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3 Commits

Author SHA1 Message Date
Alex Dcnh
9ae457d069 [BUG FIX] - Preserve buffs on summon by avoiding aura clears (#1958)
### Summary

- Add a preserveAuras flag to summon teleport helpers.
- Keep auras when using the summon command.
- Leave meeting stone behavior unchanged (auras can still be cleared
there).

### Motivation
Summon command was clearing buffs (e.g., Hellscream’s Warsong in ICC)
because auras were explicitly interrupted before teleporting. This
change keeps existing meeting stone behavior but preserves auras for the
summon path to avoid losing valid buffs.

### Details
Solve : 
https://github.com/mod-playerbots/mod-playerbots/issues/1862
https://github.com/mod-playerbots/mod-playerbots/issues/1942

### Testing
Go to ICC and téléport Bots
2026-01-07 15:24:41 +01:00
privatecore
c9e98a6b4e [BUG FIX] the issue where bots on vehicles cant move (#1969)
Fix the [issue
#1964](https://github.com/mod-playerbots/mod-playerbots/issues/1964)
where bots on vehicles cant move. Transfer the allowed movement logic to
`PlayerbotAI::CanMove` -- Ulduar raid strategy also used this method for
the Malady of the Mind trigger.

The only remaining `IsRooted` check is in
`MovementAction::UpdateMovementState`. I'm not sure if this also needs
to be updated for the vehicles case, but on paper, everything should
work as intended. A more complex solution to fix this issue can be found
in the
[comment](https://github.com/mod-playerbots/mod-playerbots/issues/1902#issuecomment-3703795779),
but for now, these changes are safer.
2026-01-07 15:24:18 +01:00
bashermens
3d9623f119 [CRASH FIX] Various crash fixes in regard to defensive checks around unit/targets and finer grained checks on tele ack (#1951)
Some basic defense checks on mainly unit/targets used in public
functions, and some minor tweaks with teleport ack.
https://github.com/mod-playerbots/mod-playerbots/issues/1934
https://github.com/mod-playerbots/mod-playerbots/issues/1957
2026-01-07 15:22:36 +01:00
7 changed files with 197 additions and 111 deletions

View File

@@ -437,7 +437,7 @@ void PlayerbotAI::UpdateAIGroupMaster()
void PlayerbotAI::UpdateAIInternal([[maybe_unused]] uint32 elapsed, bool minimal)
{
if (bot->IsBeingTeleported() || !bot->IsInWorld())
if (!bot || bot->IsBeingTeleported() || !bot->IsInWorld())
return;
std::string const mapString = WorldPosition(bot).isOverworld() ? std::to_string(bot->GetMapId()) : "I";
@@ -516,23 +516,37 @@ void PlayerbotAI::UpdateAIInternal([[maybe_unused]] uint32 elapsed, bool minimal
void PlayerbotAI::HandleCommands()
{
ExternalEventHelper helper(aiObjectContext);
for (auto it = chatCommands.begin(); it != chatCommands.end();)
{
time_t& checkTime = it->GetTime();
if (checkTime && time(0) < checkTime)
if (checkTime && time(nullptr) < checkTime)
{
++it;
continue;
}
const std::string& command = it->GetCommand();
Player* owner = it->GetOwner();
if (!owner)
{
it = chatCommands.erase(it);
continue;
}
const std::string& command = it->GetCommand();
if (command.empty())
{
it = chatCommands.erase(it);
continue;
}
if (!helper.ParseChatCommand(command, owner) && it->GetType() == CHAT_MSG_WHISPER)
{
// ostringstream out; out << "Unknown command " << command;
// TellPlayer(out);
// helper.ParseChatCommand("help");
}
it = chatCommands.erase(it);
}
}
@@ -540,6 +554,9 @@ void PlayerbotAI::HandleCommands()
std::map<std::string, ChatMsg> chatMap;
void PlayerbotAI::HandleCommand(uint32 type, const std::string& text, Player& fromPlayer, const uint32 lang)
{
if (!bot)
return;
std::string filtered = text;
if (!IsAllowedCommand(filtered) && !GetSecurity()->CheckLevelFor(PlayerbotSecurityLevel::PLAYERBOT_SECURITY_INVITE,
@@ -711,65 +728,82 @@ void PlayerbotAI::HandleCommand(uint32 type, const std::string& text, Player& fr
void PlayerbotAI::HandleTeleportAck()
{
if (!bot || !bot->GetSession())
return;
// only for bots
if (IsRealPlayer())
return;
// Clearing motion generators and stopping movement which prevents
// conflicts between teleport and any active motion (walk, run, swim, flight, etc.)
bot->GetMotionMaster()->Clear(true);
bot->StopMoving();
// Near teleport (within map/instance)
if (bot->IsBeingTeleportedNear())
{
// Previous versions manually added the bot to the map if it was not in the world.
// not needed: HandleMoveTeleportAckOpcode() safely attaches the player to the map
// and clears IsBeingTeleportedNear().
Player* plMover = bot->m_mover->ToPlayer();
if (!plMover)
return;
// Send the near teleport ACK packet
WorldPacket p(MSG_MOVE_TELEPORT_ACK, 20);
p << plMover->GetPackGUID();
p << uint32(0);
p << uint32(0);
bot->GetSession()->HandleMoveTeleportAck(p);
// Simulate teleport latency and prevent AI from running too early (used cmangos delays)
SetNextCheckDelay(urand(1000, 2000));
}
// Far teleport (worldport / different map)
/*
* FAR TELEPORT (worldport / map change)
* Player may NOT be in world or grid here.
* Handle this FIRST.
*/
if (bot->IsBeingTeleportedFar())
{
// Handle far teleport ACK:
// Moves the bot to the new map, clears IsBeingTeleportedFar(), updates session/map references
bot->GetSession()->HandleMoveWorldportAck();
// Ensure bot now has a valid map. If this fails, there is a core/session bug?
// after worldport ACK the player should be in a valid map
if (!bot->GetMap())
{
LOG_ERROR("playerbot", "Bot {} has no map after worldport ACK", bot->GetGUID().ToString());
return;
}
// Instance strategies after teleport
// apply instance-related strategies after map attach
if (sPlayerbotAIConfig->applyInstanceStrategies)
ApplyInstanceStrategies(bot->GetMapId(), true);
// healer DPS strategies if restrictions are enabled
if (sPlayerbotAIConfig->restrictHealerDPS)
EvaluateHealerDpsStrategy();
// Reset AI state to to before teleport conditions
// reset AI state after teleport
Reset(true);
// Slightly longer delay to simulate far teleport latency (used cmangos delays)
// clear movement only AFTER teleport is finalized and bot is in world
if (bot->IsInWorld() && bot->GetMotionMaster())
{
bot->GetMotionMaster()->Clear(true);
bot->StopMoving();
}
// simulate far teleport latency (cmangos-style)
SetNextCheckDelay(urand(2000, 5000));
return;
}
SetNextCheckDelay(sPlayerbotAIConfig->globalCoolDown);
/*
* NEAR TELEPORT (same map / instance)
* Player MUST be in world (and in grid).
*/
if (bot->IsBeingTeleportedNear())
{
if (!bot->IsInWorld())
return;
Player* plMover = bot->m_mover ? bot->m_mover->ToPlayer() : nullptr;
if (!plMover)
return;
WorldPacket p(MSG_MOVE_TELEPORT_ACK, 20);
p << plMover->GetPackGUID();
p << uint32(0); // flags
p << uint32(0); // time
bot->GetSession()->HandleMoveTeleportAck(p);
// clear movement after successful relocation
if (bot->GetMotionMaster())
{
bot->GetMotionMaster()->Clear(true);
bot->StopMoving();
}
// simulate near teleport latency
SetNextCheckDelay(urand(1000, 2000));
return;
}
}
void PlayerbotAI::Reset(bool full)
@@ -1286,7 +1320,12 @@ void PlayerbotAI::SpellInterrupted(uint32 spellid)
Spell* spell = bot->GetCurrentSpell((CurrentSpellTypes)type);
if (!spell)
continue;
if (spell->GetSpellInfo()->Id == spellid)
SpellInfo const* spellInfo = spell->GetSpellInfo();
if (!spellInfo)
continue;
if (spellInfo->Id == spellid)
bot->InterruptSpell((CurrentSpellTypes)type);
}
// LastSpellCast& lastSpell = aiObjectContext->GetValue<LastSpellCast&>("last spell cast")->Get();
@@ -1728,6 +1767,7 @@ bool PlayerbotAI::IsRanged(Player* player, bool bySpec)
}
break;
}
return true;
}
@@ -1821,10 +1861,9 @@ bool PlayerbotAI::IsRangedDpsAssistantOfIndex(Player* player, int index)
bool PlayerbotAI::HasAggro(Unit* unit)
{
if (!unit)
{
if (!IsValidUnit(unit))
return false;
}
bool isMT = IsMainTank(bot);
Unit* victim = unit->GetVictim();
if (victim && (victim->GetGUID() == bot->GetGUID() || (!isMT && victim->ToPlayer() && IsTank(victim->ToPlayer()))))
@@ -2822,6 +2861,9 @@ bool PlayerbotAI::TellMaster(std::string const text, PlayerbotSecurityLevel secu
bool IsRealAura(Player* bot, AuraEffect const* aurEff, Unit const* unit)
{
if (!unit || !unit->IsInWorld() || unit->IsDuringRemoveFromWorld())
return false;
if (!aurEff)
return false;
@@ -2829,6 +2871,8 @@ bool IsRealAura(Player* bot, AuraEffect const* aurEff, Unit const* unit)
return true;
SpellInfo const* spellInfo = aurEff->GetSpellInfo();
if (!spellInfo)
return false;
uint32 stacks = aurEff->GetBase()->GetStackAmount();
if (stacks >= spellInfo->StackAmount)
@@ -2844,7 +2888,7 @@ bool IsRealAura(Player* bot, AuraEffect const* aurEff, Unit const* unit)
bool PlayerbotAI::HasAura(std::string const name, Unit* unit, bool maxStack, bool checkIsOwner, int maxAuraAmount,
bool checkDuration)
{
if (!unit)
if (!IsValidUnit(unit))
return false;
std::wstring wnamepart;
@@ -2940,7 +2984,7 @@ bool PlayerbotAI::HasAura(uint32 spellId, Unit const* unit)
Aura* PlayerbotAI::GetAura(std::string const name, Unit* unit, bool checkIsOwner, bool checkDuration, int checkStack)
{
if (!unit)
if (!IsValidUnit(unit))
return nullptr;
std::wstring wnamepart;
@@ -2958,6 +3002,9 @@ Aura* PlayerbotAI::GetAura(std::string const name, Unit* unit, bool checkIsOwner
for (AuraEffect const* aurEff : auras)
{
SpellInfo const* spellInfo = aurEff->GetSpellInfo();
if (!spellInfo)
continue;
std::string const& auraName = spellInfo->SpellName[0];
// Directly skip if name mismatch (both length and content)
@@ -3038,6 +3085,9 @@ bool PlayerbotAI::CanCastSpell(uint32 spellid, Unit* target, bool checkHasSpell,
if (!target)
target = bot;
if (!IsValidUnit(target))
return false;
if (Pet* pet = bot->GetPet())
if (pet->HasSpell(spellid))
return true;
@@ -3299,6 +3349,9 @@ bool PlayerbotAI::CanCastSpell(uint32 spellid, float x, float y, float z, bool c
bool PlayerbotAI::CastSpell(std::string const name, Unit* target, Item* itemTarget)
{
if (!IsValidUnit(target))
return false;
bool result = CastSpell(aiObjectContext->GetValue<uint32>("spell id", name)->Get(), target, itemTarget);
if (result)
{
@@ -3311,15 +3364,19 @@ bool PlayerbotAI::CastSpell(std::string const name, Unit* target, Item* itemTarg
bool PlayerbotAI::CastSpell(uint32 spellId, Unit* target, Item* itemTarget)
{
if (!spellId)
{
return false;
}
if (!target)
target = bot;
Pet* pet = bot->GetPet();
if (!IsValidUnit(target))
return false;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
return false;
Pet* pet = bot->GetPet();
if (pet && pet->HasSpell(spellId))
{
// List of spell IDs for which we do NOT want to toggle auto-cast or send message
@@ -3722,6 +3779,9 @@ bool PlayerbotAI::CanCastVehicleSpell(uint32 spellId, Unit* target)
if (!spellId)
return false;
if (!IsValidUnit(target))
return false;
Vehicle* vehicle = bot->GetVehicle();
if (!vehicle)
return false;
@@ -3732,12 +3792,12 @@ bool PlayerbotAI::CanCastVehicleSpell(uint32 spellId, Unit* target)
return false;
Unit* vehicleBase = vehicle->GetBase();
Unit* spellTarget = target;
if (!spellTarget)
spellTarget = vehicleBase;
if (!spellTarget)
if (!IsValidUnit(spellTarget))
return false;
if (vehicleBase->HasSpellCooldown(spellId))
@@ -3804,6 +3864,9 @@ bool PlayerbotAI::CastVehicleSpell(uint32 spellId, Unit* target)
if (!spellId)
return false;
if (!IsValidUnit(target))
return false;
Vehicle* vehicle = bot->GetVehicle();
if (!vehicle)
return false;
@@ -3814,12 +3877,12 @@ bool PlayerbotAI::CastVehicleSpell(uint32 spellId, Unit* target)
return false;
Unit* vehicleBase = vehicle->GetBase();
Unit* spellTarget = target;
if (!spellTarget)
spellTarget = vehicleBase;
if (!spellTarget)
if (!IsValidUnit(spellTarget))
return false;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
@@ -3972,9 +4035,13 @@ bool PlayerbotAI::IsInVehicle(bool canControl, bool canCast, bool canAttack, boo
void PlayerbotAI::WaitForSpellCast(Spell* spell)
{
if (!spell)
return;
SpellInfo const* spellInfo = spell->GetSpellInfo();
uint32 castTime = spell->GetCastTime();
if (spellInfo->IsChanneled())
if (spellInfo && spellInfo->IsChanneled())
{
int32 duration = spellInfo->GetDuration();
bot->ApplySpellMod(spellInfo->Id, SPELLMOD_DURATION, duration);
@@ -4022,6 +4089,9 @@ void PlayerbotAI::RemoveAura(std::string const name)
bool PlayerbotAI::IsInterruptableSpellCasting(Unit* target, std::string const spell)
{
if (!IsValidUnit(target))
return false;
uint32 spellid = aiObjectContext->GetValue<uint32>("spell id", spell)->Get();
if (!spellid || !target->IsNonMeleeSpellCast(true))
return false;
@@ -4050,17 +4120,25 @@ bool PlayerbotAI::IsInterruptableSpellCasting(Unit* target, std::string const sp
bool PlayerbotAI::HasAuraToDispel(Unit* target, uint32 dispelType)
{
if (!target->IsInWorld())
{
if (!IsValidUnit(target) || !target->IsAlive())
return false;
}
if (!IsValidPlayer(bot))
return false;
bool isFriend = bot->IsFriendlyTo(target);
Unit::VisibleAuraMap const* visibleAuras = target->GetVisibleAuras();
if (!visibleAuras)
return false;
for (Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
{
Aura* aura = itr->second->GetBase();
if (!itr->second)
continue;
if (aura->IsPassive())
Aura* aura = itr->second->GetBase();
if (!aura || aura->IsPassive() || aura->IsRemoved())
continue;
if (sPlayerbotAIConfig->dispelAuraDuration && aura->GetDuration() &&
@@ -4068,6 +4146,8 @@ bool PlayerbotAI::HasAuraToDispel(Unit* target, uint32 dispelType)
continue;
SpellInfo const* spellInfo = aura->GetSpellInfo();
if (!spellInfo)
continue;
bool isPositiveSpell = spellInfo->IsPositive();
if (isPositiveSpell && isFriend)
@@ -4079,6 +4159,7 @@ bool PlayerbotAI::HasAuraToDispel(Unit* target, uint32 dispelType)
if (canDispel(spellInfo, dispelType))
return true;
}
return false;
}
@@ -5709,7 +5790,7 @@ void PlayerbotAI::ImbueItem(Item* item) { ImbueItem(item, TARGET_FLAG_NONE, Obje
// item on unit
void PlayerbotAI::ImbueItem(Item* item, Unit* target)
{
if (!target)
if (!IsValidUnit(target))
return;
ImbueItem(item, TARGET_FLAG_UNIT, target->GetGUID());
@@ -5851,16 +5932,38 @@ int32 PlayerbotAI::GetNearGroupMemberCount(float dis)
bool PlayerbotAI::CanMove()
{
// do not allow if not vehicle driver
if (IsInVehicle() && !IsInVehicle(true))
// Most common checks: confused, stunned, fleeing, jumping, charging. All these
// states are set when handling certain aura effects. We don't check against
// UNIT_STATE_ROOT here, because this state is used by vehicles.
if (bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
return false;
if (bot->isFrozen() || bot->IsPolymorphed() || (bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) ||
bot->IsBeingTeleported() || bot->HasRootAura() || bot->HasSpiritOfRedemptionAura() || bot->HasConfuseAura() ||
bot->IsCharmed() || bot->HasStunAura() || bot->IsInFlight() || bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
// Death state (w/o spirit release) and Spirit of Redemption aura (priest)
if ((bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) || bot->HasSpiritOfRedemptionAura())
return false;
return bot->GetMotionMaster()->GetCurrentMovementGeneratorType() != FLIGHT_MOTION_TYPE;
// Common CC effects, ordered by frequency: rooted > charmed > frozen > polymorphed.
// NOTE: Can't find proper way to check if bot is rooted or charmed w/o additional
// vehicle check -- when a passenger is added, they become rooted and charmed.
if (!bot->GetVehicle() && (bot->IsRooted() || bot->IsCharmed()))
return false;
if (bot->isFrozen() || bot->IsPolymorphed())
return false;
// Check for the MM controlled slot types: feared, confused, fleeing, etc.
if (bot->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) != NULL_MOTION_TYPE)
return false;
// Traveling state: taxi flight and being teleported (relatively rare)
if (bot->IsInFlight() || bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE ||
bot->IsBeingTeleported())
return false;
// Vehicle state: is in the vehicle and can control it (rare, content-specific)
if ((bot->GetVehicle() && !IsInVehicle(true)))
return false;
return true;
}
bool PlayerbotAI::IsInRealGuild()

View File

@@ -616,7 +616,15 @@ private:
void HandleCommands();
void HandleCommand(uint32 type, const std::string& text, Player& fromPlayer, const uint32 lang = LANG_UNIVERSAL);
bool _isBotInitializing = false;
inline bool IsValidUnit(const Unit* unit) const
{
return unit && unit->IsInWorld() && !unit->IsDuringRemoveFromWorld();
}
inline bool IsValidPlayer(const Player* player) const
{
return player && player->GetSession() && player->IsInWorld() && !player->IsDuringRemoveFromWorld() &&
!player->IsBeingTeleported();
}
protected:
Player* bot;
Player* master;

View File

@@ -59,7 +59,7 @@ bool AcceptInvitationAction::Execute(Event event)
if (sPlayerbotAIConfig->summonWhenGroup && bot->GetDistance(inviter) > sPlayerbotAIConfig->sightDistance)
{
Teleport(inviter, bot);
Teleport(inviter, bot, true);
}
return true;
}

View File

@@ -159,7 +159,7 @@ bool AttackAction::Attack(Unit* target, bool /*with_pet*/ /*true*/)
bot->StopMoving();
}
if (IsMovingAllowed() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target))
if (botAI->CanMove() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target))
sServerFacade->SetFacingTo(bot, target);
botAI->ChangeEngine(BOT_STATE_COMBAT);

View File

@@ -946,36 +946,7 @@ bool MovementAction::IsWaitingForLastMove(MovementPriority priority)
bool MovementAction::IsMovingAllowed()
{
// Most common checks: confused, stunned, fleeing, jumping, charging. All these
// states are set when handling certain aura effects. We don't check against
// UNIT_STATE_ROOT here, because this state is used by vehicles.
if (bot->HasUnitState(UNIT_STATE_LOST_CONTROL))
return false;
// Death state (w/o spirit release) and Spirit of Redemption aura (priest)
if ((bot->isDead() && !bot->HasPlayerFlag(PLAYER_FLAGS_GHOST)) || bot->HasSpiritOfRedemptionAura())
return false;
// Common CC effects, ordered by frequency: rooted > frozen > polymorphed
if (bot->IsRooted() || bot->isFrozen() || bot->IsPolymorphed())
return false;
// Check for the MM controlled slot types: feared, confused, fleeing, etc.
if (bot->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) != NULL_MOTION_TYPE)
return false;
// Traveling state: taxi flight and being teleported (relatively rare)
if (bot->IsInFlight() || bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE ||
bot->IsBeingTeleported())
return false;
// Vehicle state: is in the vehicle and can control it (rare, content-specific).
// We need to check charmed state AFTER vehicle one, cuz that's how it works:
// passengers are set to charmed by vehicle with CHARM_TYPE_VEHICLE.
if ((bot->GetVehicle() && !botAI->IsInVehicle(true)) || bot->IsCharmed())
return false;
return true;
return botAI->CanMove();
}
bool MovementAction::Follow(Unit* target, float distance) { return Follow(target, distance, GetFollowAngle()); }

View File

@@ -52,7 +52,7 @@ bool UseMeetingStoneAction::Execute(Event event)
if (!goInfo || goInfo->entry != 179944)
return false;
return Teleport(master, bot);
return Teleport(master, bot, false);
}
bool SummonAction::Execute(Event event)
@@ -70,16 +70,16 @@ bool SummonAction::Execute(Event event)
{
// botAI->GetAiObjectContext()->GetValue<GuidVector>("prioritized targets")->Set({});
AI_VALUE(std::list<FleeInfo>&, "recently flee info").clear();
return Teleport(master, bot);
return Teleport(master, bot, true);
}
if (SummonUsingGos(master, bot) || SummonUsingNpcs(master, bot))
if (SummonUsingGos(master, bot, true) || SummonUsingNpcs(master, bot, true))
{
botAI->TellMasterNoFacing("Hello!");
return true;
}
if (SummonUsingGos(bot, master) || SummonUsingNpcs(bot, master))
if (SummonUsingGos(bot, master, true) || SummonUsingNpcs(bot, master, true))
{
botAI->TellMasterNoFacing("Welcome!");
return true;
@@ -88,7 +88,7 @@ bool SummonAction::Execute(Event event)
return false;
}
bool SummonAction::SummonUsingGos(Player* summoner, Player* player)
bool SummonAction::SummonUsingGos(Player* summoner, Player* player, bool preserveAuras)
{
std::list<GameObject*> targets;
AnyGameObjectInObjectRangeCheck u_check(summoner, sPlayerbotAIConfig->sightDistance);
@@ -98,14 +98,14 @@ bool SummonAction::SummonUsingGos(Player* summoner, Player* player)
for (GameObject* go : targets)
{
if (go->isSpawned() && go->GetGoType() == GAMEOBJECT_TYPE_MEETINGSTONE)
return Teleport(summoner, player);
return Teleport(summoner, player, preserveAuras);
}
botAI->TellError(summoner == bot ? "There is no meeting stone nearby" : "There is no meeting stone near you");
return false;
}
bool SummonAction::SummonUsingNpcs(Player* summoner, Player* player)
bool SummonAction::SummonUsingNpcs(Player* summoner, Player* player, bool preserveAuras)
{
if (!sPlayerbotAIConfig->summonAtInnkeepersEnabled)
return false;
@@ -139,7 +139,7 @@ bool SummonAction::SummonUsingNpcs(Player* summoner, Player* player)
Spell spell(player, spellInfo, TRIGGERED_NONE);
spell.SendSpellCooldown();
return Teleport(summoner, player);
return Teleport(summoner, player, preserveAuras);
}
}
@@ -147,7 +147,7 @@ bool SummonAction::SummonUsingNpcs(Player* summoner, Player* player)
return false;
}
bool SummonAction::Teleport(Player* summoner, Player* player)
bool SummonAction::Teleport(Player* summoner, Player* player, bool preserveAuras)
{
// Player* master = GetMaster();
if (!summoner)
@@ -208,7 +208,11 @@ bool SummonAction::Teleport(Player* summoner, Player* player)
player->GetMotionMaster()->Clear();
AI_VALUE(LastMovement&, "last movement").clear();
player->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
if (!preserveAuras)
player->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED |
AURA_INTERRUPT_FLAG_CHANGE_MAP);
player->TeleportTo(mapId, x, y, z, 0);
if (botAI->HasStrategy("stay", botAI->GetState()))

View File

@@ -19,9 +19,9 @@ public:
bool Execute(Event event) override;
protected:
bool Teleport(Player* summoner, Player* player);
bool SummonUsingGos(Player* summoner, Player* player);
bool SummonUsingNpcs(Player* summoner, Player* player);
bool Teleport(Player* summoner, Player* player, bool preserveAuras);
bool SummonUsingGos(Player* summoner, Player* player, bool preserveAuras);
bool SummonUsingNpcs(Player* summoner, Player* player, bool preserveAuras);
};
class UseMeetingStoneAction : public SummonAction