[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

@ -8539,10 +8539,14 @@ void Unit::TauntApply(Unit* taunter)
if (target && target == taunter)
return;
SetInFront(taunter);
// Only attack taunter if this is a valid target
if (!hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_DIED) && !IsSecondChoiceTarget(taunter, true))
{
SetInFront(taunter);
if (((Creature*)this)->AI())
((Creature*)this)->AI()->AttackStart(taunter);
if (((Creature*)this)->AI())
((Creature*)this)->AI()->AttackStart(taunter);
}
m_ThreatManager.tauntApply(taunter);
}
@ -8592,6 +8596,18 @@ void Unit::TauntFadeOut(Unit *taunter)
//======================================================================
bool Unit::IsSecondChoiceTarget(Unit* pTarget, bool checkThreatArea)
{
MANGOS_ASSERT(pTarget && GetTypeId() == TYPEID_UNIT);
return
pTarget->IsImmunedToDamage(GetMeleeDamageSchoolMask()) ||
pTarget->hasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_DAMAGE) ||
checkThreatArea && ((Creature*)this)->IsOutOfThreatArea(pTarget);
}
//======================================================================
bool Unit::SelectHostileTarget()
{
//function provides main threat functionality
@ -8608,6 +8624,7 @@ bool Unit::SelectHostileTarget()
return false;
Unit* target = NULL;
Unit* oldTarget = getVictim();
// First checking if we have some taunt on us
const AuraList& tauntAuras = GetAurasByType(SPELL_AURA_MOD_TAUNT);
@ -8615,26 +8632,17 @@ bool Unit::SelectHostileTarget()
{
Unit* caster;
// The last taunt aura caster is alive an we are happy to attack him
if ((caster = tauntAuras.back()->GetCaster()) && caster->isAlive())
return true;
else if (tauntAuras.size() > 1)
// Find first available taunter target
// Auras are pushed_back, last caster will be on the end
for (AuraList::const_reverse_iterator aura = tauntAuras.rbegin(); aura != tauntAuras.rend(); ++aura)
{
// We do not have last taunt aura caster but we have more taunt auras,
// so find first available target
// Auras are pushed_back, last caster will be on the end
AuraList::const_iterator aura = --tauntAuras.end();
do
if ((caster = (*aura)->GetCaster()) && caster->IsInMap(this) &&
caster->isTargetableForAttack() && caster->isInAccessablePlaceFor((Creature*)this) &&
!IsSecondChoiceTarget(caster, true))
{
--aura;
if ((caster = (*aura)->GetCaster()) && caster->IsInMap(this) &&
caster->isTargetableForAttack() && caster->isInAccessablePlaceFor((Creature*)this))
{
target = caster;
break;
}
}while (aura != tauntAuras.begin());
target = caster;
break;
}
}
}
@ -8647,7 +8655,8 @@ bool Unit::SelectHostileTarget()
if (!hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_DIED))
{
SetInFront(target);
((Creature*)this)->AI()->AttackStart(target);
if (oldTarget != target)
((Creature*)this)->AI()->AttackStart(target);
}
return true;
}