
+ if (!_isEngaged)
+ {
+ TC_LOG_ERROR("scripts.ai", "CreatureAI::EngagementOver called even though creature is not currently engaged. Creature debug info:\n%s", me->GetDebugInfo().c_str());
+ return;
+ }
+ _isEngaged = false;
+
+ me->AtDisengage();
+}
+
bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
{
+ if (me->IsInEvadeMode())
+ return false;
+
if (!me->IsAlive())
+ {
+ EngagementOver();
return false;
+ }
me->RemoveAurasOnEvade();
me->CombatStop(true);
- me->GetThreatManager().NotifyDisengaged();
me->SetLootRecipient(nullptr);
me->ResetPlayerDamageReq();
me->SetLastDamagedTime(0);
me->SetCannotReachTarget(false);
me->DoNotReacquireTarget();
+ EngagementOver();
- return !me->IsInEvadeMode();
+ return true;
}
Optional<QuestGiverStatus> CreatureAI::GetDialogStatus(Player* /*player*/)
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h
index 165b905803e..eef2cc0bd6b 100644
--- a/src/server/game/AI/CreatureAI.h
+++ b/src/server/game/AI/CreatureAI.h
@@ -84,6 +84,8 @@ class TC_GAME_API CreatureAI : public UnitAI
// Gets the id of the AI (script id)
uint32 GetId() const { return _scriptId; }
+ bool IsEngaged() const { return _isEngaged; }
+
void Talk(uint8 id, WorldObject const* whisperTarget = nullptr);
/// == Reactions At =================================
@@ -97,11 +99,17 @@ class TC_GAME_API CreatureAI : public UnitAI
// Called for reaction at stopping attack at no attackers or targets
virtual void EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER);
+ // Called for reaction whenever we start being in combat (overridden from base UnitAI)
+ void JustEnteredCombat(Unit* /*who*/) override;
+
+ // Called for reaction whenever a new non-offline unit is added to the threat list
+ virtual void JustStartedThreateningMe(Unit* who) { if (!IsEngaged()) EngagementStart(who); }
+
// Called for reaction when initially engaged - this will always happen _after_ JustEnteredCombat
virtual void JustEngagedWith(Unit* /*who*/) { }
// Called when the creature is killed
- virtual void JustDied(Unit* /*killer*/) { }
+ virtual void JustDied(Unit* /*killer*/) { if (IsEngaged()) EngagementOver(); }
// Called when the creature kills a unit
virtual void KilledUnit(Unit* /*victim*/) { }
@@ -227,6 +235,8 @@ class TC_GAME_API CreatureAI : public UnitAI
// intended for encounter design/debugging. do not use for other purposes. expensive.
int32 VisualizeBoundary(uint32 duration, Unit* owner = nullptr, bool fill = false) const;
+
+ // boundary system methods
virtual bool CheckInRoom();
CreatureBoundary const* GetBoundary() const { return _boundary; }
void SetBoundary(CreatureBoundary const* boundary, bool negativeBoundaries = false);
@@ -235,6 +245,8 @@ class TC_GAME_API CreatureAI : public UnitAI
bool IsInBoundary(Position const* who = nullptr) const;
protected:
+ void EngagementStart(Unit* who);
+ void EngagementOver();
virtual void MoveInLineOfSight(Unit* /*who*/);
bool _EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER);
@@ -246,6 +258,7 @@ class TC_GAME_API CreatureAI : public UnitAI
void OnOwnerCombatInteraction(Unit* target);
uint32 const _scriptId;
+ bool _isEngaged;
bool _moveInLOSLocked;
};
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
index 91efe5d5312..63592dd30ba 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -94,8 +94,9 @@ void EscortAI::EnterEvadeMode(EvadeReason /*why*/)
{
me->RemoveAllAuras();
me->CombatStop(true);
- me->GetThreatManager().NotifyDisengaged();
me->SetLootRecipient(nullptr);
+
+ EngagementOver();
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
index 669022d8420..d8f0d972cd1 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
@@ -103,14 +103,18 @@ void FollowerAI::JustAppeared()
void FollowerAI::EnterEvadeMode(EvadeReason /*why*/)
{
if (!me->IsAlive())
+ {
+ EngagementOver();
return;
+ }
me->RemoveAllAuras();
me->CombatStop(true);
- me->GetThreatManager().NotifyDisengaged();
me->SetLootRecipient(nullptr);
me->SetCannotReachTarget(false);
me->DoNotReacquireTarget();
+
+ EngagementOver();
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
diff --git a/src/server/game/Combat/CombatManager.cpp b/src/server/game/Combat/CombatManager.cpp
index d6f7a55665b..a43bb72eca4 100644
--- a/src/server/game/Combat/CombatManager.cpp
+++ b/src/server/game/Combat/CombatManager.cpp
@@ -293,13 +293,8 @@ void CombatManager::EndAllPvPCombat()
/*static*/ void CombatManager::NotifyAICombat(Unit* me, Unit* other)
{
- if (!me->IsAIEnabled())
- return;
- me->GetAI()->JustEnteredCombat(other);
-
- if (Creature* cMe = me->ToCreature())
- if (!cMe->CanHaveThreatList())
- cMe->AI()->JustEngagedWith(other);
+ if (UnitAI* ai = me->GetAI())
+ ai->JustEnteredCombat(other);
}
void CombatManager::PutReference(ObjectGuid const& guid, CombatReference* ref)
@@ -336,14 +331,14 @@ bool CombatManager::UpdateOwnerCombatState() const
{
_owner->AddUnitFlag(UNIT_FLAG_IN_COMBAT);
_owner->AtEnterCombat();
- if (!_owner->CanHaveThreatList() && !_owner->IsEngaged())
+ if (_owner->GetTypeId() == TYPEID_UNIT)
_owner->AtEngage(GetAnyTarget());
}
else
{
_owner->RemoveUnitFlag(UNIT_FLAG_IN_COMBAT);
_owner->AtExitCombat();
- if (_owner->IsEngaged() && !(_owner->ToCreature() && _owner->CanHaveThreatList() && _owner->ToCreature()->IsAIEnabled()))
+ if (_owner->GetTypeId() != TYPEID_UNIT)
_owner->AtDisengage();
}
diff --git a/src/server/game/Combat/ThreatManager.cpp b/src/server/game/Combat/ThreatManager.cpp
index 183142f1cd7..6ad8de0aabb 100644
--- a/src/server/game/Combat/ThreatManager.cpp
+++ b/src/server/game/Combat/ThreatManager.cpp
@@ -71,6 +71,7 @@ void ThreatReference::UpdateOffline()
{
_online = ShouldBeSuppressed() ? ONLINE_STATE_SUPPRESSED : ONLINE_STATE_ONLINE;
HeapNotifyIncreased();
+ _mgr.RegisterForAIUpdate(this);
}
}
@@ -199,10 +200,11 @@ Unit* ThreatManager::GetCurrentVictim()
{
if (!_currentVictimRef || _currentVictimRef->ShouldBeOffline())
UpdateVictim();
- return const_cast<ThreatManager const*>(this)->GetCurrentVictim();
+ ASSERT(!_currentVictimRef || _currentVictimRef->IsAvailable());
+ return _currentVictimRef ? _currentVictimRef->GetVictim() : nullptr;
}
-Unit* ThreatManager::GetCurrentVictim() const
+Unit* ThreatManager::GetLastVictim() const
{
if (_currentVictimRef && !_currentVictimRef->ShouldBeOffline())
return _currentVictimRef->GetVictim();
@@ -244,7 +246,7 @@ float ThreatManager::GetThreat(Unit const* who, bool includeOffline) const
return (includeOffline || it->second->IsAvailable()) ? it->second->GetThreat() : 0.0f;
}
-std::vector<ThreatReference*> ThreatManager::GetModifiableThreatList() const
+std::vector<ThreatReference*> ThreatManager::GetModifiableThreatList()
{
std::vector<ThreatReference*> list;
list.reserve(_myThreatListEntries.size());
@@ -394,16 +396,14 @@ void ThreatManager::AddThreat(Unit* target, float amount, SpellInfo const* spell
PutThreatListRef(target->GetGUID(), ref);
target->GetThreatManager().PutThreatenedByMeRef(_owner->GetGUID(), ref);
- // afterwards, we evaluate whether this is an online reference (it might not be an acceptable target, but we need to add it to our threat list before we check!)
ref->UpdateOffline();
- if (ref->IsOnline()) // ...and if the ref is online it also gets the threat it should have
+ if (ref->IsOnline()) // we only add the threat if the ref is currently available
ref->AddThreat(amount);
- if (!_owner->IsEngaged())
- {
- _owner->AtEngage(target);
+ if (!_currentVictimRef)
UpdateVictim();
- }
+ else
+ ProcessAIUpdates();
}
void ThreatManager::ScaleThreat(Unit* target, float factor)
@@ -488,14 +488,6 @@ void ThreatManager::ClearAllThreat()
}
}
-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())
- _owner->AtDisengage();
-}
-
void ThreatManager::FixateTarget(Unit* target)
{
if (target)
@@ -530,6 +522,7 @@ void ThreatManager::UpdateVictim()
_needClientUpdate = false;
}
+ ProcessAIUpdates();
}
ThreatReference const* ThreatManager::ReselectVictim()
@@ -538,7 +531,7 @@ ThreatReference const* ThreatManager::ReselectVictim()
return nullptr;
for (auto const& pair : _myThreatListEntries)
- pair.second->UpdateOffline();
+ pair.second->UpdateOffline(); // AI notifies are processed in ::UpdateVictim caller
// fixated target is always preferred
if (_fixateRef && _fixateRef->IsAvailable())
@@ -587,6 +580,16 @@ ThreatReference const* ThreatManager::ReselectVictim()
return nullptr;
}
+void ThreatManager::ProcessAIUpdates()
+{
+ CreatureAI* ai = ASSERT_NOTNULL(_owner->ToCreature())->AI();
+ std::vector<ThreatReference const*> v(std::move(_needsAIUpdate)); // _needClientUpdate is now empty in case this triggers a recursive call
+ if (!ai)
+ return;
+ for (ThreatReference const* ref : v)
+ ai->JustStartedThreateningMe(ref->GetVictim());
+}
+
// returns true if a is LOWER on the threat list than b
/*static*/ bool ThreatManager::CompareReferencesLT(ThreatReference const* a, ThreatReference const* b, float aWeight)
{
diff --git a/src/server/game/Combat/ThreatManager.h b/src/server/game/Combat/ThreatManager.h
index 6e4f20c55a9..8e722707f91 100644
--- a/src/server/game/Combat/ThreatManager.h
+++ b/src/server/game/Combat/ThreatManager.h
@@ -103,7 +103,7 @@ class TC_GAME_API ThreatManager
bool CanHaveThreatList() const { return _ownerCanHaveThreatList; }
// returns the current victim - this can be nullptr if owner's threat list is empty, or has only offline targets
Unit* GetCurrentVictim();
- Unit* GetCurrentVictim() const;
+ Unit* GetLastVictim() const;
// returns an arbitrary non-offline victim from owner's threat list if one exists, nullptr otherwise
Unit* GetAnyTarget() const;
@@ -121,10 +121,10 @@ class TC_GAME_API ThreatManager
Trinity::IteratorPair<ThreatListIterator> GetUnsortedThreatList() const { return { _myThreatListEntries.begin(), _myThreatListEntries.end() }; }
// slightly slower than GetUnsorted, but, well...sorted - only use it if you need the sorted property, of course
// this iterator pair will invalidate on any modification (even indirect) of the threat list; spell casts and similar can all induce this!
- // note: current tank is NOT guaranteed to be the first entry in this list - check GetCurrentVictim separately if you want that!
+ // note: current tank is NOT guaranteed to be the first entry in this list - check GetLastVictim separately if you want that!
Trinity::IteratorPair<threat_list_heap::ordered_iterator> GetSortedThreatList() const { return { _sortedThreatList.ordered_begin(), _sortedThreatList.ordered_end() }; }
// slowest of the three threat list getters (by far), but lets you modify the threat references - this is also sorted
- std::vector<ThreatReference*> GetModifiableThreatList() const;
+ std::vector<ThreatReference*> GetModifiableThreatList();
// does any unit have a threat list entry with victim == this.owner?
bool IsThreateningAnyone(bool includeOffline = false) const;
@@ -154,9 +154,6 @@ 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)
@@ -204,6 +201,12 @@ class TC_GAME_API ThreatManager
threat_list_heap _sortedThreatList;
std::unordered_map<ObjectGuid, ThreatReference*> _myThreatListEntries;
+ // AI notifies are delayed to ensure we are in a consistent state before we call out to arbitrary logic
+ // threat references might register themselves here when ::UpdateOffline() is called - MAKE SURE THIS IS PROCESSED JUST BEFORE YOU EXIT THREATMANAGER LOGIC
+ void ProcessAIUpdates();
+ void RegisterForAIUpdate(ThreatReference const* ref) { _needsAIUpdate.push_back(ref); }
+ std::vector<ThreatReference const*> _needsAIUpdate;
+
// picks a new victim - called from ::Update periodically
void UpdateVictim();
ThreatReference const* ReselectVictim();
@@ -278,7 +281,7 @@ class TC_GAME_API ThreatReference
_owner(reinterpret_cast<Creature*>(mgr->_owner)), _mgr(*mgr), _victim(victim),
_baseAmount(0.0f), _tempModifier(0), _taunted(TAUNT_STATE_NONE)
{
- _online = ShouldBeSuppressed() ? ONLINE_STATE_SUPPRESSED : ONLINE_STATE_ONLINE;
+ _online = ONLINE_STATE_OFFLINE;
}
void UnregisterAndFree();
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index d966adbdd66..007664ec134 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -3397,6 +3397,13 @@ bool Creature::CanGiveExperience() const
&& !(GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL);
}
+bool Creature::IsEngaged() const
+{
+ if (CreatureAI const* ai = AI())
+ return ai->IsEngaged();
+ return false;
+}
+
void Creature::AtEngage(Unit* target)
{
Unit::AtEngage(target);
diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h
index 119408a2f2e..a13dff72238 100644
--- a/src/server/game/Entities/Creature/Creature.h
+++ b/src/server/game/Entities/Creature/Creature.h
@@ -367,6 +367,7 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
bool CanGiveExperience() const;
+ bool IsEngaged() const override;
void AtEngage(Unit* target) override;
void AtDisengage() override;
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index cb059be8d7a..2b1dbfdf74e 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -304,7 +304,7 @@ Unit::Unit(bool isWorldObject) :
m_removedAurasCount(0), m_interruptMask(SpellAuraInterruptFlags::None), m_interruptMask2(SpellAuraInterruptFlags2::None),
m_unitMovedByMe(nullptr), m_playerMovingMe(nullptr), m_charmer(nullptr), m_charmed(nullptr),
i_motionMaster(new MotionMaster(this)), m_regenTimer(0), m_vehicle(nullptr),
- m_vehicleKit(nullptr), m_unitTypeMask(UNIT_MASK_NONE), m_Diminishing(), m_isEngaged(false), m_combatManager(this),
+ m_vehicleKit(nullptr), m_unitTypeMask(UNIT_MASK_NONE), m_Diminishing(), m_combatManager(this),
m_threatManager(this), m_aiLocked(false), _playHoverAnim(false), _aiAnimKitId(0), _movementAnimKitId(0), _meleeAnimKitId(0),
_spellHistory(new SpellHistory(this))
{
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index e42cce1e913..e88bcf953eb 100644
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -1099,10 +1099,10 @@ class TC_GAME_API Unit : public WorldObject
/// ====================== THREAT & COMBAT ====================
bool CanHaveThreatList() const { return m_threatManager.CanHaveThreatList(); }
- // This value can be different from IsInCombat:
+ // This value can be different from IsInCombat, for example:
// - when a projectile spell is midair against a creature (combat on launch - threat+aggro on impact)
// - when the creature has no targets left, but the AI has not yet ceased engaged logic
- bool IsEngaged() const { return m_isEngaged; }
+ virtual bool IsEngaged() const { return IsInCombat(); }
bool IsEngagedBy(Unit const* who) const { return CanHaveThreatList() ? IsThreatenedBy(who) : IsInCombatWith(who); }
void EngageWithTarget(Unit* who); // Adds target to threat list if applicable, otherwise just sets combat state
// Combat handling
@@ -1938,11 +1938,12 @@ class TC_GAME_API Unit : public WorldObject
virtual void ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional<LiquidData> const& liquidData);
virtual void SetInWater(bool inWater);
+ // notifiers
virtual void AtEnterCombat();
virtual void AtExitCombat();
- virtual void AtEngage(Unit* /*target*/) { m_isEngaged = true; }
- virtual void AtDisengage() { m_isEngaged = false; }
+ virtual void AtEngage(Unit* /*target*/) {}
+ virtual void AtDisengage() {}
private:
@@ -1971,7 +1972,6 @@ class TC_GAME_API Unit : public WorldObject
Diminishing m_Diminishing;
// Threat+combat management
- bool m_isEngaged;
friend class CombatManager;
CombatManager m_combatManager;
friend class ThreatManager;