Fix hostile target selection when faction flags are wrong

- make tab-target accept units that are either faction-hostile or actively aggressive toward the player\n- fix cases where enemies remain un-tab-targetable after combat starts due to stale/friendly faction state\n- prefer hostile UNIT picks over nearby GAMEOBJECT picks for both left-click target and right-click interact flows\n- keep existing dead-unit filtering and interaction behavior intact while improving combat target acquisition
This commit is contained in:
Kelsi 2026-02-20 20:37:55 -08:00
parent 44a947163d
commit 7e1a463061
2 changed files with 34 additions and 1 deletions

View file

@ -6992,10 +6992,13 @@ void GameHandler::tabTarget(float playerX, float playerY, float playerZ) {
// Helper: returns true if the entity is a living hostile that can be tab-targeted.
auto isValidTabTarget = [&](const std::shared_ptr<Entity>& e) -> bool {
if (!e) return false;
const uint64_t guid = e->getGuid();
auto* unit = dynamic_cast<Unit*>(e.get());
if (!unit) return false; // Not a unit (shouldn't happen after type filter)
if (unit->getHealth() == 0) return false; // Dead / corpse
if (!unit->isHostile()) return false; // Friendly
const bool hostileByFaction = unit->isHostile();
const bool hostileByCombat = isAggressiveTowardPlayer(guid);
if (!hostileByFaction && !hostileByCombat) return false;
return true;
};

View file

@ -1368,6 +1368,8 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
float closestT = 1e30f;
uint64_t closestGuid = 0;
float closestHostileUnitT = 1e30f;
uint64_t closestHostileUnitGuid = 0;
const uint64_t myGuid = gameHandler.getPlayerGuid();
for (const auto& [guid, entity] : gameHandler.getEntityManager().getEntities()) {
@ -1403,6 +1405,14 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
float hitT;
if (raySphereIntersect(ray, hitCenter, hitRadius, hitT)) {
if (t == game::ObjectType::UNIT) {
auto unit = std::static_pointer_cast<game::Unit>(entity);
bool hostileUnit = unit->isHostile() || gameHandler.isAggressiveTowardPlayer(guid);
if (hostileUnit && hitT < closestHostileUnitT) {
closestHostileUnitT = hitT;
closestHostileUnitGuid = guid;
}
}
if (hitT < closestT) {
closestT = hitT;
closestGuid = guid;
@ -1410,6 +1420,11 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
}
}
// Prefer hostile monsters over nearby gameobjects/others when both are hittable.
if (closestHostileUnitGuid != 0) {
closestGuid = closestHostileUnitGuid;
}
if (closestGuid != 0) {
gameHandler.setTarget(closestGuid);
} else {
@ -1447,6 +1462,8 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
float closestT = 1e30f;
uint64_t closestGuid = 0;
game::ObjectType closestType = game::ObjectType::OBJECT;
float closestHostileUnitT = 1e30f;
uint64_t closestHostileUnitGuid = 0;
const uint64_t myGuid = gameHandler.getPlayerGuid();
for (const auto& [guid, entity] : gameHandler.getEntityManager().getEntities()) {
auto t = entity->getType();
@ -1481,6 +1498,14 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
}
float hitT;
if (raySphereIntersect(ray, hitCenter, hitRadius, hitT)) {
if (t == game::ObjectType::UNIT) {
auto unit = std::static_pointer_cast<game::Unit>(entity);
bool hostileUnit = unit->isHostile() || gameHandler.isAggressiveTowardPlayer(guid);
if (hostileUnit && hitT < closestHostileUnitT) {
closestHostileUnitT = hitT;
closestHostileUnitGuid = guid;
}
}
if (hitT < closestT) {
closestT = hitT;
closestGuid = guid;
@ -1488,6 +1513,11 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
}
}
}
// Prefer hostile monsters over nearby gameobjects/others when right-click picking.
if (closestHostileUnitGuid != 0) {
closestGuid = closestHostileUnitGuid;
closestType = game::ObjectType::UNIT;
}
if (closestGuid != 0) {
if (closestType == game::ObjectType::GAMEOBJECT) {
gameHandler.setTarget(closestGuid);