*Passive targets under attack by players are not ideal targets for hostile creatures, so avoid them.

--HG--
branch : trunk
This commit is contained in:
maximius
2009-09-29 15:13:46 -07:00
parent 21f08bff8e
commit 4b79217bef
3 changed files with 30 additions and 13 deletions
+27 -10
View File
@@ -1689,8 +1689,7 @@ bool Creature::canStartAttack(Unit const* who, bool force) const
if(!force)
{
// if victim(1) has a victim(2), and victim(2) is a non-friendly player, don't attack victim(1) unless forced
if(who->getVictim() && who->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself() && !IsFriendlyTo(who->getVictim()))
if(!_IsTargetAcceptable(who))
return false;
if(who->isInCombat())
@@ -2149,14 +2148,6 @@ bool Creature::CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction /
if (GetCharmerOrOwnerGUID())
return false;
// don't help players or units controlled or owned by players
if (u->GetCharmerOrOwnerPlayerOrPlayerItself())
return false;
// don't help if the unit is fleeing from the enemy player
if (!u->isAttackingPlayer() && enemy->GetTypeId() == TYPEID_PLAYER)
return false;
// only from same creature faction
if (checkfaction)
{
@@ -2176,6 +2167,32 @@ bool Creature::CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction /
return true;
}
// use this function to avoid having hostile creatures attack
// friendlies and other mobs they shouldn't attack
bool Creature::_IsTargetAcceptable(const Unit* target) const
{
const Unit* targetVictim = target->getAttackerForHelper();
if(!targetVictim) // if target does not have a victim, the target is acceptable
return true;
const Player* targetVictimPlayer = targetVictim->GetCharmerOrOwnerPlayerOrPlayerItself();
if(!targetVictimPlayer) // if the victim is not a player, the target is acceptable
return true;
// if the victim is a non-friendly player, the target is not acceptable
if(!IsFriendlyTo(targetVictim))
return false;
// if the target is passive, the target is not acceptable
if(((Creature*)target)->GetReactState() == REACT_PASSIVE)
return false;
// otherwise, the target is acceptable
return true;
}
void Creature::SaveRespawnTime()
{
if(isSummon() || !m_DBTableGuid || m_creatureData && !m_creatureData->dbData)
+1
View File
@@ -641,6 +641,7 @@ class TRINITY_DLL_SPEC Creature : public Unit
void SetNoSearchAssistance(bool val) { m_AlreadySearchedAssistance = val; }
bool HasSearchedAssistance() { return m_AlreadySearchedAssistance; }
bool CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction = true) const;
bool _IsTargetAcceptable(const Unit* target) const;
MovementGeneratorType GetDefaultMovementType() const { return m_defaultMovementType; }
void SetDefaultMovementType(MovementGeneratorType mgt) { m_defaultMovementType = mgt; }
+2 -3
View File
@@ -11344,7 +11344,7 @@ Unit* Creature::SelectVictim()
else
return NULL;
if(target && (!target->getVictim() || IsFriendlyTo(target->getVictim()))) // if victim(1) has a victim(2), only attack victim(1) if we are friendly with victim(2)
if(target && _IsTargetAcceptable(target))
{
SetInFront(target);
return target;
@@ -11358,7 +11358,6 @@ Unit* Creature::SelectVictim()
{
if((*itr) && canCreatureAttack(*itr) && (*itr)->GetTypeId() != TYPEID_PLAYER
&& !((Creature*)(*itr))->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
// && (!(*itr)->getVictim() || IsFriendlyTo((*itr)->getVictim()))) // if victim(1) has a victim(2), only attack victim(1) if we are friendly with victim(2)
return NULL;
}
@@ -11369,7 +11368,7 @@ Unit* Creature::SelectVictim()
// search nearby enemy before enter evade mode
if(HasReactState(REACT_AGGRESSIVE))
if(target = SelectNearestTarget())
if(!target->getVictim() || IsFriendlyTo(target->getVictim())) // if victim(1) has a victim(2), only attack victim(1) if we are friendly with victim(2)
if(_IsTargetAcceptable(target))
return target;
if(m_invisibilityMask)