fix(Core/Scripts): Fix DK pets not correctly attacking (#25128)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com> Co-authored-by: Treeston <treeston.mmoc@gmail.com> Co-authored-by: Malcrom <malcromdev@gmail.com> Co-authored-by: Aqua Deus <95978183+aquadeus@users.noreply.github.com>
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5 changed files with 62 additions and 64 deletions
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@ -198,7 +198,7 @@ void CreatureAI::OnOwnerCombatInteraction(Unit* target)
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if (!target || !me->IsAlive())
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return;
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if (!me->HasReactState(REACT_PASSIVE) && me->CanStartAttack(target))
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if (!me->HasReactState(REACT_PASSIVE) && me->CanStartAttack(target, true))
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me->EngageWithTarget(target);
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}
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@ -1840,44 +1840,39 @@ bool Creature::IsAlwaysDetectableFor(WorldObject const* seer) const
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return false;
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}
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bool Creature::CanStartAttack(Unit const* who) const
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bool Creature::CanStartAttack(Unit const* who, bool force) const
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{
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if (IsCivilian())
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return false;
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// This set of checks is should be done only for creatures
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if ((IsImmuneToNPC() && !who->IsPlayer()) || // flag is valid only for non player characters
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(IsImmuneToPC() && who->IsPlayer())) // immune to PC and target is a player, return false
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{
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if ((IsImmuneToNPC() && !who->IsPlayer()) ||
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(IsImmuneToPC() && who->IsPlayer()))
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return false;
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}
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if (Unit* owner = who->GetOwner())
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if (owner->IsPlayer() && IsImmuneToPC()) // immune to PC and target has player owner
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if (owner->IsPlayer() && IsImmuneToPC())
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return false;
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// Do not attack non-combat pets
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if (who->IsCreature() && who->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET)
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return false;
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if (!CanFly() && (GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE + m_CombatDistance)) // too much Z difference, skip very costy vmap calculations here
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if (!CanFly() && (GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE + m_CombatDistance))
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return false;
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if (!_IsTargetAcceptable(who))
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return false;
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if (!force)
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{
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if (!_IsTargetAcceptable(who))
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return false;
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if (IsNeutralToAll() || !IsWithinDistInMap(who, GetAggroRange(who) + m_CombatDistance, true, false, false)) // pussywizard: +m_combatDistance for turrets and similar
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return false;
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if (IsNeutralToAll() || !IsWithinDistInMap(who, GetAggroRange(who) + m_CombatDistance, true, false, false))
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return false;
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}
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if (!CanCreatureAttack(who))
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return false;
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if (HasUnitState(UNIT_STATE_STUNNED))
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return false;
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if (!IsHostileTo(who))
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return false;
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return IsWithinLOSInMap(who);
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}
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@ -253,7 +253,7 @@ public:
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CreatureSpellCooldowns m_CreatureSpellCooldowns;
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uint32 m_ProhibitSchoolTime[7];
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bool CanStartAttack(Unit const* u) const;
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bool CanStartAttack(Unit const* u, bool force = false) const;
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float GetAggroRange(Unit const* target) const;
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float GetAttackDistance(Unit const* player) const;
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[[nodiscard]] float GetDetectionRange() const { return m_detectionDistance; }
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@ -943,13 +943,13 @@ uint32 Unit::DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage
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// Hook for OnDamage Event
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sScriptMgr->OnDamage(attacker, victim, damage);
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if (victim->IsPlayer() && attacker != victim)
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// Signal to pets that their owner was attacked - except when DOT.
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if (attacker != victim && damagetype != DOT)
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{
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// Signal to pets that their owner was attacked
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Pet* pet = victim->ToPlayer()->GetPet();
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if (pet && pet->IsAlive())
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pet->AI()->OwnerAttackedBy(attacker);
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for (Unit* controlled : victim->m_Controlled)
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if (Creature* cControlled = controlled->ToCreature())
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if (CreatureAI* controlledAI = cControlled->AI())
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controlledAI->OwnerAttackedBy(attacker);
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}
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//Dont deal damage to unit if .cheat god is enable.
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@ -2766,13 +2766,6 @@ void Unit::AttackerStateUpdate(Unit* victim, WeaponAttackType attType /*= BASE_A
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LOG_DEBUG("entities.unit", "AttackerStateUpdate: (NPC) {} attacked {} for {} dmg, absorbed {}, blocked {}, resisted {}.",
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GetGUID().ToString(), victim->GetGUID().ToString(), dmgInfo.GetDamage(), dmgInfo.GetAbsorb(), dmgInfo.GetBlock(), dmgInfo.GetResist());
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// Let the pet know we've started attacking someting. Handles melee attacks only
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// Spells such as auto-shot and others handled in WorldSession::HandleCastSpellOpcode
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if (IsPlayer() && !m_Controlled.empty())
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for (Unit::ControlSet::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
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if (Unit* pet = *itr)
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if (pet->IsAlive() && pet->IsCreature())
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pet->ToCreature()->AI()->OwnerAttacked(victim);
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}
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}
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@ -7342,7 +7335,6 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
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// ToCreature()->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ());
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if (creature && !IsControlledByPlayer())
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{
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// should not let player enter combat by right clicking target - doesn't helps
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EngageWithTarget(victim);
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creature->SendAIReaction(AI_REACTION_HOSTILE);
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@ -7363,6 +7355,16 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
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if (meleeAttack)
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SendMeleeAttackStart(victim);
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// Let the pet know we've started attacking someting. Handles melee attacks only
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// Spells such as auto-shot and others handled in WorldSession::HandleCastSpellOpcode
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if (IsPlayer())
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{
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for (Unit* controlled : m_Controlled)
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if (Creature* cControlled = controlled->ToCreature())
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if (CreatureAI* controlledAI = cControlled->AI())
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controlledAI->OwnerAttacked(victim);
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}
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return true;
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}
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@ -250,13 +250,29 @@ struct npc_pet_dk_ghoul : public CombatAI
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if (!summoner || !summoner->IsPlayer())
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return;
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Player* player = summoner->ToPlayer();
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// Remember the owner's target so we can attack it after the rising stun expires.
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if (Unit* victim = summoner->ToPlayer()->GetVictim())
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_summonTargetGUID = victim->GetGUID();
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}
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if (Unit* victim = player->GetVictim())
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void UpdateAI(uint32 diff) override
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{
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// While stunned (rising animation), don't run CombatAI - just wait.
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if (me->HasUnitState(UNIT_STATE_STUNNED))
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return;
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// Once the stun expires, attack the saved target from summon time.
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if (!_summonTargetGUID.IsEmpty())
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{
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me->Attack(victim, true);
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me->GetMotionMaster()->MoveChase(victim);
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if (Unit* target = ObjectAccessor::GetUnit(*me, _summonTargetGUID))
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{
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if (target->IsAlive() && me->IsValidAttackTarget(target))
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AttackStart(target);
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}
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_summonTargetGUID.Clear();
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}
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CombatAI::UpdateAI(diff);
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}
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void JustDied(Unit* /*who*/) override
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@ -264,6 +280,9 @@ struct npc_pet_dk_ghoul : public CombatAI
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if (me->IsGuardian() || me->IsSummon())
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me->ToTempSummon()->UnSummon();
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}
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private:
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ObjectGuid _summonTargetGUID;
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};
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struct npc_pet_dk_risen_ally : public PossessedAI
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@ -283,36 +302,18 @@ struct npc_pet_dk_risen_ally : public PossessedAI
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}
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};
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struct npc_pet_dk_army_of_the_dead : public CombatAI
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struct npc_pet_dk_army_of_the_dead : public AggressorAI
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{
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npc_pet_dk_army_of_the_dead(Creature* creature) : CombatAI(creature) { }
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npc_pet_dk_army_of_the_dead(Creature* creature) : AggressorAI(creature) { }
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void InitializeAI() override
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bool CanAIAttack(Unit const* target) const override
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{
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CombatAI::InitializeAI();
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((Minion*)me)->SetFollowAngle(rand_norm() * 2 * M_PI);
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}
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void IsSummonedBy(WorldObject* summoner) override
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{
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if (Unit* owner = summoner->ToUnit())
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{
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Unit* victim = owner->GetVictim();
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if (victim && me->IsValidAttackTarget(victim))
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{
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AttackStart(victim);
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}
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else
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{
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// If there is no valid target, attack the nearest enemy within 30m
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if (Unit* nearest = me->SelectNearbyTarget(nullptr, 30.0f))
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{
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if (me->IsValidAttackTarget(nearest))
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AttackStart(nearest);
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}
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}
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}
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if (!target)
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return false;
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Unit* owner = me->GetOwner();
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if (owner && !target->IsInCombatWith(owner))
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return false;
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return AggressorAI::CanAIAttack(target);
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}
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};
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