The following stealth changes are implemented.
- Combat no longer removes stealth, only damage does - Creatures will pursue a stealthed unit they cannot see if they're already in combat with them - When a player is ~~3 yards~~ 8% + 1.5 yards away from the usual stealth detection distance, the creature will perform the "alerted" effect. - When sitting/sleeping creatures are distracted or alerted, they will stand up - Idle movement creatures will return to their original (spawn) orientation after distract/alert - When entering combat with a distracted/alerted creature, distract state is removed - NPC no longer have a limit to stealth visibility (granted by stealth modifier spells/buffs) - If alert visibility is greater than aggro range, no alert sent
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@@ -1539,7 +1539,7 @@ float WorldObject::GetSightRange(const WorldObject* target) const
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return 0.0f;
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}
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bool WorldObject::CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth, bool distanceCheck) const
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bool WorldObject::CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth, bool distanceCheck, bool checkAlert) const
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{
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if (this == obj)
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return true;
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@@ -1611,7 +1611,7 @@ bool WorldObject::CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
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if (obj->IsInvisibleDueToDespawn())
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return false;
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if (!CanDetect(obj, ignoreStealth))
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if (!CanDetect(obj, ignoreStealth, checkAlert))
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return false;
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return true;
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@@ -1622,7 +1622,7 @@ bool WorldObject::CanNeverSee(WorldObject const* obj) const
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return GetMap() != obj->GetMap() || !InSamePhase(obj);
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}
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bool WorldObject::CanDetect(WorldObject const* obj, bool ignoreStealth) const
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bool WorldObject::CanDetect(WorldObject const* obj, bool ignoreStealth, bool checkAlert) const
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{
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const WorldObject* seer = this;
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@@ -1637,7 +1637,7 @@ bool WorldObject::CanDetect(WorldObject const* obj, bool ignoreStealth) const
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if (!ignoreStealth && !seer->CanDetectInvisibilityOf(obj))
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return false;
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if (!ignoreStealth && !seer->CanDetectStealthOf(obj))
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if (!ignoreStealth && !seer->CanDetectStealthOf(obj, checkAlert))
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return false;
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return true;
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@@ -1674,7 +1674,7 @@ bool WorldObject::CanDetectInvisibilityOf(WorldObject const* obj) const
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return true;
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}
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bool WorldObject::CanDetectStealthOf(WorldObject const* obj) const
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bool WorldObject::CanDetectStealthOf(WorldObject const* obj, bool checkAlert) const
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{
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// Combat reach is the minimal distance (both in front and behind),
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// and it is also used in the range calculation.
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@@ -1724,9 +1724,19 @@ bool WorldObject::CanDetectStealthOf(WorldObject const* obj) const
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// Calculate max distance
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float visibilityRange = float(detectionValue) * 0.3f + combatReach;
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if (visibilityRange > MAX_PLAYER_STEALTH_DETECT_RANGE)
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// If this unit is an NPC then player detect range doesn't apply
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if (unit && unit->GetTypeId() == TYPEID_PLAYER && visibilityRange > MAX_PLAYER_STEALTH_DETECT_RANGE)
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visibilityRange = MAX_PLAYER_STEALTH_DETECT_RANGE;
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// When checking for alert state, look 8% further, and then 1.5 yards more than that.
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if (checkAlert)
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visibilityRange += (visibilityRange * 0.08f) + 1.5f;
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// If checking for alert, and creature's visibility range is greater than aggro distance, No alert
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Unit const* tunit = obj->ToUnit();
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if (checkAlert && unit && unit->ToCreature() && visibilityRange >= unit->ToCreature()->GetAttackDistance(tunit) + unit->ToCreature()->m_CombatDistance)
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return false;
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if (distance > visibilityRange)
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return false;
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}
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