[11846] Changes to default target selection

* Add a new function: Unit::IsSecondChoiceTarget to evaluate if a target will be selected
* Cleanup a bit related code
* SelectHostileTarget
 - Only call AI()->AttackStart for new targets
 - Remove exception for top-most taunter
* Fix a few minor bugs related to selectNextVictim

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
This commit is contained in:
Schmoozerd 2011-11-12 21:24:50 +01:00
parent b35dea1703
commit f4d862ac0a
4 changed files with 86 additions and 52 deletions

View file

@ -281,58 +281,82 @@ void ThreatContainer::update()
HostileReference* ThreatContainer::selectNextVictim(Creature* pAttacker, HostileReference* pCurrentVictim)
{
HostileReference* currentRef = NULL;
HostileReference* pCurrentRef = NULL;
bool found = false;
bool noPriorityTargetFound = false;
bool onlySecondChoiceTargetsFound = false;
bool checkedCurrentVictim = false;
ThreatList::const_iterator lastRef = iThreatList.end();
lastRef--;
for(ThreatList::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;)
for (ThreatList::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;)
{
currentRef = (*iter);
pCurrentRef = (*iter);
Unit* target = currentRef->getTarget();
MANGOS_ASSERT(target); // if the ref has status online the target must be there !
Unit* pTarget = pCurrentRef->getTarget();
MANGOS_ASSERT(pTarget); // if the ref has status online the target must be there!
// some units are prefered in comparison to others
if(!noPriorityTargetFound && (target->IsImmunedToDamage(pAttacker->GetMeleeDamageSchoolMask()) || target->hasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_DAMAGE)) )
// if (checkThreatArea) consider IsOutOfThreatArea - expected to be only set for pCurrentVictim
// This prevents dropping valid targets due to 1.1 or 1.3 threat rule vs invalid current target
if (!onlySecondChoiceTargetsFound && pAttacker->IsSecondChoiceTarget(pTarget, pCurrentRef == pCurrentVictim))
{
if(iter != lastRef)
{
// current victim is a second choice target, so don't compare threat with it below
if(currentRef == pCurrentVictim)
pCurrentVictim = NULL;
if (iter != lastRef)
++iter;
continue;
}
else
{
// if we reached to this point, everyone in the threatlist is a second choice target. In such a situation the target with the highest threat should be attacked.
noPriorityTargetFound = true;
onlySecondChoiceTargetsFound = true;
iter = iThreatList.begin();
continue;
}
// current victim is a second choice target, so don't compare threat with it below
if (pCurrentRef == pCurrentVictim)
pCurrentVictim = NULL;
// second choice targets are only handled threat dependend if we have only have second choice targets
continue;
}
if (!pAttacker->IsOutOfThreatArea(target)) // skip non attackable currently targets
if (!pAttacker->IsOutOfThreatArea(pTarget)) // skip non attackable currently targets
{
if (pCurrentVictim) // select 1.3/1.1 better target in comparison current target
{
// list sorted and and we check current target, then this is best case
if(pCurrentVictim == currentRef || currentRef->getThreat() <= 1.1f * pCurrentVictim->getThreat() )
// normal case: pCurrentRef is still valid and most hated
if (pCurrentVictim == pCurrentRef)
{
currentRef = pCurrentVictim; // for second case
found = true;
break;
}
if (currentRef->getThreat() > 1.3f * pCurrentVictim->getThreat() ||
(currentRef->getThreat() > 1.1f * pCurrentVictim->getThreat() &&
pAttacker->CanReachWithMeleeAttack(target)) )
{ //implement 110% threat rule for targets in melee range
found = true; //and 130% rule for targets in ranged distances
break; //for selecting alive targets
// we found a valid target, but only compare its threat if the currect victim is also a valid target
// Additional check to prevent unneeded comparision in case of valid current victim
if (!checkedCurrentVictim)
{
Unit* pCurrentTarget = pCurrentVictim->getTarget();
MANGOS_ASSERT(pCurrentTarget);
if (pAttacker->IsSecondChoiceTarget(pCurrentTarget, true))
{
// CurrentVictim is invalid, so return CurrentRef
found = true;
break;
}
checkedCurrentVictim = true;
}
// list sorted and and we check current target, then this is best case
if (pCurrentRef->getThreat() <= 1.1f * pCurrentVictim->getThreat())
{
pCurrentRef = pCurrentVictim;
found = true;
break;
}
if (pCurrentRef->getThreat() > 1.3f * pCurrentVictim->getThreat() ||
(pCurrentRef->getThreat() > 1.1f * pCurrentVictim->getThreat() && pAttacker->CanReachWithMeleeAttack(pTarget)))
{ // implement 110% threat rule for targets in melee range
found = true; // and 130% rule for targets in ranged distances
break; // for selecting alive targets
}
}
else // select any
@ -343,10 +367,10 @@ HostileReference* ThreatContainer::selectNextVictim(Creature* pAttacker, Hostile
}
++iter;
}
if(!found)
currentRef = NULL;
if (!found)
pCurrentRef = NULL;
return currentRef;
return pCurrentRef;
}
//============================================================