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authorShauren <shauren.trinity@gmail.com>2022-09-04 21:34:47 +0200
committerShauren <shauren.trinity@gmail.com>2022-09-05 22:23:02 +0200
commit9bfc29f4aff01cd7f366faffcda0a84071970d6a (patch)
treee227cc2ee422b88d50b7560096be40d31ed4b5c7 /src
parentff99952dfb7d2b532de2d1aedc825fb96038f4c2 (diff)
Core/Combat: Allow PvE combat references to become suppressed, just like PvP ones
(cherry picked from commit e8dfd8c25c69247b17bc9359dfbe3a1d96ef98bf)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Combat/CombatManager.cpp65
-rw-r--r--src/server/game/Combat/CombatManager.h27
-rw-r--r--src/server/game/Entities/Unit/Unit.h2
3 files changed, 54 insertions, 40 deletions
diff --git a/src/server/game/Combat/CombatManager.cpp b/src/server/game/Combat/CombatManager.cpp
index 96508afa938..6367c7f5f5e 100644
--- a/src/server/game/Combat/CombatManager.cpp
+++ b/src/server/game/Combat/CombatManager.cpp
@@ -84,18 +84,8 @@ void CombatReference::EndCombat()
delete this;
}
-bool PvPCombatReference::Update(uint32 tdiff)
+void CombatReference::Refresh()
{
- if (_combatTimer <= tdiff)
- return false;
- _combatTimer -= tdiff;
- return true;
-}
-
-void PvPCombatReference::Refresh()
-{
- _combatTimer = PVP_COMBAT_TIMEOUT;
-
bool needFirstAI = false, needSecondAI = false;
if (_suppressFirst)
{
@@ -114,7 +104,7 @@ void PvPCombatReference::Refresh()
CombatManager::NotifyAICombat(second, first);
}
-void PvPCombatReference::SuppressFor(Unit* who)
+void CombatReference::SuppressFor(Unit* who)
{
Suppress(who);
if (who->GetCombatManager().UpdateOwnerCombatState())
@@ -122,6 +112,19 @@ void PvPCombatReference::SuppressFor(Unit* who)
ai->JustExitedCombat();
}
+bool PvPCombatReference::Update(uint32 tdiff)
+{
+ if (_combatTimer <= tdiff)
+ return false;
+ _combatTimer -= tdiff;
+ return true;
+}
+
+void PvPCombatReference::RefreshTimer()
+{
+ _combatTimer = PVP_COMBAT_TIMEOUT;
+}
+
CombatManager::~CombatManager()
{
ASSERT(_pveRefs.empty(), "CombatManager::~CombatManager - %s: we still have %zu PvE combat references, one of them is with %s", _owner->GetGUID().ToString().c_str(), _pveRefs.size(), _pveRefs.begin()->first.ToString().c_str());
@@ -144,10 +147,18 @@ void CombatManager::Update(uint32 tdiff)
}
}
+bool CombatManager::HasPvECombat() const
+{
+ for (auto const& [guid, ref] : _pveRefs)
+ if (!ref->IsSuppressedFor(_owner))
+ return true;
+ return false;
+}
+
bool CombatManager::HasPvECombatWithPlayers() const
{
for (std::pair<ObjectGuid const, CombatReference*> const& reference : _pveRefs)
- if (reference.second->GetOther(_owner)->GetTypeId() == TYPEID_PLAYER)
+ if (!reference.second->IsSuppressedFor(_owner) && reference.second->GetOther(_owner)->GetTypeId() == TYPEID_PLAYER)
return true;
return false;
@@ -163,25 +174,29 @@ bool CombatManager::HasPvPCombat() const
Unit* CombatManager::GetAnyTarget() const
{
- if (!_pveRefs.empty())
- return _pveRefs.begin()->second->GetOther(_owner);
+ for (auto const& pair : _pveRefs)
+ if (!pair.second->IsSuppressedFor(_owner))
+ return pair.second->GetOther(_owner);
for (auto const& pair : _pvpRefs)
if (!pair.second->IsSuppressedFor(_owner))
return pair.second->GetOther(_owner);
return nullptr;
}
-bool CombatManager::SetInCombatWith(Unit* who, bool suppressPvpSecond)
+bool CombatManager::SetInCombatWith(Unit* who, bool addSecondUnitSuppressed)
{
// Are we already in combat? If yes, refresh pvp combat
- auto it = _pvpRefs.find(who->GetGUID());
- if (it != _pvpRefs.end())
+ if (PvPCombatReference* existingPvpRef = Trinity::Containers::MapGetValuePtr(_pvpRefs, who->GetGUID()))
{
- it->second->Refresh();
+ existingPvpRef->RefreshTimer();
+ existingPvpRef->Refresh();
return true;
}
- else if (_pveRefs.find(who->GetGUID()) != _pveRefs.end())
+ if (CombatReference* existingPveRef = Trinity::Containers::MapGetValuePtr(_pveRefs, who->GetGUID()))
+ {
+ existingPveRef->Refresh();
return true;
+ }
// Otherwise, check validity...
if (!CombatManager::CanBeginCombat(_owner, who))
@@ -190,15 +205,13 @@ bool CombatManager::SetInCombatWith(Unit* who, bool suppressPvpSecond)
// ...then create new reference
CombatReference* ref;
if (_owner->IsControlledByPlayer() && who->IsControlledByPlayer())
- {
- PvPCombatReference* refPvp = new PvPCombatReference(_owner, who);
- if (suppressPvpSecond)
- refPvp->SuppressFor(who);
- ref = refPvp;
- }
+ ref = new PvPCombatReference(_owner, who);
else
ref = new CombatReference(_owner, who);
+ if (addSecondUnitSuppressed)
+ ref->Suppress(who);
+
// ...and insert it into both managers
PutReference(who->GetGUID(), ref);
who->GetCombatManager().PutReference(_owner->GetGUID(), ref);
diff --git a/src/server/game/Combat/CombatManager.h b/src/server/game/Combat/CombatManager.h
index 7745458788c..1dfd926fa0f 100644
--- a/src/server/game/Combat/CombatManager.h
+++ b/src/server/game/Combat/CombatManager.h
@@ -29,14 +29,12 @@ class Unit;
* (future devs: please keep this up-to-date if you change the system) *
* CombatManager maintains a list of dynamically allocated CombatReference entries. Each entry represents a combat state between two distinct units. *
* A unit is "in combat" iff it has one or more non-suppressed CombatReference entries in its CombatManager. No exceptions. *
- * - Note: Only PvP combat references can be suppressed, and only because Vanish is a very silly spell. Sue Blizzard. *
* *
* A CombatReference object carries the following implicit guarantees by existing: *
* - Both CombatReference.first and CombatReference.second are valid Units, distinct, not nullptr and currently in the world. *
* - If the CombatReference was retrieved from the CombatManager of Unit* A, then exactly one of .first and .second is equal to A. *
* - Note: Use CombatReference::GetOther to quickly get the other unit for a given reference. *
* - Both .first and .second are currently in combat (IsInCombat will always be true) if either of the following hold: *
- * - The reference is a PvE combat reference (_isPvP is false) *
* - IsSuppressedFor returns false for the respective unit *
* *
* To end combat between two units, find their CombatReference and call EndCombat. *
@@ -60,12 +58,23 @@ struct TC_GAME_API CombatReference
void EndCombat();
+ // suppressed combat refs do not generate a combat state for one side of the relation
+ // (used by: vanish, feign death and launched out of combat but not yet landed spell missiles)
+ void SuppressFor(Unit* who);
+ bool IsSuppressedFor(Unit const* who) const { return (who == first) ? _suppressFirst : _suppressSecond; }
+
CombatReference(CombatReference const&) = delete;
CombatReference& operator=(CombatReference const&) = delete;
protected:
CombatReference(Unit* a, Unit* b, bool pvp = false) : first(a), second(b), _isPvP(pvp) { }
+ void Refresh();
+ void Suppress(Unit* who) { (who == first ? _suppressFirst : _suppressSecond) = true; }
+
+ bool _suppressFirst = false;
+ bool _suppressSecond = false;
+
friend class CombatManager;
};
@@ -74,21 +83,13 @@ struct TC_GAME_API PvPCombatReference : public CombatReference
{
static const uint32 PVP_COMBAT_TIMEOUT = 5 * IN_MILLISECONDS;
- // suppressed combat refs do not generate a combat state for one side of the relation
- // (used by: vanish, feign death)
- void SuppressFor(Unit* who);
- bool IsSuppressedFor(Unit const* who) const { return (who == first) ? _suppressFirst : _suppressSecond; }
-
private:
PvPCombatReference(Unit* first, Unit* second) : CombatReference(first, second, true) { }
bool Update(uint32 tdiff);
- void Refresh();
- void Suppress(Unit* who) { (who == first ? _suppressFirst : _suppressSecond) = true; }
+ void RefreshTimer();
uint32 _combatTimer = PVP_COMBAT_TIMEOUT;
- bool _suppressFirst = false;
- bool _suppressSecond = false;
friend class CombatManager;
};
@@ -105,7 +106,7 @@ class TC_GAME_API CombatManager
Unit* GetOwner() const { return _owner; }
bool HasCombat() const { return HasPvECombat() || HasPvPCombat(); }
- bool HasPvECombat() const { return !_pveRefs.empty(); }
+ bool HasPvECombat() const;
bool HasPvECombatWithPlayers() const;
std::unordered_map<ObjectGuid, CombatReference*> const& GetPvECombatRefs() const { return _pveRefs; }
bool HasPvPCombat() const;
@@ -114,7 +115,7 @@ class TC_GAME_API CombatManager
Unit* GetAnyTarget() const;
// return value is the same as calling IsInCombatWith immediately after this returns
- bool SetInCombatWith(Unit* who, bool suppressPvpSecond = false);
+ bool SetInCombatWith(Unit* who, bool addSecondUnitSuppressed = false);
bool IsInCombatWith(ObjectGuid const& who) const;
bool IsInCombatWith(Unit const* who) const;
void InheritCombatStatesFrom(Unit const* who);
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index 4a26e5b2691..a9dcb0e3783 100644
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -1150,7 +1150,7 @@ class TC_GAME_API Unit : public WorldObject
bool IsInCombat() const { return HasUnitFlag(UNIT_FLAG_IN_COMBAT); }
bool IsInCombatWith(Unit const* who) const { return who && m_combatManager.IsInCombatWith(who); }
- void SetInCombatWith(Unit* enemy, bool suppressPvpTargetCombat = false) { if (enemy) m_combatManager.SetInCombatWith(enemy, suppressPvpTargetCombat); }
+ void SetInCombatWith(Unit* enemy, bool addSecondUnitSuppressed = false) { if (enemy) m_combatManager.SetInCombatWith(enemy, addSecondUnitSuppressed); }
void ClearInCombat() { m_combatManager.EndAllCombat(); }
void UpdatePetCombatState();
// Threat handling