Core/AI: Fix crashes caused by charmed Creatures having null AI for 1 map update tick (#27434)

Implement using ScheduledChangeAI instead of nullptr to signal a required AI change
This commit is contained in:
Giacomo Pozzoni
2021-12-27 13:33:37 +01:00
committed by GitHub
parent a9c80e4402
commit 19e99db821
5 changed files with 86 additions and 4 deletions

View File

@@ -0,0 +1,21 @@
/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "ScheduledChangeAI.h"
ScheduledChangeAI::ScheduledChangeAI(Creature* creature): CreatureAI(creature)
{ }

View File

@@ -0,0 +1,40 @@
/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef TRINITY_SCHEDULEDCHANGEAI_H
#define TRINITY_SCHEDULEDCHANGEAI_H
#include "CreatureAI.h"
class TC_GAME_API ScheduledChangeAI final : public CreatureAI
{
public:
explicit ScheduledChangeAI(Creature* creature);
void MoveInLineOfSight(Unit*) override { }
void AttackStart(Unit*) override { }
void JustStartedThreateningMe(Unit*) override { }
void JustEnteredCombat(Unit*) override { }
void UpdateAI(uint32) override { }
void JustAppeared() override { }
void EnterEvadeMode(EvadeReason /*why*/) override { }
void OnCharmed(bool /*isNew*/) override { }
static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
};
#endif

View File

@@ -23,6 +23,7 @@
#include "PassiveAI.h"
#include "PetAI.h"
#include "ReactorAI.h"
#include "ScheduledChangeAI.h"
#include "SmartAI.h"
#include "TotemAI.h"
@@ -46,6 +47,7 @@ namespace AIRegistry
(new CreatureAIFactory<TurretAI>("TurretAI"))->RegisterSelf();
(new CreatureAIFactory<VehicleAI>("VehicleAI"))->RegisterSelf();
(new CreatureAIFactory<SmartAI>("SmartAI"))->RegisterSelf();
(new CreatureAIFactory<ScheduledChangeAI, false>("ScheduledChangeAI"))->RegisterSelf();
(new GameObjectAIFactory<NullGameObjectAI>("NullGameObjectAI"))->RegisterSelf();
(new GameObjectAIFactory<GameObjectAI>("GameObjectAI"))->RegisterSelf();

View File

@@ -60,6 +60,7 @@
#include "PlayerAI.h"
#include "QuestDef.h"
#include "ReputationMgr.h"
#include "ScheduledChangeAI.h"
#include "SpellAuraEffects.h"
#include "SpellAuras.h"
#include "Spell.h"
@@ -491,7 +492,7 @@ void Unit::Update(uint32 p_time)
// All position info based actions have been executed, reset info
_positionUpdateInfo.Reset();
if (!GetAI() && (GetTypeId() != TYPEID_PLAYER || (IsCharmed() && GetCharmerGUID().IsCreature())))
if (HasScheduledAIChange() && (GetTypeId() != TYPEID_PLAYER || (IsCharmed() && GetCharmerGUID().IsCreature())))
UpdateCharmAI();
RefreshAI();
}
@@ -9524,11 +9525,11 @@ void Unit::ScheduleAIChange()
bool const charmed = IsCharmed();
if (charmed)
PushAI(nullptr);
PushAI(GetScheduledChangeAI());
else
{
RestoreDisabledAI();
PushAI(nullptr); //This could actually be PopAI() to get the previous AI but it's required atm to trigger UpdateCharmAI()
PushAI(GetScheduledChangeAI()); //This could actually be PopAI() to get the previous AI but it's required atm to trigger UpdateCharmAI()
}
}
@@ -9536,10 +9537,26 @@ void Unit::RestoreDisabledAI()
{
// Keep popping the stack until we either reach the bottom or find a valid AI
while (PopAI())
if (GetTopAI())
if (GetTopAI() && dynamic_cast<ScheduledChangeAI*>(GetTopAI()) == nullptr)
return;
}
UnitAI* Unit::GetScheduledChangeAI()
{
if (Creature* creature = ToCreature())
return new ScheduledChangeAI(creature);
else
return nullptr;
}
bool Unit::HasScheduledAIChange() const
{
if (UnitAI* ai = GetAI())
return dynamic_cast<ScheduledChangeAI*>(ai) != nullptr;
else
return true;
}
void Unit::AddToWorld()
{
if (IsInWorld())

View File

@@ -804,6 +804,8 @@ class TC_GAME_API Unit : public WorldObject
void SetAI(UnitAI* newAI);
UnitAI* GetTopAI() const { return i_AIs.empty() ? nullptr : i_AIs.top().get(); }
void RefreshAI();
UnitAI* GetScheduledChangeAI();
bool HasScheduledAIChange() const;
public:
void AddToWorld() override;