Merge pull request #14974 from pete318/stealth_work

Stealth changes (Player stealthed vs NPCs) - 3.3.5
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mik1893 committed 2015-07-15 18:43:19 +02:00
commit 90fcfb3f2d
11 files changed
+108 -14

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@@ -288,6 +288,28 @@ Unit::~Unit()
ASSERT(m_dynObj.empty());
}
// Check if unit in combat with specific unit
bool Unit::IsInCombatWith(Unit const* who) const
{
// Check target exists
if (!who)
return false;
// Search in threat list
ObjectGuid guid = who->GetGUID();
for (ThreatContainer::StorageType::const_iterator i = m_ThreatManager.getThreatList().begin(); i != m_ThreatManager.getThreatList().end(); ++i)
{
HostileReference* ref = (*i);
// Return true if the unit matches
if (ref && ref->getUnitGuid() == guid)
return true;
}
// Nothing found, false.
return false;
}
void Unit::Update(uint32 p_time)
{
// WARNING! Order of execution here is important, do not change.
@@ -11877,8 +11899,8 @@ bool Unit::_IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell, Wo
if (IsOnVehicle(target) || m_vehicle->GetBase()->IsOnVehicle(target))
return false;
// can't attack invisible (ignore stealth for aoe spells) also if the area being looked at is from a spell use the dynamic object created instead of the casting unit.
if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_INVISIBLE)) && (obj ? !obj->CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea()) : !CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea())))
// can't attack invisible (ignore stealth for aoe spells) also if the area being looked at is from a spell use the dynamic object created instead of the casting unit. Ignore stealth if target is player and unit in combat with same player
if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_INVISIBLE)) && (obj ? !obj->CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea()) : !CanSeeOrDetect(target, (bySpell && bySpell->IsAffectingArea()) || (target->GetTypeId() == TYPEID_PLAYER && target->HasStealthAura() && target->IsInCombat() && IsInCombatWith(target)))))
return false;
// can't attack dead