From 331e463de83e4ea13935773f992b32733272d263 Mon Sep 17 00:00:00 2001 From: Treeston Date: Fri, 21 Jul 2017 22:59:59 +0200 Subject: Core/PlayerAI: Some adjustments: - Add a 2 second delay before the AI begins using spells. This should provide opportunity for counterplay before that rogue activates cloak and goes on an unstoppable rampage among your healers. (Sorry, guys.) - Stopped the AI from attacking invalid targets under some conditions. It should now properly leash back and follow the charmer if we try to select an invalid target. - Stopped the AI from constantly re-creating the follow movement generator (and thus spamming movesplines). --- .../ShadowLabyrinth/boss_blackheart_the_inciter.cpp | 20 -------------------- 1 file changed, 20 deletions(-) (limited to 'src/server/scripts/Outland') diff --git a/src/server/scripts/Outland/Auchindoun/ShadowLabyrinth/boss_blackheart_the_inciter.cpp b/src/server/scripts/Outland/Auchindoun/ShadowLabyrinth/boss_blackheart_the_inciter.cpp index 7f9111cfffb..62a81af385c 100644 --- a/src/server/scripts/Outland/Auchindoun/ShadowLabyrinth/boss_blackheart_the_inciter.cpp +++ b/src/server/scripts/Outland/Auchindoun/ShadowLabyrinth/boss_blackheart_the_inciter.cpp @@ -57,26 +57,6 @@ enum Events class BlackheartCharmedPlayerAI : public SimpleCharmedPlayerAI { using SimpleCharmedPlayerAI::SimpleCharmedPlayerAI; - Unit* SelectAttackTarget() const override - { - if (Unit* charmer = me->GetCharmer()) - { - std::list targets; - for (ThreatReference const* ref : charmer->GetThreatManager().GetUnsortedThreatList()) - { - if (Player* victim = ref->GetVictim()->ToPlayer()) - if (me->IsValidAttackTarget(victim)) - targets.push_back(victim); - } - if (targets.empty()) - return nullptr; - - auto it = targets.begin(); - std::advance(it, urand(0, targets.size() - 1)); - return *it; - } - return nullptr; - } void OnCharmed(bool apply) override { SimpleCharmedPlayerAI::OnCharmed(apply); -- cgit v1.2.3