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-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp2
-rw-r--r--src/server/game/Entities/Object/Object.cpp22
-rw-r--r--src/server/game/Grids/Notifiers/GridNotifiers.h5
-rw-r--r--src/server/game/Spells/Spell.cpp4
4 files changed, 20 insertions, 13 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 7d1826e73b6..302a67f9382 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -768,7 +768,7 @@ void GameObject::Update(uint32 diff)
if (Unit* owner = GetOwner())
{
// Hunter trap: Search units which are unfriendly to the trap's owner
- Trinity::NearestAttackableNoTotemUnitInObjectRangeCheck checker(this, owner, radius);
+ Trinity::NearestAttackableNoTotemUnitInObjectRangeCheck checker(this, radius);
Trinity::UnitLastSearcher<Trinity::NearestAttackableNoTotemUnitInObjectRangeCheck> searcher(this, target, checker);
Cell::VisitAllObjects(this, searcher, radius);
}
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index ae18e8422d9..d64d6a77346 100644
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -1548,9 +1548,15 @@ bool WorldObject::CanDetectStealthOf(WorldObject const* obj, bool checkAlert) co
if (distance < combatReach)
return true;
- if (!HasInArc(float(M_PI), obj))
+ // Only check back for units, it does not make sense for gameobjects
+ if (unit && !HasInArc(float(M_PI), obj))
return false;
+ // Traps should detect stealth always
+ if (GameObject const* go = ToGameObject())
+ if (go->GetGoType() == GAMEOBJECT_TYPE_TRAP)
+ return true;
+
GameObject const* go = obj->ToGameObject();
for (uint32 i = 0; i < TOTAL_STEALTH_TYPES; ++i)
{
@@ -2457,8 +2463,8 @@ ReputationRank WorldObject::GetReactionTo(WorldObject const* target) const
return *repRank;
}
- Unit const* unit = ToUnit();
- Unit const* targetUnit = target->ToUnit();
+ Unit const* unit = Coalesce<const Unit>(ToUnit(), selfPlayerOwner);
+ Unit const* targetUnit = Coalesce<const Unit>(target->ToUnit(), targetPlayerOwner);
if (unit && unit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
{
if (targetUnit && targetUnit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
@@ -2813,7 +2819,7 @@ bool WorldObject::IsValidAttackTarget(WorldObject const* target, SpellInfo const
if (IsFriendlyTo(target) || target->IsFriendlyTo(this))
return false;
- Player const* playerAffectingAttacker = unit && unit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED) ? GetAffectingPlayer() : nullptr;
+ Player const* playerAffectingAttacker = unit && unit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED) ? GetAffectingPlayer() : ToGameObject() ? GetAffectingPlayer() : nullptr;
Player const* playerAffectingTarget = unitTarget && unitTarget->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED) ? target->GetAffectingPlayer() : nullptr;
// Not all neutral creatures can be attacked (even some unfriendly faction does not react aggresive to you, like Sporaggar)
@@ -2854,14 +2860,14 @@ bool WorldObject::IsValidAttackTarget(WorldObject const* target, SpellInfo const
// additional checks - only PvP case
if (playerAffectingAttacker && playerAffectingTarget)
{
- if (unitTarget->IsPvP())
+ if (playerAffectingTarget->IsPvP())
return true;
- if (unit->IsFFAPvP() && unitTarget->IsFFAPvP())
+ if (playerAffectingAttacker->IsFFAPvP() && playerAffectingTarget->IsFFAPvP())
return true;
- return unit->HasPvpFlag(UNIT_BYTE2_FLAG_UNK1) ||
- unitTarget->HasPvpFlag(UNIT_BYTE2_FLAG_UNK1);
+ return playerAffectingAttacker->HasPvpFlag(UNIT_BYTE2_FLAG_UNK1) ||
+ playerAffectingTarget->HasPvpFlag(UNIT_BYTE2_FLAG_UNK1);
}
return true;
diff --git a/src/server/game/Grids/Notifiers/GridNotifiers.h b/src/server/game/Grids/Notifiers/GridNotifiers.h
index 9481e44299e..c7c59fca05d 100644
--- a/src/server/game/Grids/Notifiers/GridNotifiers.h
+++ b/src/server/game/Grids/Notifiers/GridNotifiers.h
@@ -945,7 +945,7 @@ namespace Trinity
class NearestAttackableNoTotemUnitInObjectRangeCheck
{
public:
- NearestAttackableNoTotemUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range) : i_obj(obj), i_funit(funit), i_range(range) { }
+ NearestAttackableNoTotemUnitInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) { }
bool operator()(Unit* u)
{
@@ -961,7 +961,7 @@ namespace Trinity
if (!u->isTargetableForAttack(false))
return false;
- if (!i_obj->IsWithinDistInMap(u, i_range) || !i_funit->IsValidAttackTarget(u))
+ if (!i_obj->IsWithinDistInMap(u, i_range) || !i_obj->IsValidAttackTarget(u))
return false;
i_range = i_obj->GetDistance(*u);
@@ -970,7 +970,6 @@ namespace Trinity
private:
WorldObject const* i_obj;
- Unit const* i_funit;
float i_range;
};
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index eec48f5e6df..b79dd8a49a8 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -5402,7 +5402,9 @@ SpellCastResult Spell::CheckCast(bool strict, int32* param1 /*= nullptr*/, int32
{
// Check explicit target for m_originalCaster - todo: get rid of such workarounds
WorldObject* caster = m_caster;
- if (m_originalCaster)
+ // in case of gameobjects like traps, we need the gameobject itself to check target validity
+ // otherwise, if originalCaster is far away and cannot detect the target, the trap would not hit the target
+ if (m_originalCaster && !caster->ToGameObject())
caster = m_originalCaster;
SpellCastResult castResult = m_spellInfo->CheckExplicitTarget(caster, m_targets.GetObjectTarget(), m_targets.GetItemTarget());