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/SpellInfo.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/server/game/Spells/SpellInfo.cpp') diff --git a/src/server/game/Spells/SpellInfo.cpp b/src/server/game/Spells/SpellInfo.cpp index f17b2481ea3..873bfbefdcf 100644 --- a/src/server/game/Spells/SpellInfo.cpp +++ b/src/server/game/Spells/SpellInfo.cpp @@ -1645,8 +1645,8 @@ SpellCastResult SpellInfo::CheckTarget(Unit const* caster, WorldObject const* ta // creature/player specific target checks if (unitTarget) { - // spells cannot be cast if player is in fake combat also - if (HasAttribute(SPELL_ATTR1_CANT_TARGET_IN_COMBAT) && (unitTarget->IsInCombat() || unitTarget->IsPetInCombat())) + // spells cannot be cast if target has a pet in combat either + if (HasAttribute(SPELL_ATTR1_CANT_TARGET_IN_COMBAT) && (unitTarget->IsInCombat() || unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT))) return SPELL_FAILED_TARGET_AFFECTING_COMBAT; // only spells with SPELL_ATTR3_ONLY_TARGET_GHOSTS can target ghosts -- cgit v1.2.3