From 532ab1c7f8653d1a2e48aa1f1f8a9ba1041d4bb7 Mon Sep 17 00:00:00 2001 From: Treeston Date: Wed, 3 Jan 2018 20:04:19 +0100 Subject: Core: Combat/threat system rewrite (PR #19930) - PvE combat is now always mutual. UNIT_FLAG_IN_COMBAT is backed by actual references to the units we're in combat with. - PvP combat is now also tracked, and almost always mutual; spells like Vanish and Feign Death can break this rule. That means we can easily determine a list of players we're fighting. - By extension, IsInCombatWith now has sensible behavior when invoked on nonplayers. - Threat and combat systems are no longer the same. - They still have an enforced relationship (threat implies combat - clearing combat clears threat)... - ...but we can have combat without threat. A creature (with threat list) isn't considered to be engaged until it has an entry on its threat list... - ...which means we can now faithfully replicate retail engage behavior. Combat on projectile launch - engagement start on projectile impact. Yay for progress! - AI method refactor, as already ported in 6113b9d - `JustEngagedWith`, `JustEnteredCombat` and `JustExitedCombat`. - Vehicle threat is now properly pooled on the main vehicle body (fixes #16542). - Various edge case bug fixes for threat redirects (Misdirection "cancelling" Vigilance and similar). - Target re-selection is now significantly faster. - Fixed a ton of other smaller edge case bugs, probably. Closes #7951 and #19998. --- src/server/game/Spells/Spell.cpp | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) (limited to 'src/server/game/Spells/Spell.cpp') diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index b6f368d3a56..3bdce758016 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -2480,7 +2480,7 @@ void Spell::DoAllEffectOnTarget(TargetInfo* target) // spellHitTarget can be null if spell is missed in DoSpellHitOnUnit if (missInfo != SPELL_MISS_EVADE && spellHitTarget && !m_caster->IsFriendlyTo(unit) && (!IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL))) { - m_caster->CombatStart(unit, m_spellInfo->HasInitialAggro()); + m_caster->AttackedTarget(unit, m_spellInfo->HasInitialAggro()); if (!unit->IsStandState()) unit->SetStandState(UNIT_STAND_STATE_STAND); @@ -2582,7 +2582,8 @@ SpellMissInfo Spell::DoSpellHitOnUnit(Unit* unit, uint32 effectMask, bool scaleA } if (unit->IsInCombat() && m_spellInfo->HasInitialAggro()) { - m_caster->SetInCombatState(unit->GetCombatTimer() > 0, unit); + if (m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE)) // only do explicit combat forwarding for PvP enabled units + m_caster->GetCombatManager().InheritCombatStatesFrom(unit); // for creature v creature combat, the threat forward does it for us unit->GetThreatManager().ForwardThreatForAssistingMe(m_caster, 0.0f, nullptr, true); } } @@ -7290,6 +7291,10 @@ void Spell::DoAllEffectOnLaunchTarget(TargetInfo& targetInfo, float* multiplier) if (!unit) return; + // This will only cause combat - the target will engage once the projectile hits (in DoAllEffectOnTarget) + if (targetInfo.missCondition != SPELL_MISS_EVADE && !m_caster->IsFriendlyTo(unit) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)) && (m_spellInfo->HasInitialAggro() || unit->IsEngaged())) + m_caster->SetInCombatWith(unit); + for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (targetInfo.effectMask & (1<