[7668] Cleanup In CreatureAI function descriptions and AttackStart/AttackedBy use. Author: VladimirMangos
* Use AI::AttackStart calls only in case explicit request creature attack from core or AI code "attack it if can".
Like taunt, pet handler attack command.
* Use AI::AttackedBy for reaction at hostile action "do something at hostile action"
Like non-dot damage, swing, negative spell landing, or fade fear/etc.
And provided by default call AttackStart if no current target.
This fix some problems, like:
* Civilian will react propertly at attack by another creature (not pet or player).
* Will not cases (at least triggred by core) when attack target start run to attacker before any real hostile action apply.
*Note: AttackBy is still disabled until proved useful to TC.
--HG--
branch : trunk
This commit is contained in:
+26
-40
@@ -574,30 +574,27 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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return 0;
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}
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if(pVictim->GetTypeId() != TYPEID_PLAYER)
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// no xp,health if type 8 /critters/
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if(pVictim->GetTypeId() != TYPEID_PLAYER && pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER)
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{
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// no xp,health if type 8 /critters/
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if ( pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER)
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// allow loot only if has loot_id in creature_template
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if(damage >= pVictim->GetHealth())
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{
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// allow loot only if has loot_id in creature_template
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if(damage >= pVictim->GetHealth())
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{
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pVictim->setDeathState(JUST_DIED);
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pVictim->SetHealth(0);
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pVictim->setDeathState(JUST_DIED);
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pVictim->SetHealth(0);
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CreatureInfo const* cInfo = ((Creature*)pVictim)->GetCreatureInfo();
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if(cInfo && cInfo->lootid)
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pVictim->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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CreatureInfo const* cInfo = ((Creature*)pVictim)->GetCreatureInfo();
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if(cInfo && cInfo->lootid)
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pVictim->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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// some critters required for quests
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if(GetTypeId() == TYPEID_PLAYER)
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((Player*)this)->KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
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}
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else
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pVictim->ModifyHealth(- (int32)damage);
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return damage;
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// some critters required for quests
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if(GetTypeId() == TYPEID_PLAYER)
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((Player*)this)->KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
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}
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else
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pVictim->ModifyHealth(- (int32)damage);
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return damage;
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}
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DEBUG_LOG("DealDamageStart");
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@@ -835,22 +832,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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pVictim->ModifyHealth(- (int32)damage);
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if(damagetype != DOT)
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{
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if(!getVictim())
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/*{
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// if have target and damage pVictim just call AI reaction
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if(pVictim != getVictim() && pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->IsAIEnabled)
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((Creature*)pVictim)->AI()->AttackedBy(this);
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}
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else*/
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{
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// if not have main target then attack state with target (including AI call)
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//start melee attacks only after melee hit
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Attack(pVictim,(damagetype == DIRECT_DAMAGE));
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}
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}
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if(damagetype == DIRECT_DAMAGE || damagetype == SPELL_DIRECT_DAMAGE)
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{
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//TODO: This is from procflag, I do not know which spell needs this
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@@ -2268,6 +2249,10 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
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}
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}
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// if damage pVictim call AI reaction
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//if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
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// ((Creature*)pVictim)->AI()->AttackedBy(this);
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return;
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}
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@@ -2295,6 +2280,10 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
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--m_extraAttacks;
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}
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}
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// if damage pVictim call AI reaction
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//if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
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// ((Creature*)pVictim)->AI()->AttackedBy(this);
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}
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MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit *pVictim, WeaponAttackType attType) const
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@@ -7817,9 +7806,6 @@ bool Unit::Attack(Unit *victim, bool meleeAttack)
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//if(GetTypeId()==TYPEID_UNIT)
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// ((Creature*)this)->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ());
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//if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->IsAIEnabled)
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// ((Creature*)m_attacking)->AI()->AttackedBy(this);
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if(GetTypeId()==TYPEID_UNIT)
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{
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// should not let player enter combat by right clicking target
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@@ -11835,8 +11821,8 @@ void Unit::SetFeared(bool apply, uint64 casterGUID, uint32 spellID)
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// attack caster if can
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Unit* caster = ObjectAccessor::GetObjectInWorld(casterGUID, (Unit*)NULL);
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if(caster && caster != getVictim() && ((Creature*)this)->IsAIEnabled)
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((Creature*)this)->AI()->AttackStart(caster);
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if(caster && ((Creature*)this)->AI())
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((Creature*)this)->AI()->AttackedBy(caster);
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}
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}
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