fix(Core/Pets): Manual using pet spell should not reset attack command. (#9635)

Fixes #9632
This commit is contained in:
UltraNix
2022-01-16 20:44:21 +01:00
committed by GitHub
parent d3956f3142
commit 19b68ffb57
4 changed files with 13 additions and 11 deletions

View File

@@ -593,16 +593,12 @@ void PetAI::DoAttack(Unit* target, bool chase)
if (me->HasReactState(REACT_AGGRESSIVE) && !me->GetCharmInfo()->IsCommandAttack())
me->SendPetAIReaction(me->GetGUID());
if (CharmInfo* ci = me->GetCharmInfo())
{
ci->SetIsAtStay(false);
ci->SetIsCommandFollow(false);
ci->SetIsFollowing(false);
ci->SetIsReturning(false);
}
if (chase)
{
bool oldCmdAttack = me->GetCharmInfo()->IsCommandAttack(); // This needs to be reset after other flags are cleared
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsCommandAttack(oldCmdAttack); // For passive pets commanded to attack so they will use spells
if (_canMeleeAttack())
{
float angle = combatRange == 0.f && target->GetTypeId() != TYPEID_PLAYER && !target->IsPet() ? float(M_PI) : 0.f;
@@ -612,6 +608,8 @@ void PetAI::DoAttack(Unit* target, bool chase)
}
else // (Stay && ((Aggressive || Defensive) && In Melee Range)))
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsAtStay(true);
me->GetMotionMaster()->MovementExpiredOnSlot(MOTION_SLOT_ACTIVE, false);
me->GetMotionMaster()->MoveIdle();

View File

@@ -727,6 +727,8 @@ void Pet::Update(uint32 diff)
GetMotionMaster()->Clear(false);
GetMotionMaster()->MoveIdle();
bool oldCmdAttack = GetCharmInfo()->IsCommandAttack();
GetCharmInfo()->SetIsCommandAttack(false);
GetCharmInfo()->SetIsAtStay(true);
GetCharmInfo()->SetIsCommandFollow(false);
@@ -734,6 +736,8 @@ void Pet::Update(uint32 diff)
GetCharmInfo()->SetIsReturning(false);
GetCharmInfo()->SaveStayPosition(true);
GetCharmInfo()->SetIsCommandAttack(oldCmdAttack);
AddSpellCooldown(tempspell, 0, spellInfo->IsCooldownStartedOnEvent() ? infinityCooldownDelay : 0);
CastSpell(tempspellTarget, tempspell, false);

View File

@@ -19652,7 +19652,7 @@ void Unit::PetSpellFail(const SpellInfo* spellInfo, Unit* target, uint32 result)
{
AttackStop();
charmInfo->SetIsAtStay(false);
charmInfo->SetIsCommandAttack(!ToCreature()->HasReactState(REACT_PASSIVE));
charmInfo->SetIsCommandAttack(true);
charmInfo->SetIsReturning(false);
charmInfo->SetIsFollowing(false);
@@ -19662,7 +19662,7 @@ void Unit::PetSpellFail(const SpellInfo* spellInfo, Unit* target, uint32 result)
{
AttackStop();
charmInfo->SetIsAtStay(false);
charmInfo->SetIsCommandAttack(!ToCreature()->HasReactState(REACT_PASSIVE));
charmInfo->SetIsCommandAttack(true);
charmInfo->SetIsReturning(false);
charmInfo->SetIsFollowing(false);

View File

@@ -369,7 +369,7 @@ void WorldSession::HandlePetActionHelper(Unit* pet, ObjectGuid guid1, uint32 spe
// Clear the flags as if owner clicked 'attack'. AI will reset them
// after AttackStart, even if spell failed
charmInfo->SetIsAtStay(false);
charmInfo->SetIsCommandAttack(!pet->ToCreature()->HasReactState(REACT_PASSIVE));
charmInfo->SetIsCommandAttack(true);
charmInfo->SetIsReturning(false);
charmInfo->SetIsFollowing(false);