Esempio n. 1
0
        public void processThreatEvent(ThreatRefStatusChangeEvent threatRefStatusChangeEvent)
        {
            threatRefStatusChangeEvent.setThreatManager(this);     // now we can set the threat manager

            HostileReference hostilRef = threatRefStatusChangeEvent.getReference();

            switch (threatRefStatusChangeEvent.getType())
            {
            case UnitEventTypes.ThreatRefThreatChange:
                if ((getCurrentVictim() == hostilRef && threatRefStatusChangeEvent.getFValue() < 0.0f) ||
                    (getCurrentVictim() != hostilRef && threatRefStatusChangeEvent.getFValue() > 0.0f))
                {
                    setDirty(true);                                 // the order in the threat list might have changed
                }
                break;

            case UnitEventTypes.ThreatRefOnlineStatus:
                if (!hostilRef.isOnline())
                {
                    if (hostilRef == getCurrentVictim())
                    {
                        setCurrentVictim(null);
                        setDirty(true);
                    }
                    Owner.SendRemoveFromThreatList(hostilRef);
                    threatContainer.remove(hostilRef);
                    threatOfflineContainer.addReference(hostilRef);
                }
                else
                {
                    if (getCurrentVictim() != null && hostilRef.getThreat() > (1.1f * getCurrentVictim().getThreat()))
                    {
                        setDirty(true);
                    }
                    threatContainer.addReference(hostilRef);
                    threatOfflineContainer.remove(hostilRef);
                }
                break;

            case UnitEventTypes.ThreatRefRemoveFromList:
                if (hostilRef == getCurrentVictim())
                {
                    setCurrentVictim(null);
                    setDirty(true);
                }
                Owner.SendRemoveFromThreatList(hostilRef);
                if (hostilRef.isOnline())
                {
                    threatContainer.remove(hostilRef);
                }
                else
                {
                    threatOfflineContainer.remove(hostilRef);
                }
                break;
            }
        }
Esempio n. 2
0
        void tauntApply(Unit taunter)
        {
            HostileReference refe = threatContainer.getReferenceByTarget(taunter);

            if (getCurrentVictim() != null && refe != null && (refe.getThreat() < getCurrentVictim().getThreat()))
            {
                if (refe.getTempThreatModifier() == 0.0f) // Ok, temp threat is unused
                {
                    refe.setTempThreat(getCurrentVictim().getThreat());
                }
            }
        }
Esempio n. 3
0
        public float getThreat(Unit victim, bool alsoSearchOfflineList = false)
        {
            float            threat = 0.0f;
            HostileReference refe   = threatContainer.getReferenceByTarget(victim);

            if (refe == null && alsoSearchOfflineList)
            {
                refe = threatOfflineContainer.getReferenceByTarget(victim);
            }
            if (refe != null)
            {
                threat = refe.getThreat();
            }
            return(threat);
        }
Esempio n. 4
0
        public HostileReference selectNextVictim(Creature attacker, HostileReference currentVictim)
        {
            HostileReference currentRef            = null;
            bool             found                 = false;
            bool             noPriorityTargetFound = false;

            for (var i = 0; i < threatList.Count; i++)
            {
                if (found)
                {
                    break;
                }

                currentRef = threatList[i];

                Unit target = currentRef.getTarget();
                Contract.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(SpellAuraInterruptFlags.TakeDamage)))
                {
                    if (i != threatList.Count - 1)
                    {
                        // current victim is a second choice target, so don't compare threat with it below
                        if (currentRef == currentVictim)
                        {
                            currentVictim = null;
                        }
                        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;
                        i = 0;
                        continue;
                    }
                }

                if (attacker.CanCreatureAttack(target))           // skip non attackable currently targets
                {
                    if (currentVictim != null)                    // 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;
                    }
                }
            }
            if (!found)
            {
                currentRef = null;
            }

            return(currentRef);
        }