*Fix some bugged AI which cause creatures enter evade mode repeatedly.

*Let player enter combat when attacked but not hit by creatures.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-01-30 01:14:48 -06:00
parent 8fe4fc3e47
commit 03234a0657
13 changed files with 5 additions and 28 deletions
@@ -85,7 +85,6 @@ void ScriptedAI::AttackStart(Unit* who, bool melee)
if (m_creature->Attack(who, melee)) if (m_creature->Attack(who, melee))
{ {
m_creature->AddThreat(who, 0.0f); m_creature->AddThreat(who, 0.0f);
m_creature->SetInCombatWith(who);
if (!InCombat) if (!InCombat)
{ {
@@ -108,7 +107,6 @@ void ScriptedAI::AttackStart(Unit* who)
if (m_creature->Attack(who, true)) if (m_creature->Attack(who, true))
{ {
m_creature->AddThreat(who, 0.0f); m_creature->AddThreat(who, 0.0f);
m_creature->SetInCombatWith(who);
if (!InCombat) if (!InCombat)
{ {
@@ -834,7 +832,6 @@ void Scripted_NoMovementAI::AttackStart(Unit* who)
if (m_creature->Attack(who, true)) if (m_creature->Attack(who, true))
{ {
m_creature->AddThreat(who, 0.0f); m_creature->AddThreat(who, 0.0f);
m_creature->SetInCombatWith(who);
if (!InCombat) if (!InCombat)
{ {
@@ -1150,8 +1150,6 @@ struct TRINITY_DLL_DECL Mob_EventAI : public ScriptedAI
if (m_creature->Attack(who, MeleeEnabled)) if (m_creature->Attack(who, MeleeEnabled))
{ {
//Begin melee attack if we are within range //Begin melee attack if we are within range
m_creature->AddThreat(who, 0.0f);
m_creature->SetInCombatWith(who);
if (!InCombat) if (!InCombat)
{ {
@@ -35,8 +35,6 @@ void npc_escortAI::AttackStart(Unit *who)
if ( m_creature->Attack(who, true) ) if ( m_creature->Attack(who, true) )
{ {
m_creature->AddThreat(who, 0.0f); m_creature->AddThreat(who, 0.0f);
m_creature->SetInCombatWith(who);
who->SetInCombatWith(m_creature);
if (!InCombat) if (!InCombat)
{ {
@@ -440,7 +440,6 @@ struct TRINITY_DLL_DECL boss_shade_of_akamaAI : public ScriptedAI
Akama->AddThreat(m_creature, 10000000.0f); Akama->AddThreat(m_creature, 10000000.0f);
m_creature->Attack(Akama, true); m_creature->Attack(Akama, true);
Akama->Attack(m_creature, true); Akama->Attack(m_creature, true);
m_creature->SetInCombatWith(Akama);
} }
} }
} }
@@ -170,8 +170,6 @@ struct TRINITY_DLL_DECL boss_grand_warlock_nethekurseAI : public ScriptedAI
if (m_creature->Attack(who, true)) if (m_creature->Attack(who, true))
{ {
m_creature->AddThreat(who, 0.0f); m_creature->AddThreat(who, 0.0f);
m_creature->SetInCombatWith(who);
who->SetInCombatWith(m_creature);
if (!InCombat) if (!InCombat)
{ {
@@ -522,7 +522,6 @@ struct TRINITY_DLL_DECL npc_dirty_larryAI : public ScriptedAI
Malone->setFaction(14); Malone->setFaction(14);
Malone->GetMotionMaster()->MoveChase(player); Malone->GetMotionMaster()->MoveChase(player);
} }
m_creature->SetInCombatWith(player);
DoStartMovement(player); DoStartMovement(player);
AttackStart(player); AttackStart(player);
} }
@@ -104,8 +104,6 @@ struct TRINITY_DLL_DECL npc_millhouse_manastormAI : public ScriptedAI
if (m_creature->Attack(who, true)) if (m_creature->Attack(who, true))
{ {
m_creature->AddThreat(who, 0.0f); m_creature->AddThreat(who, 0.0f);
m_creature->SetInCombatWith(who);
who->SetInCombatWith(m_creature);
if (!InCombat) if (!InCombat)
{ {
@@ -1211,8 +1211,6 @@ struct TRINITY_DLL_DECL boss_grand_astromancer_capernianAI : public advisorbase_
if (m_creature->Attack(who, true)) if (m_creature->Attack(who, true))
{ {
m_creature->AddThreat(who, 0.0f); m_creature->AddThreat(who, 0.0f);
m_creature->SetInCombatWith(who);
who->SetInCombatWith(m_creature);
if (!InCombat) if (!InCombat)
{ {
@@ -1497,9 +1495,6 @@ struct TRINITY_DLL_DECL mob_phoenix_egg_tkAI : public ScriptedAI
{ {
if (m_creature->Attack(who, false)) if (m_creature->Attack(who, false))
{ {
m_creature->SetInCombatWith(who);
who->SetInCombatWith(m_creature);
if (!InCombat) if (!InCombat)
{ {
InCombat = true; InCombat = true;
-3
View File
@@ -148,9 +148,6 @@ AggressorAI::AttackStart(Unit *u)
if(i_creature.Attack(u,true)) if(i_creature.Attack(u,true))
{ {
i_creature.SetInCombatWith(u);
u->SetInCombatWith(&i_creature);
i_creature.AddThreat(u, 0.0f); i_creature.AddThreat(u, 0.0f);
// DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow()); // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
i_victimGuid = u->GetGUID(); i_victimGuid = u->GetGUID();
-3
View File
@@ -139,9 +139,6 @@ void GuardAI::AttackStart(Unit *u)
// DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow()); // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
if(i_creature.Attack(u,true)) if(i_creature.Attack(u,true))
{ {
i_creature.SetInCombatWith(u);
u->SetInCombatWith(&i_creature);
i_creature.AddThreat(u, 0.0f); i_creature.AddThreat(u, 0.0f);
i_victimGuid = u->GetGUID(); i_victimGuid = u->GetGUID();
i_creature.GetMotionMaster()->MoveChase(u); i_creature.GetMotionMaster()->MoveChase(u);
-2
View File
@@ -73,8 +73,6 @@ void PetAI::AttackStart(Unit *u)
if(i_pet.Attack(u,true)) if(i_pet.Attack(u,true))
{ {
i_pet.SetInCombatWith(u);
i_pet.clearUnitState(UNIT_STAT_FOLLOW); i_pet.clearUnitState(UNIT_STAT_FOLLOW);
// TMGs call CreatureRelocation which via MoveInLineOfSight can call this function // TMGs call CreatureRelocation which via MoveInLineOfSight can call this function
// thus with the following clear the original TMG gets invalidated and crash, doh // thus with the following clear the original TMG gets invalidated and crash, doh
-2
View File
@@ -50,8 +50,6 @@ ReactorAI::AttackStart(Unit *p)
if(i_creature.Attack(p,true)) if(i_creature.Attack(p,true))
{ {
DEBUG_LOG("Tag unit GUID: %u (TypeId: %u) as a victim", p->GetGUIDLow(), p->GetTypeId()); DEBUG_LOG("Tag unit GUID: %u (TypeId: %u) as a victim", p->GetGUIDLow(), p->GetTypeId());
i_creature.SetInCombatWith(p);
p->SetInCombatWith(&i_creature);
i_creature.AddThreat(p, 0.0f); i_creature.AddThreat(p, 0.0f);
i_victimGuid = p->GetGUID(); i_victimGuid = p->GetGUID();
+5
View File
@@ -8203,6 +8203,11 @@ bool Unit::Attack(Unit *victim, bool meleeAttack)
((WorldObject*)this)->SendMessageToSet(&data, true); ((WorldObject*)this)->SendMessageToSet(&data, true);
((Creature*)this)->CallAssistance(); ((Creature*)this)->CallAssistance();
// should not let player enter combat by right clicking target
SetInCombatWith(victim);
if(victim->GetTypeId() == TYPEID_PLAYER)
victim->SetInCombatWith(this);
} }
// delay offhand weapon attack to next attack time // delay offhand weapon attack to next attack time