[7668] Cleanup In CreatureAI function descriptions and AttackStart/AttackedBy use.

* 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.
This commit is contained in:
VladimirMangos 2009-04-14 07:21:04 +04:00
parent 69fb9736cc
commit d85e95295d
11 changed files with 72 additions and 82 deletions

View file

@ -419,28 +419,22 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
if (!spellProto || !(spellProto->Mechanic == MECHANIC_ROOT || IsAuraAddedBySpell(SPELL_AURA_MOD_ROOT, spellProto->Id)))
pVictim->RemoveSpellbyDamageTaken(SPELL_AURA_MOD_ROOT, damage);
if(pVictim->GetTypeId() != TYPEID_PLAYER)
// no xp,health if type 8 /critters/
if(pVictim->GetTypeId() != TYPEID_PLAYER && pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER)
{
// no xp,health if type 8 /critters/
if ( pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER)
{
pVictim->setDeathState(JUST_DIED);
pVictim->SetHealth(0);
pVictim->setDeathState(JUST_DIED);
pVictim->SetHealth(0);
// allow loot only if has loot_id in creature_template
CreatureInfo const* cInfo = ((Creature*)pVictim)->GetCreatureInfo();
if(cInfo && cInfo->lootid)
pVictim->SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
// allow loot only if has loot_id in creature_template
CreatureInfo const* cInfo = ((Creature*)pVictim)->GetCreatureInfo();
if(cInfo && cInfo->lootid)
pVictim->SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
// some critters required for quests
if(GetTypeId() == TYPEID_PLAYER)
((Player*)this)->KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
// some critters required for quests
if(GetTypeId() == TYPEID_PLAYER)
((Player*)this)->KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
return damage;
}
if(!pVictim->isInCombat() && ((Creature*)pVictim)->AI())
((Creature*)pVictim)->AI()->AttackStart(this);
return damage;
}
DEBUG_LOG("DealDamageStart");
@ -689,18 +683,16 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
if(damagetype != DOT)
{
if(getVictim())
{
// if have target and damage pVictim just call AI reaction
if(pVictim != getVictim() && pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
((Creature*)pVictim)->AI()->AttackedBy(this);
}
else
if(!getVictim())
{
// if not have main target then attack state with target (including AI call)
//start melee attacks only after melee hit
Attack(pVictim,(damagetype == DIRECT_DAMAGE));
}
// if damage pVictim call AI reaction
if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
((Creature*)pVictim)->AI()->AttackedBy(this);
}
// polymorphed and other negative transformed cases
@ -1962,6 +1954,10 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
}
}
// if damage pVictim call AI reaction
if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
((Creature*)pVictim)->AI()->AttackedBy(this);
return;
}
@ -1989,6 +1985,10 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
--m_extraAttacks;
}
}
// if damage pVictim call AI reaction
if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
((Creature*)pVictim)->AI()->AttackedBy(this);
}
MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit *pVictim, WeaponAttackType attType) const
@ -7165,9 +7165,6 @@ bool Unit::Attack(Unit *victim, bool meleeAttack)
m_attacking = victim;
m_attacking->_addAttacker(this);
if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->AI())
((Creature*)m_attacking)->AI()->AttackedBy(this);
if(GetTypeId()==TYPEID_UNIT)
{
WorldPacket data(SMSG_AI_REACTION, 12);
@ -10738,8 +10735,8 @@ void Unit::SetFeared(bool apply, uint64 casterGUID, uint32 spellID)
// attack caster if can
Unit* caster = ObjectAccessor::GetObjectInWorld(casterGUID, (Unit*)NULL);
if(caster && caster != getVictim() && ((Creature*)this)->AI())
((Creature*)this)->AI()->AttackStart(caster);
if(caster && ((Creature*)this)->AI())
((Creature*)this)->AI()->AttackedBy(caster);
}
}