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-rw-r--r--src/game/Unit.cpp35
1 files changed, 14 insertions, 21 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index e6497e13505..5fd2fa69bc5 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -7296,6 +7296,12 @@ bool Unit::Attack(Unit *victim, bool meleeAttack)
((WorldObject*)this)->SendMessageToSet(&data, true);
((Creature*)this)->CallAssistance();
+
+ // should not let player enter combat by right clicking target
+ SetInCombatWith(victim);
+ if(victim->GetTypeId() == TYPEID_PLAYER)
+ victim->SetInCombatWith(this);
+ AddThreat(victim, 0.0f);
}
// delay offhand weapon attack to next attack time
@@ -9735,7 +9741,7 @@ void Unit::TauntFadeOut(Unit *taunter)
//======================================================================
-Unit* Creature::SelectHostilTarget()
+Unit* Creature::SelectVictim()
{
//function provides main threat functionality
//next-victim-selection algorithm and evade mode are called
@@ -9746,13 +9752,8 @@ Unit* Creature::SelectHostilTarget()
//otherwise enterevademode every update
- if (!this->isAlive())
- return false;
- //This function only useful once AI has been initialized
- if (!AI())
- return NULL;
- Unit* target = NULL;
+ Unit* target = NULL;
// First checking if we have some taunt on us
const AuraList& tauntAuras = GetAurasByType(SPELL_AURA_MOD_TAUNT);
if ( !tauntAuras.empty() )
@@ -9792,18 +9793,15 @@ Unit* Creature::SelectHostilTarget()
{
if(!hasUnitState(UNIT_STAT_STUNNED))
SetInFront(target);
- AI()->AttackStart(target);
- return getVictim();
+ return target;
}
- // no target but something prevent go to evade mode
- if( !isInCombat() /*|| HasAuraType(SPELL_AURA_MOD_TAUNT)*/ )
- return NULL;
-
// last case when creature don't must go to evade mode:
// it in combat but attacker not make any damage and not enter to aggro radius to have record in threat list
// for example at owner command to pet attack some far away creature
// Note: creature not have targeted movement generator but have attacker in this case
+ if(m_attackers.size())
+ return NULL;
/*if( GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE )
{
for(AttackerSet::const_iterator itr = m_attackers.begin(); itr != m_attackers.end(); ++itr)
@@ -9816,14 +9814,9 @@ Unit* Creature::SelectHostilTarget()
// search nearby enemy before enter evade mode
if(HasReactState(REACT_AGGRESSIVE))
{
- if(target = SelectNearestTarget())
- {
- if(!IsOutOfThreatArea(target))
- {
- AI()->AttackStart(target);
- return getVictim();
- }
- }
+ target = SelectNearestTarget();
+ if(target && !IsOutOfThreatArea(target))
+ return target;
}
if(m_invisibilityMask)