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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/scripts/World
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/scripts/World')
-rw-r--r--src/server/scripts/World/npcs_special.cpp17
1 files changed, 12 insertions, 5 deletions
diff --git a/src/server/scripts/World/npcs_special.cpp b/src/server/scripts/World/npcs_special.cpp
index 3c8dac9d8de..0591f7c4a76 100644
--- a/src/server/scripts/World/npcs_special.cpp
+++ b/src/server/scripts/World/npcs_special.cpp
@@ -1806,21 +1806,28 @@ public:
{
case EVENT_TD_CHECK_COMBAT:
{
- time_t now = GameTime::GetGameTime();
- for (std::unordered_map<ObjectGuid, time_t>::iterator itr = _damageTimes.begin(); itr != _damageTimes.end();)
+ time_t const now = GameTime::GetGameTime();
+ auto const& pveRefs = me->GetCombatManager().GetPvECombatRefs();
+ for (auto itr = _damageTimes.begin(); itr != _damageTimes.end();)
{
// If unit has not dealt damage to training dummy for 5 seconds, remove him from combat
if (itr->second < now - 5)
{
- if (Unit* unit = ObjectAccessor::GetUnit(*me, itr->first))
- unit->getHostileRefManager().deleteReference(me);
+ auto it = pveRefs.find(itr->first);
+ if (it != pveRefs.end())
+ it->second->EndCombat();
itr = _damageTimes.erase(itr);
}
else
++itr;
}
- _events.ScheduleEvent(EVENT_TD_CHECK_COMBAT, 1000);
+
+ for (auto const& pair : pveRefs)
+ if (_damageTimes.find(pair.first) == _damageTimes.end())
+ _damageTimes[pair.first] = now;
+
+ _events.Repeat(1s);
break;
}
case EVENT_TD_DESPAWN: