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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/SAI): idle casters (#23005)
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@@ -1283,6 +1283,11 @@ SpellCastResult Unit::CastCustomSpell(uint32 spellId, CustomSpellValues const& v
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return SPELL_FAILED_SPELL_UNAVAILABLE;
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}
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return CastCustomSpell(spellInfo, value, victim, triggerFlags, castItem, triggeredByAura, originalCaster);
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}
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SpellCastResult Unit::CastCustomSpell(SpellInfo const* spellInfo, CustomSpellValues const& value, Unit* victim, TriggerCastFlags triggerFlags, Item* castItem, AuraEffect const* triggeredByAura, ObjectGuid originalCaster)
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{
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SpellCastTargets targets;
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targets.SetUnitTarget(victim);
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@@ -4130,15 +4135,6 @@ void Unit::InterruptSpell(CurrentSpellTypes spellType, bool withDelayed, bool wi
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spell->SetReferencedFromCurrent(false);
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}
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// SAI creatures only
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// Start chasing victim if they are spell casters (at least one SMC spell) if interrupted/silenced.
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if (IsCreature())
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{
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if (SmartAI* ai = dynamic_cast<SmartAI*>(ToCreature()->AI()))
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if (ai->CanChaseOnInterrupt())
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ai->SetCombatMove(true);
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}
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if (IsCreature() && IsAIEnabled)
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ToCreature()->AI()->OnSpellCastFinished(spell->GetSpellInfo(), SPELL_FINISHED_CANCELED);
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}
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@@ -736,6 +736,8 @@ public:
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[[nodiscard]] uint16 GetExtraUnitMovementFlags() const { return m_movementInfo.flags2; }
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void SetExtraUnitMovementFlags(uint16 f) { m_movementInfo.flags2 = f; }
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inline bool IsCrowdControlled() const { return HasFlag(UNIT_FIELD_FLAGS, (UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_STUNNED)); }
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/*********************************************************/
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/*** UNIT TYPES, CLASSES, RACES... ***/
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/*********************************************************/
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@@ -1595,6 +1597,7 @@ public:
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SpellCastResult CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
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SpellCastResult CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
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SpellCastResult CastCustomSpell(uint32 spellId, CustomSpellValues const& value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
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SpellCastResult CastCustomSpell(SpellInfo const* spellInfo, CustomSpellValues const& value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
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/*********************************************************/
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/*** METHODS RELATED TO GAMEOBJECT & DYNOBEJCTS ***/
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@@ -197,6 +197,8 @@ enum UnitState
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UNIT_STATE_IGNORE_PATHFINDING = 0x10000000, // do not use pathfinding in any MovementGenerator
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UNIT_STATE_NO_ENVIRONMENT_UPD = 0x20000000,
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UNIT_STATE_NO_COMBAT_MOVEMENT, // serverside only - should never be changed outside of core and hence shouldnt have a defined static value and be at the end
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UNIT_STATE_ALL_STATE_SUPPORTED = UNIT_STATE_DIED | UNIT_STATE_MELEE_ATTACKING | UNIT_STATE_STUNNED | UNIT_STATE_ROAMING | UNIT_STATE_CHASE
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| UNIT_STATE_FLEEING | UNIT_STATE_IN_FLIGHT | UNIT_STATE_FOLLOW | UNIT_STATE_ROOT | UNIT_STATE_CONFUSED
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| UNIT_STATE_DISTRACTED | UNIT_STATE_ISOLATED | UNIT_STATE_ATTACK_PLAYER | UNIT_STATE_CASTING
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