Core/Pets: ported a couple changes from 3.3.5 branch that went missing and corrected a master branch spell check that was allowing non-charmed player controlled units to bypass the ai movement check exception (pets are not meant to be charmed, only controlled)
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6 files changed
+27
-17
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@@ -412,7 +412,7 @@ Unit* PetAI::SelectNextTarget(bool allowAutoSelect) const
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if (me->HasReactState(REACT_AGGRESSIVE) && allowAutoSelect)
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{
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if (!me->GetCharmInfo()->IsReturning() || me->GetCharmInfo()->IsFollowing() || me->GetCharmInfo()->IsAtStay())
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if (Unit* nearTarget = me->SelectNearestHostileUnitInAggroRange(true))
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if (Unit* nearTarget = me->SelectNearestHostileUnitInAggroRange(true, true))
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return nearTarget;
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}
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@@ -445,7 +445,8 @@ void PetAI::HandleReturnMovement()
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me->GetCharmInfo()->GetStayPosition(x, y, z);
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ClearCharmInfoFlags();
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me->GetCharmInfo()->SetIsReturning(true);
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->Clear(MOTION_SLOT_ACTIVE);
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me->GetMotionMaster()->MovePoint(me->GetGUID().GetCounter(), x, y, z);
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}
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}
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@@ -455,7 +456,7 @@ void PetAI::HandleReturnMovement()
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{
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ClearCharmInfoFlags();
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me->GetCharmInfo()->SetIsReturning(true);
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->Clear(MOTION_SLOT_ACTIVE);
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me->FollowTarget(me->GetCharmerOrOwner());
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}
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}
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@@ -481,7 +482,7 @@ void PetAI::DoAttack(Unit* target, bool chase)
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bool oldCmdAttack = me->GetCharmInfo()->IsCommandAttack(); // This needs to be reset after other flags are cleared
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ClearCharmInfoFlags();
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me->GetCharmInfo()->SetIsCommandAttack(oldCmdAttack); // For passive pets commanded to attack so they will use spells
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->Clear(MOTION_SLOT_ACTIVE);
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float chaseDistance = me->GetPetChaseDistance();
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@@ -494,26 +495,25 @@ void PetAI::DoAttack(Unit* target, bool chase)
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{
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ClearCharmInfoFlags();
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me->GetCharmInfo()->SetIsAtStay(true);
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->Clear(MOTION_SLOT_ACTIVE);
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me->GetMotionMaster()->MoveIdle();
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}
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}
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}
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void PetAI::MovementInform(uint32 moveType, uint32 data)
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void PetAI::MovementInform(uint32 type, uint32 id)
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{
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// Receives notification when pet reaches stay or follow owner
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switch (moveType)
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switch (type)
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{
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case POINT_MOTION_TYPE:
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{
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// Pet is returning to where stay was clicked. data should be
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// pet's GUIDLow since we set that as the waypoint ID
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if (data == me->GetGUID().GetCounter() && me->GetCharmInfo()->IsReturning())
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if (id == me->GetGUID().GetCounter() && me->GetCharmInfo()->IsReturning())
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{
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ClearCharmInfoFlags();
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me->GetCharmInfo()->SetIsAtStay(true);
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->MoveIdle();
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}
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break;
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@@ -522,7 +522,7 @@ void PetAI::MovementInform(uint32 moveType, uint32 data)
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{
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// If data is owner's GUIDLow then we've reached follow point,
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// otherwise we're probably chasing a creature
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if (me->GetCharmerOrOwner() && me->GetCharmInfo() && data == me->GetCharmerOrOwner()->GetGUID().GetCounter() && me->GetCharmInfo()->IsReturning())
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if (me->GetCharmerOrOwner() && me->GetCharmInfo() && id == me->GetCharmerOrOwner()->GetGUID().GetCounter() && me->GetCharmInfo()->IsReturning())
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{
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ClearCharmInfoFlags();
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me->GetCharmInfo()->SetIsFollowing(true);
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@@ -624,7 +624,7 @@ void PetAI::ReceiveEmote(Player* player, uint32 emote)
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void PetAI::OnCharmed(bool isNew)
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{
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if (me->IsCharmed())
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if (!me->isPossessedByPlayer() && me->IsCharmed())
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me->FollowTarget(me->GetCharmer());
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CreatureAI::OnCharmed(isNew);
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@@ -38,11 +38,13 @@ class TC_GAME_API PetAI : public CreatureAI
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void KilledUnit(Unit* /*victim*/) override;
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void AttackStart(Unit* target) override; // only start attacking if not attacking something else already
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void _AttackStart(Unit* target); // always start attacking if possible
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void MovementInform(uint32 moveType, uint32 data) override;
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void MovementInform(uint32 type, uint32 id) override;
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void OwnerAttackedBy(Unit* attacker) override;
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void OwnerAttacked(Unit* target) override;
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void DamageTaken(Unit* attacker, uint32& /*damage*/) override { AttackStart(attacker); }
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void ReceiveEmote(Player* player, uint32 textEmote) override;
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void JustEnteredCombat(Unit* who) override { EngagementStart(who); }
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void JustExitedCombat() override { EngagementOver(); }
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void OnCharmed(bool isNew) override;
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// The following aren't used by the PetAI but need to be defined to override
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@@ -3000,14 +3000,14 @@ float Creature::GetAggroRange(Unit const* target) const
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return 0.0f;
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}
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Unit* Creature::SelectNearestHostileUnitInAggroRange(bool useLOS) const
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Unit* Creature::SelectNearestHostileUnitInAggroRange(bool useLOS, bool ignoreCivilians) const
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{
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// Selects nearest hostile target within creature's aggro range. Used primarily by
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// pets set to aggressive. Will not return neutral or friendly targets.
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Unit* target = nullptr;
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Trinity::NearestHostileUnitInAggroRangeCheck u_check(this, useLOS);
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Trinity::NearestHostileUnitInAggroRangeCheck u_check(this, useLOS, ignoreCivilians);
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Trinity::UnitSearcher<Trinity::NearestHostileUnitInAggroRangeCheck> searcher(this, target, u_check);
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Cell::VisitGridObjects(this, searcher, MAX_AGGRO_RADIUS);
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@@ -241,7 +241,7 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
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Unit* SelectNearestTarget(float dist = 0, bool playerOnly = false) const;
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Unit* SelectNearestTargetInAttackDistance(float dist = 0) const;
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Unit* SelectNearestHostileUnitInAggroRange(bool useLOS = false) const;
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Unit* SelectNearestHostileUnitInAggroRange(bool useLOS = false, bool ignoreCivilians = false) const;
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void DoFleeToGetAssistance();
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void CallForHelp(float fRadius);
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@@ -1217,9 +1217,10 @@ namespace Trinity
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class NearestHostileUnitInAggroRangeCheck
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{
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public:
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explicit NearestHostileUnitInAggroRangeCheck(Creature const* creature, bool useLOS = false) : _me(creature), _useLOS(useLOS)
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explicit NearestHostileUnitInAggroRangeCheck(Creature const* creature, bool useLOS = false, bool ignoreCivilians = false) : _me(creature), _useLOS(useLOS), _ignoreCivilians(ignoreCivilians)
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{
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}
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bool operator()(Unit* u)
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{
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if (!u->IsHostileTo(_me))
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@@ -1234,12 +1235,19 @@ namespace Trinity
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if (_useLOS && !u->IsWithinLOSInMap(_me))
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return false;
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// pets in aggressive do not attack civilians
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if (_ignoreCivilians)
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if (Creature* c = u->ToCreature())
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if (c->IsCivilian())
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return false;
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return true;
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}
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private:
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Creature const* _me;
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bool _useLOS;
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bool _ignoreCivilians;
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NearestHostileUnitInAggroRangeCheck(NearestHostileUnitInAggroRangeCheck const&);
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};
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@@ -4093,7 +4093,7 @@ void Spell::update(uint32 difftime)
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// if charmed by creature, trust the AI not to cheat and allow the cast to proceed
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// @todo this is a hack, "creature" movesplines don't differentiate turning/moving right now
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// however, checking what type of movement the spline is for every single spline would be really expensive
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if (!m_caster->ToUnit()->GetCharmerGUID().IsCreature())
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if (!m_caster->ToUnit()->IsControlledByPlayer())
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cancel();
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}
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