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Correctly apply nearby aggro on start opening "Treasure" gameobjects with the correct lockId #2997
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should use both faction AND lockId checks
The indentation looks totally whack. |
Looked fine on the file itself. I'll try and adjust it |
adjust indentation
Currently has an issue with handling factions 101 and 102 since the objects are openable by the object faction's friendly mask and should aggro based on the faction's hostile mask. |
Updated AnyUnfriendlyUnitInObjectRangeCheck to take WorldObject faction input, used this to fix bug relating to specific faction aggro on gameobjects
Fixed now. Should be good to go. |
Use ToUnit instead of static cast without crash handling
How I missed this is beyond me
🍰 Pullrequest
Correctly applies aggro effect on opening spell start and only on gameobjects it's supposed to according to testing.
Corrects usage of factions 94, 101, 102, 114, and 1375 per sniffs.
Constructor overloading AnyUnfriendlyUnitInObjectRangeCheck so that it can take a WorldObject as a faction input.
Proof
From testing:
Opening an object will only cause the aggro effect if it uses lockId 57 (for open objects) or a lockId that requires lockpicking to open.
Further, the object must use a faction template that uses faction 77 ("Treasure"). Otherwise the aggro effect does not trigger. (These faction template IDs are 94, 100 (unused), 101, 102, 114, and 1375)
Results from testing on Classic 1.15 (can supply videos on request, forgot to film the objects that didn't cause aggro):
Opening an object with correct lockId but without a "Treasure" faction, e.g. Cat Figurine (Faction 0, lockId 57) or Venture Co. Engineering Plans (Faction 84 - Alliance Generic, lockId 57) does not aggro nearby mobs.
Opening an object with correct faction but incorrect lockId, e.g. Food Crate (Faction 94, lockId 43) does not aggro nearby mobs.
Opening any object with faction 94 and lockId 57 results in aggro:
https://i.imgur.com/wDSV9do.mp4
https://i.imgur.com/eLaEJCB.mp4
Issues
How2Test
Todo / Checklist