diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Entities/Creature/Creature.cpp | 5 | ||||
-rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 20 |
2 files changed, 11 insertions, 14 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index ecbb23e6863..ce14e61d8e6 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -2184,6 +2184,11 @@ bool Creature::CanCreatureAttack(Unit const* victim, bool /*force*/) const if (GetMap()->IsDungeon()) return true; + // if the mob is actively being damaged, do not reset due to distance unless it's a world boss + if (!isWorldBoss()) + if (time(NULL) - GetLastDamagedTime() <= MAX_AGGRO_RESET_TIME) + return true; + //Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and out of combat every update tick. float dist = std::max(GetAttackDistance(victim), sWorld->getFloatConfig(CONFIG_THREAT_RADIUS)) + m_CombatDistance; diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 71c978760ba..cc8ceb94c3c 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -10842,7 +10842,7 @@ Unit* Creature::SelectVictim() } } else - return NULL; + return nullptr; if (target && _IsTargetAcceptable(target) && CanCreatureAttack(target)) { @@ -10851,14 +10851,6 @@ Unit* Creature::SelectVictim() return target; } - // Case where mob is being kited. - // Mob may not be in range to attack or may have dropped target. In any case, - // don't evade if damage received within the last 10 seconds - // Does not apply to world bosses to prevent kiting to cities - if (!isWorldBoss() && !GetInstanceId()) - if (time(NULL) - GetLastDamagedTime() <= MAX_AGGRO_RESET_TIME) - return target; - // last case when creature must not 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 @@ -10867,12 +10859,12 @@ Unit* Creature::SelectVictim() { if ((*itr) && !CanCreatureAttack(*itr) && (*itr)->GetTypeId() != TYPEID_PLAYER && !(*itr)->ToCreature()->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN)) - return NULL; + return nullptr; } /// @todo a vehicle may eat some mob, so mob should not evade if (GetVehicle()) - return NULL; + return nullptr; // search nearby enemy before enter evade mode if (HasReactState(REACT_AGGRESSIVE)) @@ -10890,17 +10882,17 @@ Unit* Creature::SelectVictim() { if ((*itr)->GetBase()->IsPermanent()) { - AI()->EnterEvadeMode(); + AI()->EnterEvadeMode(CreatureAI::EVADE_REASON_OTHER); break; } } - return NULL; + return nullptr; } // enter in evade mode in other case AI()->EnterEvadeMode(CreatureAI::EVADE_REASON_NO_HOSTILES); - return NULL; + return nullptr; } //====================================================================== |