fix(Core/Pet): Fix pets chasing when pet and target spins uncontrollable (#18798)

This commit is contained in:
Anton Popovichenko
2024-04-24 21:25:37 +02:00
committed by GitHub
parent 03f6dde549
commit b90136d80d

View File

@@ -91,14 +91,23 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
Unit* target = i_target.getTarget();
bool const mutualChase = IsMutualChase(owner, target);
bool mutualChase = IsMutualChase(owner, target);
bool const mutualTarget = target->GetVictim() == owner;
float const chaseRange = GetChaseRange(owner, target);
float const meleeRange = owner->GetMeleeRange(target);
float const minTarget = (_range ? _range->MinTolerance : 0.0f) + chaseRange;
float const maxRange = _range ? _range->MaxRange + chaseRange : owner->GetMeleeRange(target); // melee range already includes hitboxes
float const maxRange = _range ? _range->MaxRange + chaseRange : meleeRange; // melee range already includes hitboxes
float const maxTarget = _range ? _range->MaxTolerance + chaseRange : CONTACT_DISTANCE + chaseRange;
Optional<ChaseAngle> angle = mutualChase ? Optional<ChaseAngle>() : _angle;
// Prevent almost infinite spinning of mutual targets.
if (angle && !mutualChase && _mutualChase && mutualTarget && chaseRange < meleeRange)
{
angle = Optional<ChaseAngle>();
mutualChase = true;
}
// periodically check if we're already in the expected range...
i_recheckDistance.Update(time_diff);
if (i_recheckDistance.Passed())