示例#1
0
        Unit* GetHatefullStrikeTarget()
        {
            const std::list<HostileReference *> &threatlist = me->getThreatManager().getThreatList();
            std::list<Unit*> targetList;

            for(std::list<HostileReference*>::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
            {
                HostileReference* ref = (*itr);
                if(ref->getTarget() && me->IsWithinMeleeRange(ref->getTarget()))
                    targetList.push_back(ref->getTarget());
            }
            uint32 MostHP = 0;
            Unit* pMostHPTarget = NULL;
            uint32 counter = 0;

            for(std::list<Unit*>::const_iterator itr = targetList.begin(); itr != targetList.end(); ++itr)
            {
                counter++;
                if(counter > 3)
                    break;
                Unit* pTarget = (*itr);
                if(pTarget->isAlive() && pTarget->GetHealth() > MostHP)
                {
                    MostHP = pTarget->GetHealth();
                    pMostHPTarget = pTarget;
                }
            }

            if(pMostHPTarget)
                return pMostHPTarget;
            else
                return me->getVictim();
        }
示例#2
0
void HostileRefManager::threatAssist(Unit *pVictim, float pThreat, SpellEntry const *pThreatSpell, bool pSingleTarget)
{
    float redirectedMod = pVictim->getHostileRefManager().GetThreatRedirectionMod();
    Unit* redirectedTarget = redirectedMod ? pVictim->getHostileRefManager().GetThreatRedirectionTarget() : NULL;

    uint32 size = pSingleTarget ? 1 : getSize();            // if pSingleTarget do not devide threat
    HostileReference* ref = getFirst();
    while(ref != NULL)
    {
        float threat = ThreatCalcHelper::calcThreat(pVictim, iOwner, pThreat, false, (pThreatSpell ? GetSpellSchoolMask(pThreatSpell) : SPELL_SCHOOL_MASK_NORMAL), pThreatSpell);

        if (threat > 0.0f)
        {
            if (redirectedTarget && redirectedTarget != ref->getTarget() && redirectedTarget->isAlive())
            {
                float redirectedThreat = threat * redirectedMod;
                threat -= redirectedThreat;

                if(redirectedTarget == getOwner())          // It is faster to modify the threat durectly if possible
                    ref->addThreat(float (threat) / size);
                else
                    ref->getSource()->addThreat(redirectedTarget, redirectedThreat);
            }
        }

        if (pVictim == getOwner())
            ref->addThreat(float (threat) / size);          // It is faster to modify the threat durectly if possible
        else
            ref->getSource()->addThreat(pVictim, float (threat) / size);

        ref = ref->next();
    }
}
示例#3
0
HostileReference* ThreatContainer::selectNextVictim(Creature* pAttacker, HostileReference* pCurrentVictim)
{
    HostileReference* pCurrentRef = nullptr;
    bool found = 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;)
    {
        pCurrentRef = (*iter);

        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 (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)
                ++iter;
            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.
                onlySecondChoiceTargetsFound = true;
                iter = iThreatList.begin();
            }

            // current victim is a second choice target, so don't compare threat with it below
            if (pCurrentRef == pCurrentVictim)
                pCurrentVictim = nullptr;

            // second choice targets are only handled threat dependend if we have only have second choice targets
            continue;
        }

        if (!pAttacker->IsOutOfThreatArea(pTarget))         // skip non attackable currently targets
        {
            if (pCurrentVictim)                             // select 1.3/1.1 better target in comparison current target
            {
                // normal case: pCurrentRef is still valid and most hated
                if (pCurrentVictim == pCurrentRef)
                {
                    found = true;
                    break;
                }

                // 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
            {
                found = true;
                break;
            }
        }
        ++iter;
    }
    if (!found)
        pCurrentRef = nullptr;

    return pCurrentRef;
}
HostileReference* ThreatContainer::selectNextVictim(Creature* attacker, HostileReference* currentVictim)
{
    HostileReference* currentRef = NULL;
    bool found = false;
    bool noPriorityTargetFound = false;

    std::list<HostileReference*>::const_iterator lastRef = iThreatList.end();
    --lastRef;

    for (std::list<HostileReference*>::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;)
    {
        currentRef = (*iter);

        Unit* target = currentRef->getTarget();
        ASSERT(target);                                     // if the ref has status online the target must be there !

        // some units are prefered in comparison to others
        if (!noPriorityTargetFound && (target->IsImmunedToDamage(attacker->GetMeleeDamageSchoolMask()) || target->HasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_TAKE_DAMAGE)))
        {
            if (iter != lastRef)
            {
                // current victim is a second choice target, so don't compare threat with it below
                if (currentRef == currentVictim)
                    currentVictim = NULL;
                ++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;
                iter = iThreatList.begin();
                continue;
            }
        }

        if (attacker->canCreatureAttack(target))           // skip non attackable currently targets
        {
            if (currentVictim)                              // 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 (currentVictim == currentRef || currentRef->getThreat() <= 1.1f * currentVictim->getThreat())
                {
                    if (currentVictim != currentRef && attacker->canCreatureAttack(currentVictim->getTarget()))
                        currentRef = currentVictim;            // for second case, if currentvictim is attackable

                    found = true;
                    break;
                }

                if (currentRef->getThreat() > 1.3f * currentVictim->getThreat() ||
                    (currentRef->getThreat() > 1.1f * currentVictim->getThreat() &&
                    attacker->IsWithinMeleeRange(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
                }
            }
            else                                            // select any
            {
                found = true;
                break;
            }
        }
        ++iter;
    }
    if (!found)
        currentRef = NULL;

    return currentRef;
}
示例#5
0
HostileReference* ThreatContainer::selectNextVictim(Creature* attacker, HostileReference* currentVictim)
{
    HostileReference* currentRef    = NULL;
    bool found                      = false;
    bool noPriorityTargetFound      = false;

    std::list<HostileReference*>::const_iterator lastRef = iThreatList.end();
    lastRef--;

    for(std::list<HostileReference*>::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;)
    {
        currentRef = (*iter);

        Unit* pTarget = currentRef->getTarget();
        ASSERT(pTarget);                                    // if the ref has status online the target must be there !

        if(!noPriorityTargetFound && (pTarget->IsImmunedToDamage(attacker->GetMeleeDamageSchoolMask()) || pTarget->HasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_TAKE_DAMAGE)))
        {
            if(iter != lastRef)
            {
                if(currentRef == currentVictim)
                    currentVictim = NULL;
                ++iter;
                continue;
            } else {
                noPriorityTargetFound = true;
                iter = iThreatList.begin();
                continue;
            }
        }

        if(attacker->canCreatureAttack(pTarget))           // skip non attackable currently targets
        {
            if(currentVictim && currentRef)                // select 1.3/1.1 better target in comparison current target
            {
                if(currentVictim == currentRef || currentRef->getThreat() <= 1.1f * currentVictim->getThreat())
                {
                    if(currentVictim != currentRef && attacker->canCreatureAttack(currentVictim->getTarget()))
                        currentRef = currentVictim;            // for second case

                    found = true;
                    break;
                }
                if(currentRef->getThreat() > 1.3f * currentVictim->getThreat() ||
                  (currentRef->getThreat() > 1.1f * currentVictim->getThreat() && attacker->IsWithinMeleeRange(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 {
                found = true;
                break;
            }
        }
        ++iter;
    }
    if(!found)
        currentRef = NULL;

    return currentRef;
}
HostileReference* ThreatContainer::selectNextVictim(Creature* attacker, HostileReference* currentVictim) const
{
    // pussywizard: pretty much remade this whole function

    HostileReference* currentRef = NULL;
    bool found = false;
    bool noPriorityTargetFound = false;
    uint32 currTime = sWorld->GetGameTime();

    // pussywizard: currentVictim is needed to compare if threat was exceeded by 10%/30% for melee/range targets (only then switching current target)
    if (currentVictim)
    {
        Unit* cvUnit = currentVictim->getTarget();
        if (!attacker->_CanDetectFeignDeathOf(cvUnit) || !attacker->CanCreatureAttack(cvUnit) || attacker->isTargetNotAcceptableByMMaps(cvUnit->GetGUID(), currTime, cvUnit)) // pussywizard: if currentVictim is not valid => don't compare the threat with it, just take the highest threat valid target
            currentVictim = NULL;
        else if (cvUnit->IsImmunedToDamageOrSchool(attacker->GetMeleeDamageSchoolMask()) || cvUnit->HasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_TAKE_DAMAGE)) // pussywizard: no 10%/30% if currentVictim is immune to damage or has auras breakable by damage
            currentVictim = NULL;
    }

    ThreatContainer::StorageType::const_iterator lastRef = iThreatList.end();
    --lastRef;

    // pussywizard: iterate from highest to lowest threat
    for (ThreatContainer::StorageType::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;)
    {
        currentRef = (*iter);

        Unit* target = currentRef->getTarget();
        ASSERT(target); // if the ref has status online the target must be there !

        // pussywizard: don't go to threat comparison if this ref is immune to damage or has aura breakable on damage (second choice target)
        // pussywizard: if this is the last entry on the threat list, then all targets are second choice, set bool to true and loop threat list again, ignoring this section
        if (!noPriorityTargetFound && (target->IsImmunedToDamageOrSchool(attacker->GetMeleeDamageSchoolMask()) || target->HasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_TAKE_DAMAGE) || target->HasAuraTypeWithCaster(SPELL_AURA_IGNORED, attacker->GetGUID())))
        {
            if (iter != lastRef)
            {
                ++iter;
                continue;
            }
            else
            {
                noPriorityTargetFound = true;
                iter = iThreatList.begin();
                continue;
            }
        }

        // pussywizard: skip not valid targets
        if (attacker->_CanDetectFeignDeathOf(target) && attacker->CanCreatureAttack(target) && !attacker->isTargetNotAcceptableByMMaps(target->GetGUID(), currTime, target))
        {
            if (currentVictim) // pussywizard: if not NULL then target must have 10%/30% more threat
            {
                if (currentVictim == currentRef) // pussywizard: nothing found previously was good and enough, currentRef passed all necessary tests, so end now
                {
                    found = true;
                    break;
                }

                // pussywizard: implement 110% threat rule for targets in melee range and 130% rule for targets in ranged distances
                if (currentRef->getThreat() > 1.3f * currentVictim->getThreat()) // pussywizard: enough in all cases, end
                {
                    found = true;
                    break;
                }
                else if (currentRef->getThreat() > 1.1f * currentVictim->getThreat()) // pussywizard: enought only if target in melee range
                {
                    if (attacker->IsWithinMeleeRange(target))
                    {
                        found = true;
                        break;
                    }
                }
                else // pussywizard: nothing found previously was good and enough, this and next entries on the list have less than 110% threat, and currentVictim is present and valid as checked before the loop (otherwise it's NULL), so end now
                {
                    currentRef = currentVictim;
                    found = true;
                    break;
                }
            }
            else // pussywizard: no currentVictim, first passing all checks is chosen (highest threat, list is sorted)
            {
                found = true;
                break;
            }
        }
        ++iter;
    }
    if (!found)
        currentRef = NULL;

    return currentRef;
}