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refactor(Core/Unit): minor changes for the combat system (#11904)
Cherry-pick from TC: https://github.com/TrinityCore/TrinityCore/pull/19966 Co-authored-by: Treeston <treeston.nmoc@gmail.com>
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@@ -704,7 +704,7 @@ void Creature::Update(uint32 diff)
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}
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// periodic check to see if the creature has passed an evade boundary
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if (IsAIEnabled && !IsInEvadeMode() && IsInCombat())
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if (IsAIEnabled && !IsInEvadeMode() && IsEngaged())
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{
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if (diff >= m_boundaryCheckTime)
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{
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@@ -1838,7 +1838,7 @@ bool Creature::CanStartAttack(Unit const* who) const
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// pussywizard: at this point we are either hostile to who or friendly to who->getAttackerForHelper()
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// pussywizard: if who is in combat and has an attacker, help him if the distance is right (help because who is hostile or help because attacker is friendly)
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bool assist = false;
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if (who->IsInCombat() && IsWithinDist(who, ATTACK_DISTANCE))
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if (who->IsEngaged() && IsWithinDist(who, ATTACK_DISTANCE))
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if (Unit* victim = who->getAttackerForHelper())
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if (IsWithinDistInMap(victim, sWorld->getFloatConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS)))
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assist = true;
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@@ -2357,7 +2357,7 @@ bool Creature::CanAssistTo(Unit const* u, Unit const* enemy, bool checkfaction /
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return false;
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// skip fighting creature
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if (IsInCombat())
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if (IsEngaged())
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return false;
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// only free creature
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@@ -2408,11 +2408,10 @@ bool Creature::_IsTargetAcceptable(Unit const* target) const
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return false;
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}
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Unit const* myVictim = getAttackerForHelper();
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Unit const* targetVictim = target->getAttackerForHelper();
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// if I'm already fighting target, or I'm hostile towards the target, the target is acceptable
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if (myVictim == target || targetVictim == this || IsHostileTo(target))
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if (IsEngagedBy(target) || IsHostileTo(target))
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return true;
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// if the target's victim is friendly, and the target is neutral, the target is acceptable
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