Make creatures evade when a charming expires and they cannot attack the charmer (i.e. charmer with .gm on)
(cherry picked from commit 69809d12031d055d8d0cffb5a187d9af09dd0efe)
* Core/AI: Allow creatures to evade
Revert changes that didn't allow creatures to evade anymore no matter how hard a script would try
* PArtially revert 163f44c1b08cc043b114585922bd08664434bf92
(cherry picked from commit 817ae5bca6db14c9b3db7d5268511525e0cb4105)
* Scripts/Outlands: Fix npc_ancestral_wolf not starting waypoint, and also add a way to not follow owner automatically in CreatureAI::JustAppeared() for tempsummons
* fix nopch
(cherry picked from commit 0b3a9e2a2b2537e7224d103947ad6028c6d2e5fe)
Internal structure and handling changes, nothing behavioural (or thats the intention at least).
(cherry picked from commit 982643cd96790ffc54e7a3e507469649f3b074d2)
- Triggers can no longer have a threat list (this may expose some ugliness in old legacy scripts)
- Threat entries are forced to OFFLINE if the AI refuses to attack the target
- Clean up passive creature evade behavior to be more consistent
- Fix a months old issue in spawn group management that would cause "Inactive" to incorrectly show in .list respawns for system groups outside of map 0
- Valithria script cleanups, remove old hacks and make it work with the new system. Closes#21174.
- Some strings cleanup
(cherry picked from commit 9f9507e6a1fd50a5ce643a4096c1712700244a61)
- 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)
Today, we're moving UNIT_FLAG_IMMUNE_TO_PC and UNIT_FLAG_IMMUNE_TO_NPC to higher-level abstraction so combat manager can react to it.
New methods on Unit:
- void SetImmuneTo<All/PC/NPC>(apply, keepCombat = false);
- bool IsImmuneTo<All/PC/NPC>() const;
(cherry picked from commit 74af880217fc567c9949d7557408718af889402f)
* Combat/Threat rewrite (PR #19930) prep work. Mostly refactors, and a compatibility layer on ThreatManager/HostileReference that allows scripts to be changed already.
(cherry picked from commit e2a1ccd118d129b96e09ff1a15ed0adb1d4a3897)
* Pet/Guardian AI hook re-organizing:
- Adjust OwnerAttacked/OwnerAttackedBy hooks on CreatureAI to fire for all owned units, not just player pets. This should allow guardians to more reliably recognize valid targets.
- Kill off the AttackedBy hook. While it was defined in CreatureAI.h as virtual, it was only ever invoked for player pets in specific situations. This makes it classic developer bait.
- Adjust PetAI to use DamageTaken instead of AttackedBy.
- Adjust behavior of AttackStart on PetAI to compensate.
(cherry picked from commit 1660bb7d27d6f42b49012a6b57e3c2b2eab20fd3)
- Moved SetBoundary to public scope to allow for greater flexibility (ie set from external script)
- Extended to allow checking inverted boundaries
(cherry picked from commit 6892404b270f57380ffdc9ad084e0f43d94134e0)
- Added an auxiliary function IsInBounds to base CreatureAI
- Changed container to vector. Set had no sense because we're storing new pointers, they have different addresses even if the boundary is the same
(cherry picked from commit 2f99fa09c9bacbad376d7a296c3311f94ec8a552)