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authorariel- <ariel-@users.noreply.github.com>2017-04-26 04:16:32 -0300
committerariel- <ariel-@users.noreply.github.com>2017-04-26 04:16:32 -0300
commit3a2ecaa05f0a3da96b3d4a0bec44175d6a7dda6a (patch)
tree2b45de0b28f3ea3dcf37a2cc86ed50b3e3136319 /src
parent486b03234304526d8f7d66ff0d99ea3de975745e (diff)
Core/AI: added a function to allow 0 damage attacks (sparring) depending on target
Diffstat (limited to 'src')
-rw-r--r--src/server/game/AI/CoreAI/UnitAI.cpp10
-rw-r--r--src/server/game/AI/CoreAI/UnitAI.h2
2 files changed, 10 insertions, 2 deletions
diff --git a/src/server/game/AI/CoreAI/UnitAI.cpp b/src/server/game/AI/CoreAI/UnitAI.cpp
index 4f0c05429d5..055abc99d96 100644
--- a/src/server/game/AI/CoreAI/UnitAI.cpp
+++ b/src/server/game/AI/CoreAI/UnitAI.cpp
@@ -59,14 +59,20 @@ void UnitAI::DoMeleeAttackIfReady()
//Make sure our attack is ready and we aren't currently casting before checking distance
if (me->isAttackReady())
{
- me->AttackerStateUpdate(victim);
+ if (ShouldSparWith(victim))
+ me->FakeAttackerStateUpdate(victim);
+ else
+ me->AttackerStateUpdate(victim);
me->resetAttackTimer();
}
if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK))
{
- me->AttackerStateUpdate(victim, OFF_ATTACK);
+ if (ShouldSparWith(victim))
+ me->FakeAttackerStateUpdate(victim, OFF_ATTACK);
+ else
+ me->AttackerStateUpdate(victim, OFF_ATTACK);
me->resetAttackTimer(OFF_ATTACK);
}
diff --git a/src/server/game/AI/CoreAI/UnitAI.h b/src/server/game/AI/CoreAI/UnitAI.h
index 6a6c3aa5ea9..98e2ca1f444 100644
--- a/src/server/game/AI/CoreAI/UnitAI.h
+++ b/src/server/game/AI/CoreAI/UnitAI.h
@@ -290,6 +290,8 @@ class TC_GAME_API UnitAI
float DoGetSpellMaxRange(uint32 spellId, bool positive = false);
+ virtual bool ShouldSparWith(Unit const* /*target*/) const { return false; }
+
void DoMeleeAttackIfReady();
bool DoSpellAttackIfReady(uint32 spell);