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. (cherry picked from commit 532ab1c7f8653d1a2e48aa1f1f8a9ba1041d4bb7)
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@@ -504,11 +504,12 @@ void BossAI::TeleportCheaters()
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float x, y, z;
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me->GetPosition(x, y, z);
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ThreatContainer::StorageType threatList = me->GetThreatManager().getThreatList();
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for (ThreatContainer::StorageType::const_iterator itr = threatList.begin(); itr != threatList.end(); ++itr)
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if (Unit* target = (*itr)->getTarget())
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if (target->GetTypeId() == TYPEID_PLAYER && !CheckBoundary(target))
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target->NearTeleportTo(x, y, z, 0);
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for (auto const& pair : me->GetCombatManager().GetPvECombatRefs())
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{
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Unit* target = pair.second->GetOther(me);
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if (target->IsControlledByPlayer() && !CheckBoundary(target))
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target->NearTeleportTo(x, y, z, 0);
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}
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}
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void BossAI::JustSummoned(Creature* summon)
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