fix(Core/Unit): Fix fast creatures chasing indefinitely (#21200)

This commit is contained in:
Andrew
2025-01-18 00:00:04 -03:00
committed by GitHub
parent 4a3fab424c
commit 882951c613

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@@ -10384,6 +10384,10 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
if (meleeAttack)
AddUnitState(UNIT_STATE_MELEE_ATTACKING);
// Update leash timer when attacking creatures
if (victim->IsCreature())
victim->ToCreature()->UpdateLeashExtensionTime();
// set position before any AI calls/assistance
//if (IsCreature())
// ToCreature()->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ());
@@ -10393,6 +10397,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
SetInCombatWith(victim);
if (victim->IsPlayer())
victim->SetInCombatWith(this);
AddThreat(victim, 0.0f);
creature->SendAIReaction(AI_REACTION_HOSTILE);
@@ -13623,9 +13628,6 @@ void Unit::SetInCombatWith(Unit* enemy, uint32 duration)
}
}
if (Creature* pCreature = ToCreature())
pCreature->UpdateLeashExtensionTime();
SetInCombatState(false, enemy, duration);
}
@@ -13700,6 +13702,10 @@ void Unit::CombatStart(Unit* victim, bool initialAggro)
SetInCombatWith(victim);
victim->SetInCombatWith(this);
// Update leash timer when attacking creatures
if (victim->IsCreature())
victim->ToCreature()->UpdateLeashExtensionTime();
// Xinef: If pet started combat - put owner in combat
if (!alreadyInCombat && IsInCombat())
{
@@ -13736,6 +13742,12 @@ void Unit::CombatStartOnCast(Unit* target, bool initialAggro, uint32 duration)
// Xinef: If pet started combat - put owner in combat
if (Unit* owner = GetOwner())
owner->SetInCombatWith(target, duration);
// Update leash timer when attacking creatures
if (target->IsCreature())
target->ToCreature()->UpdateLeashExtensionTime();
else if (ToCreature()) // Reset leash if it is a spell caster, else it may evade inbetween casts
ToCreature()->UpdateLeashExtensionTime();
}
Unit* who = target->GetCharmerOrOwnerOrSelf();