Pet/Guardian AI hook re-organizing (#19824)

* 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 1660bb7d27)
This commit is contained in:
Treeston
2017-06-07 02:33:47 +02:00
committed by Carbenium
parent 5903a10a83
commit f7a7d02a7f
10 changed files with 61 additions and 91 deletions

View File

@@ -730,20 +730,16 @@ uint32 Unit::DealDamage(Unit* victim, uint32 damage, CleanDamage const* cleanDam
// Signal to pets that their owner was attacked - except when DOT.
if (damagetype != DOT)
{
Pet* pet = victim->ToPlayer()->GetPet();
if (pet && pet->IsAlive())
pet->AI()->OwnerAttackedBy(this);
for (Unit* controlled : victim->m_Controlled)
if (Creature* cControlled = controlled->ToCreature())
if (cControlled->IsAIEnabled)
cControlled->AI()->OwnerAttackedBy(this);
}
if (victim->ToPlayer()->GetCommandStatus(CHEAT_GOD))
return 0;
}
// Signal the pet it was attacked so the AI can respond if needed
if (victim->GetTypeId() == TYPEID_UNIT && this != victim && victim->IsPet() && victim->IsAlive())
victim->ToPet()->AI()->AttackedBy(this);
if (damagetype != NODAMAGE)
{
// interrupting auras with AURA_INTERRUPT_FLAG_DAMAGE before checking !damage (absorbed damage breaks that type of auras)
@@ -5762,10 +5758,10 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
// Spells such as auto-shot and others handled in WorldSession::HandleCastSpellOpcode
if (GetTypeId() == TYPEID_PLAYER)
{
Pet* playerPet = this->ToPlayer()->GetPet();
if (playerPet && playerPet->IsAlive())
playerPet->AI()->OwnerAttacked(victim);
for (Unit* controlled : m_Controlled)
if (Creature* cControlled = controlled->ToCreature())
if (cControlled->IsAIEnabled)
cControlled->AI()->OwnerAttacked(victim);
}
return true;
@@ -8001,12 +7997,7 @@ void Unit::CombatStart(Unit* target, bool initialAggro)
if (!target->IsInCombat() && target->GetTypeId() != TYPEID_PLAYER
&& !target->ToCreature()->HasReactState(REACT_PASSIVE) && target->ToCreature()->IsAIEnabled)
{
if (target->IsPet())
target->ToCreature()->AI()->AttackedBy(this); // PetAI has special handler before AttackStart()
else
target->ToCreature()->AI()->AttackStart(this);
}
target->ToCreature()->AI()->AttackStart(this);
SetInCombatWith(target);
target->SetInCombatWith(this);