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fix(Core/AI): Improve creature leashing behavior. (#19751)
* Init. https: //github.com/vmangos/core/commit/7d2f1e2923734ea1b983eeaa0208cfd158d4af02 Co-Authored-By: ratkosrb <35845488+ratkosrb@users.noreply.github.com> * Hackfix for pets. * Whoops. * Correct evade uses. * Conflict. * Actually fix grace timer. * Add visibility distance check. Creatures should always fail combat checks in the open world if they're outside of visibility distance, might not be the case for worldbosses. --------- Co-authored-by: ratkosrb <35845488+ratkosrb@users.noreply.github.com>
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@@ -148,6 +148,15 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
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owner->ClearUnitState(UNIT_STATE_CHASE_MOVE);
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owner->SetInFront(target);
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MovementInform(owner);
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// Mobs should chase you infinitely if you stop and wait every few seconds.
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i_leashExtensionTimer.Update(time_diff);
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if (i_leashExtensionTimer.Passed())
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{
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i_leashExtensionTimer.Reset(5000);
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if (Creature* creature = owner->ToCreature())
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creature->UpdateLeashExtensionTime();
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}
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}
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// if the target moved, we have to consider whether to adjust
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@@ -39,7 +39,7 @@ class ChaseMovementGenerator : public MovementGeneratorMedium<T, ChaseMovementGe
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{
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public:
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ChaseMovementGenerator(Unit* target, Optional<ChaseRange> range = {}, Optional<ChaseAngle> angle = {})
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: TargetedMovementGeneratorBase(target), i_path(nullptr), i_recheckDistance(0), i_recalculateTravel(true), _range(range), _angle(angle) {}
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: TargetedMovementGeneratorBase(target), i_leashExtensionTimer(0), i_path(nullptr), i_recheckDistance(0), i_recalculateTravel(true), _range(range), _angle(angle) {}
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~ChaseMovementGenerator() { }
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MovementGeneratorType GetMovementGeneratorType() { return CHASE_MOTION_TYPE; }
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@@ -59,6 +59,7 @@ public:
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bool HasLostTarget(Unit* unit) const { return unit->GetVictim() != this->GetTarget(); }
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private:
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TimeTrackerSmall i_leashExtensionTimer;
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std::unique_ptr<PathGenerator> i_path;
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TimeTrackerSmall i_recheckDistance;
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bool i_recalculateTravel;
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