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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/Creature): Prevent combat movement disabled creatures from r… (#18428)
* fix(Core/Creature): Prevent combat movement disabled creatures from repositioning if target moves within model boundary * fixbuild * Apply suggestions from code review
This commit is contained in:
@@ -348,7 +348,7 @@ void CreatureAI::MoveCircleChecks()
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!victim ||
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!me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT) ||
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!me->IsWithinMeleeRange(victim) || me == victim->GetVictim() ||
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(victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet()) // only player & pets to save CPU
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(!victim->IsPlayer() && !victim->IsPet()) // only player & pets to save CPU
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)
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{
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return;
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@@ -357,14 +357,12 @@ void CreatureAI::MoveCircleChecks()
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me->GetMotionMaster()->MoveCircleTarget(me->GetVictim());
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}
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void CreatureAI::MoveBackwardsChecks() {
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void CreatureAI::MoveBackwardsChecks()
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{
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Unit *victim = me->GetVictim();
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if (
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!victim ||
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!me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT) ||
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(victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet())
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)
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if (!victim || !me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT) ||
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(!victim->IsPlayer() && !victim->IsPet()))
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{
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return;
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}
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@@ -191,8 +191,7 @@ bool SummonList::IsAnyCreatureInCombat() const
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ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature),
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me(creature),
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IsFleeing(false),
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_isCombatMovementAllowed(true)
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IsFleeing(false)
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{
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_isHeroic = me->GetMap()->IsHeroic();
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_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
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@@ -209,7 +208,7 @@ void ScriptedAI::AttackStartNoMove(Unit* who)
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void ScriptedAI::AttackStart(Unit* who)
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{
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if (IsCombatMovementAllowed())
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if (me->IsCombatMovementAllowed())
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CreatureAI::AttackStart(who);
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else
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AttackStartNoMove(who);
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@@ -537,11 +536,6 @@ void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(ranged));
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}
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void ScriptedAI::SetCombatMovement(bool allowMovement)
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{
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_isCombatMovementAllowed = allowMovement;
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}
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enum eNPCs
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{
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NPC_BROODLORD = 12017,
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@@ -373,14 +373,6 @@ struct ScriptedAI : public CreatureAI
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void SetEquipmentSlots(bool loadDefault, int32 mainHand = EQUIP_NO_CHANGE, int32 offHand = EQUIP_NO_CHANGE, int32 ranged = EQUIP_NO_CHANGE);
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// Used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
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// NOTE: If you use SetCombatMovement while the creature is in combat, it will do NOTHING - This only affects AttackStart
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// You should make the necessary to make it happen so.
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// Remember that if you modified _isCombatMovementAllowed (e.g: using SetCombatMovement) it will not be reset at Reset().
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// It will keep the last value you set.
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void SetCombatMovement(bool allowMovement);
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bool IsCombatMovementAllowed() const { return _isCombatMovementAllowed; }
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virtual bool CheckEvadeIfOutOfCombatArea() const { return false; }
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// return true for heroic mode. i.e.
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@@ -452,7 +444,6 @@ struct ScriptedAI : public CreatureAI
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private:
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Difficulty _difficulty;
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bool _isCombatMovementAllowed;
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bool _isHeroic;
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std::unordered_set<uint32> _uniqueTimedEvents;
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};
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@@ -64,7 +64,7 @@ void npc_escortAI::AttackStart(Unit* who)
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me->StopMoving();
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}
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if (IsCombatMovementAllowed())
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if (me->IsCombatMovementAllowed())
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me->GetMotionMaster()->MoveChase(who);
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}
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}
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@@ -178,8 +178,8 @@ void npc_escortAI::JustRespawned()
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{
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RemoveEscortState(STATE_ESCORT_ESCORTING | STATE_ESCORT_RETURNING | STATE_ESCORT_PAUSED);
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if (!IsCombatMovementAllowed())
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SetCombatMovement(true);
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if (!me->IsCombatMovementAllowed())
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me->SetCombatMovement(true);
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//add a small delay before going to first waypoint, normal in near all cases
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m_uiWPWaitTimer = 1000;
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@@ -55,7 +55,7 @@ void FollowerAI::AttackStart(Unit* who)
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if (me->HasUnitState(UNIT_STATE_FOLLOW))
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me->ClearUnitState(UNIT_STATE_FOLLOW);
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if (IsCombatMovementAllowed())
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if (me->IsCombatMovementAllowed())
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me->GetMotionMaster()->MoveChase(who);
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}
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}
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@@ -141,8 +141,8 @@ void FollowerAI::JustRespawned()
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{
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m_uiFollowState = STATE_FOLLOW_NONE;
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if (!IsCombatMovementAllowed())
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SetCombatMovement(true);
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if (!me->IsCombatMovementAllowed())
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me->SetCombatMovement(true);
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if (me->GetFaction() != me->GetCreatureTemplate()->faction)
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me->SetFaction(me->GetCreatureTemplate()->faction);
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@@ -220,7 +220,7 @@ Creature::Creature(bool isWorldObject): Unit(isWorldObject), MovableMapObject(),
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m_spawnId(0), m_equipmentId(0), m_originalEquipmentId(0), m_AlreadyCallAssistance(false),
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m_AlreadySearchedAssistance(false), m_regenHealth(true), m_regenPower(true), m_AI_locked(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL), m_originalEntry(0), m_moveInLineOfSightDisabled(false), m_moveInLineOfSightStrictlyDisabled(false),
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m_homePosition(), m_transportHomePosition(), m_creatureInfo(nullptr), m_creatureData(nullptr), m_detectionDistance(20.0f), m_waypointID(0), m_path_id(0), m_formation(nullptr), _lastDamagedTime(nullptr), m_cannotReachTimer(0),
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_isMissingSwimmingFlagOutOfCombat(false), m_assistanceTimer(0), _playerDamageReq(0), _damagedByPlayer(false)
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_isMissingSwimmingFlagOutOfCombat(false), m_assistanceTimer(0), _playerDamageReq(0), _damagedByPlayer(false), _isCombatMovementAllowed(true)
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{
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m_regenTimer = CREATURE_REGEN_INTERVAL;
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m_valuesCount = UNIT_END;
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@@ -877,7 +877,7 @@ bool Creature::IsFreeToMove()
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{
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uint32 moveFlags = m_movementInfo.GetMovementFlags();
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// Do not reposition ourself when we are not allowed to move
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if ((IsMovementPreventedByCasting() || isMoving() || !CanFreeMove()) &&
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if ((IsMovementPreventedByCasting() || isMoving() || !CanFreeMove() || !IsCombatMovementAllowed()) &&
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(GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE ||
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moveFlags & MOVEMENTFLAG_SPLINE_ENABLED))
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{
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@@ -3738,6 +3738,11 @@ bool Creature::CanCastSpell(uint32 spellID) const
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return true;
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}
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void Creature::SetCombatMovement(bool allowMovement)
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{
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_isCombatMovementAllowed = allowMovement;
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}
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ObjectGuid Creature::GetSummonerGUID() const
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{
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if (TempSummon const* temp = ToTempSummon())
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@@ -413,6 +413,14 @@ public:
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* */
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[[nodiscard]] ObjectGuid GetSummonerGUID() const;
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// Used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
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// NOTE: If you use SetCombatMovement while the creature is in combat, it will do NOTHING - This only affects AttackStart
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// You should make the necessary to make it happen so.
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// Remember that if you modified _isCombatMovementAllowed (e.g: using SetCombatMovement) it will not be reset at Reset().
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// It will keep the last value you set.
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void SetCombatMovement(bool allowMovement);
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bool IsCombatMovementAllowed() const { return _isCombatMovementAllowed; }
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std::string GetDebugInfo() const override;
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protected:
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@@ -501,6 +509,7 @@ private:
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uint32 _playerDamageReq;
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bool _damagedByPlayer;
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bool _isCombatMovementAllowed;
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};
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class AssistDelayEvent : public BasicEvent
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