*Move SelectHostilTarget() to class Creature and return getVictim() directly.
*Fix the crash caused by mandokir script. --HG-- branch : trunk
This commit is contained in:
@@ -276,13 +276,13 @@ struct TRINITY_DLL_DECL boss_moroesAI : public ScriptedAI
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{
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for (uint8 i = 0; i < 4; ++i)
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{
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Unit* Temp = NULL;
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Creature* Temp = NULL;
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if (AddGUID[i])
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{
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Temp = Unit::GetUnit((*m_creature),AddGUID[i]);
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Temp = (Creature*)Unit::GetUnit((*m_creature),AddGUID[i]);
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if (Temp && Temp->isAlive())
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if (!Temp->SelectHostilTarget() || !Temp->getVictim() )
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((Creature*)Temp)->AI()->AttackStart(m_creature->getVictim());
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Temp->AI()->AttackStart(m_creature->getVictim());
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}
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}
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CheckAdds_Timer = 5000;
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@@ -131,7 +131,8 @@ struct TRINITY_DLL_DECL boss_mandokirAI : public ScriptedAI
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void UpdateAI(const uint32 diff)
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{
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if (!m_creature->SelectHostilTarget() || !m_creature->getVictim())
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Unit *victim = m_creature->SelectHostilTarget();
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if(!victim)
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return;
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if( m_creature->getVictim() && m_creature->isAlive())
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@@ -234,11 +235,11 @@ struct TRINITY_DLL_DECL boss_mandokirAI : public ScriptedAI
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}else Fear_Timer -=diff;
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//Mortal Strike if target below 50% hp
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if (m_creature->getVictim()->GetHealth() < m_creature->getVictim()->GetMaxHealth()*0.5)
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if (victim && victim->GetHealth() < victim->GetMaxHealth()*0.5)
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{
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if (MortalStrike_Timer < diff)
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{
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DoCast(m_creature->getVictim(),SPELL_MORTAL_STRIKE);
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DoCast(victim,SPELL_MORTAL_STRIKE);
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MortalStrike_Timer = 15000;
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}else MortalStrike_Timer -= diff;
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}
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@@ -630,6 +630,7 @@ class TRINITY_DLL_SPEC Creature : public Unit
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bool IsFormationLeader() {return (GetDBTableGUIDLow() && GetDBTableGUIDLow() == m_formationID);}
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uint32 GetFormationID(){return m_formationID;}
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Unit *SelectHostilTarget();
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protected:
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bool CreateFromProto(uint32 guidlow,uint32 Entry,uint32 team, const CreatureData *data = NULL);
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bool InitEntry(uint32 entry, uint32 team=ALLIANCE, const CreatureData* data=NULL);
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+27
-19
@@ -261,8 +261,17 @@ Unit::~Unit()
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if(m_uint32Values)
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{
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sLog.outDetail("Deconstruct Unit Entry = %u", GetEntry());
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if(m_scAuras.size())
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/*for(int i = 0; i < TOTAL_AURAS; ++i)
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{
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if(m_modAuras[i].begin() != m_modAuras[i].end())
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sLog.outError("Unit %u has mod auras during deconstruction", GetEntry());
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}
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if(m_scAuras.begin() != m_scAuras.end())
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sLog.outError("Unit %u has sc auras during deconstruction", GetEntry());
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if(m_interruptableAuras.begin() != m_interruptableAuras.end())
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sLog.outError("Unit %u has interruptable auras during deconstruction", GetEntry());
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if(m_ccAuras.begin() != m_ccAuras.end())
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sLog.outError("Unit %u has cc auras during deconstruction", GetEntry());*/
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}
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}
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@@ -10390,18 +10399,17 @@ void Unit::TauntFadeOut(Unit *taunter)
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//======================================================================
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bool Unit::SelectHostilTarget()
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Unit* Creature::SelectHostilTarget()
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{
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//function provides main threat functionality
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//next-victim-selection algorithm and evade mode are called
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//threat list sorting etc.
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assert(GetTypeId()== TYPEID_UNIT);
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Unit* target = NULL;
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//This function only useful once AI has been initialized
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if (!((Creature*)this)->AI())
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return false;
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if (!AI())
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return NULL;
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if(!m_ThreatManager.isThreatListEmpty())
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{
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@@ -10417,36 +10425,36 @@ bool Unit::SelectHostilTarget()
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{
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if(!hasUnitState(UNIT_STAT_STUNNED))
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SetInFront(target);
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((Creature*)this)->AI()->AttackStart(target);
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return true;
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AI()->AttackStart(target);
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return getVictim();
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}
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// no target but something prevent go to evade mode
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if( !isInCombat() /*|| HasAuraType(SPELL_AURA_MOD_TAUNT)*/ )
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return false;
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return NULL;
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// last case when creature don't must go to evade mode:
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// it in combat but attacker not make any damage and not enter to aggro radius to have record in threat list
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// for example at owner command to pet attack some far away creature
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// Note: creature not have targeted movement generator but have attacker in this case
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if( GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE )
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/*if( GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE )
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{
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for(AttackerSet::const_iterator itr = m_attackers.begin(); itr != m_attackers.end(); ++itr)
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{
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if( (*itr)->IsInMap(this) && canAttack(*itr) && (*itr)->isInAccessiblePlaceFor((Creature*)this) )
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return false;
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}
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}
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}*/
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// search nearby enemy before enter evade mode
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if(((Creature*)this)->HasReactState(REACT_AGGRESSIVE))
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if(HasReactState(REACT_AGGRESSIVE))
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{
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if(Unit *target = ((Creature*)this)->SelectNearestTarget())
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if(target = SelectNearestTarget())
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{
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if(!((Creature*)this)->IsOutOfThreatArea(target))
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if(!IsOutOfThreatArea(target))
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{
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((Creature*)this)->AI()->AttackStart(target);
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return true;
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AI()->AttackStart(target);
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return getVictim();
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}
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}
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}
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@@ -10457,16 +10465,16 @@ bool Unit::SelectHostilTarget()
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for(Unit::AuraList::const_iterator itr = iAuras.begin(); itr != iAuras.end(); ++itr)
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if((*itr)->IsPermanent())
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{
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((Creature*)this)->AI()->EnterEvadeMode();
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AI()->EnterEvadeMode();
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break;
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}
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return false;
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return NULL;
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}
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// enter in evade mode in other case
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((Creature*)this)->AI()->EnterEvadeMode();
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AI()->EnterEvadeMode();
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return false;
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return NULL;
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}
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//======================================================================
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+3
-2
@@ -1238,7 +1238,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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void AddThreat(Unit* pVictim, float threat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellEntry const *threatSpell = NULL);
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float ApplyTotalThreatModifier(float threat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL);
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void DeleteThreatList();
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bool SelectHostilTarget();
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//bool SelectHostilTarget();
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void TauntApply(Unit* pVictim);
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void TauntFadeOut(Unit *taunter);
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ThreatManager& getThreatManager() { return m_ThreatManager; }
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@@ -1450,6 +1450,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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uint32 m_reactiveTimer[MAX_REACTIVE];
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ThreatManager m_ThreatManager;
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private:
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void SendAttackStop(Unit* victim); // only from AttackStop(Unit*)
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//void SendAttackStart(Unit* pVictim); // only from Unit::AttackStart(Unit*)
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@@ -1469,7 +1470,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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Diminishing m_Diminishing;
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// Manage all Units threatening us
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ThreatManager m_ThreatManager;
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// ThreatManager m_ThreatManager;
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// Manage all Units that are threatened by us
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HostilRefManager m_HostilRefManager;
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