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https://github.com/araxiaonline/TrinityCore.git
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*AI structure update.
--HG-- branch : trunk
This commit is contained in:
+8
-19
@@ -8208,6 +8208,7 @@ bool Unit::Attack(Unit *victim, bool meleeAttack)
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SetInCombatWith(victim);
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if(victim->GetTypeId() == TYPEID_PLAYER)
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victim->SetInCombatWith(this);
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AddThreat(victim, 0.0f);
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}
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// delay offhand weapon attack to next attack time
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@@ -10408,7 +10409,7 @@ void Unit::TauntFadeOut(Unit *taunter)
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//======================================================================
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Unit* Creature::SelectHostilTarget()
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Unit* Creature::SelectVictim()
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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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@@ -10420,10 +10421,6 @@ Unit* Creature::SelectHostilTarget()
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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 (!AI())
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return NULL;
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if(!m_ThreatManager.isThreatListEmpty())
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{
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if(!HasAuraType(SPELL_AURA_MOD_TAUNT))
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@@ -10438,18 +10435,15 @@ Unit* Creature::SelectHostilTarget()
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{
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if(!hasUnitState(UNIT_STAT_STUNNED))
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SetInFront(target);
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AI()->AttackStart(target);
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return getVictim();
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return target;
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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 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(m_attackers.size())
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return NULL;
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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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@@ -10462,14 +10456,9 @@ Unit* Creature::SelectHostilTarget()
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// search nearby enemy before enter evade mode
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if(HasReactState(REACT_AGGRESSIVE))
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{
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if(target = SelectNearestTarget())
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{
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if(!IsOutOfThreatArea(target))
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{
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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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target = SelectNearestTarget();
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if(target && !IsOutOfThreatArea(target))
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return target;
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}
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if(m_invisibilityMask)
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