Add Tier 8 commands: advanced targeting system

Targeting Commands:
- /cleartarget - Clear current target selection
- /targetenemy - Cycle to next hostile target (Tab equivalent)
- /targetfriend - Cycle to next friendly player
- /targetlasttarget, /targetlast - Switch to previous target
- /targetlastenemy - Cycle to previous hostile target
- /targetlastfriend - Cycle to previous friendly player
- /focus - Set current target as focus (client-side)
- /clearfocus - Clear focus target

Implementation:
- Added focusGuid and lastTargetGuid to GameHandler for client-side tracking
- setTarget() now automatically saves previous target to lastTargetGuid
- setFocus() and clearFocus() manage focus target with user feedback
- targetLastTarget() swaps current and previous targets
- targetEnemy() cycles through hostile entities (Units)
- targetFriend() cycles through friendly entities (Players)
- Both targetEnemy/targetFriend support reverse parameter for backwards cycling

Features:
- Focus targeting is client-side (no server opcode in 3.3.5a)
- Last target tracking happens automatically on every target change
- Enemy/friend cycling iterates through visible entities
- Provides user feedback when no targets available
- Tab-like cycling behavior with wraparound

All commands work entirely client-side for responsive targeting.
This commit is contained in:
kelsi davis 2026-02-07 13:44:36 -08:00
parent bca3f64af6
commit dfc4008ec7
3 changed files with 206 additions and 0 deletions

View file

@ -202,6 +202,18 @@ public:
bool hasTarget() const { return targetGuid != 0; }
void tabTarget(float playerX, float playerY, float playerZ);
// Focus targeting
void setFocus(uint64_t guid);
void clearFocus();
uint64_t getFocusGuid() const { return focusGuid; }
std::shared_ptr<Entity> getFocus() const;
bool hasFocus() const { return focusGuid != 0; }
// Advanced targeting
void targetLastTarget();
void targetEnemy(bool reverse = false);
void targetFriend(bool reverse = false);
// Inspection
void inspectTarget();
@ -646,6 +658,8 @@ private:
// Targeting
uint64_t targetGuid = 0;
uint64_t focusGuid = 0; // Focus target
uint64_t lastTargetGuid = 0; // Previous target
std::vector<uint64_t> tabCycleList;
int tabCycleIndex = -1;
bool tabCycleStale = true;