Core/PetAI: apply some movement related corrections

Unit::StopMoving() is evil, and so is MotionMaster::Clear()

the first can really mess up existing movement generators
the second can interrupt "controlled" movements... can do it literally mid-air

(cherry picked from commit 74678b247e)
This commit is contained in:
ccrs
2019-05-16 01:11:13 +02:00
committed by Shauren
parent 6814b4d32b
commit 97dddac75a
2 changed files with 23 additions and 10 deletions

View File

@@ -447,7 +447,10 @@ void PetAI::HandleReturnMovement()
me->GetCharmInfo()->GetStayPosition(x, y, z);
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsReturning(true);
me->GetMotionMaster()->Clear();
if (me->HasUnitState(UNIT_STATE_CHASE))
me->GetMotionMaster()->Remove(CHASE_MOTION_TYPE);
me->GetMotionMaster()->MovePoint(me->GetGUID().GetCounter(), x, y, z);
}
}
@@ -457,7 +460,10 @@ void PetAI::HandleReturnMovement()
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsReturning(true);
me->GetMotionMaster()->Clear();
if (me->HasUnitState(UNIT_STATE_CHASE))
me->GetMotionMaster()->Remove(CHASE_MOTION_TYPE);
me->GetMotionMaster()->MoveFollow(me->GetCharmerOrOwner(), PET_FOLLOW_DIST, me->GetFollowAngle());
}
}
@@ -481,29 +487,35 @@ void PetAI::DoAttack(Unit* target, bool chase)
bool oldCmdAttack = me->GetCharmInfo()->IsCommandAttack(); // This needs to be reset after other flags are cleared
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsCommandAttack(oldCmdAttack); // For passive pets commanded to attack so they will use spells
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveChase(target, me->GetPetChaseDistance(), (float)M_PI);
if (me->HasUnitState(UNIT_STATE_FOLLOW))
me->GetMotionMaster()->Remove(FOLLOW_MOTION_TYPE);
me->GetMotionMaster()->MoveChase(target, me->GetPetChaseDistance(), float(M_PI));
}
else // (Stay && ((Aggressive || Defensive) && In Melee Range)))
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsAtStay(true);
me->GetMotionMaster()->Clear();
if (me->HasUnitState(UNIT_STATE_FOLLOW))
me->GetMotionMaster()->Remove(FOLLOW_MOTION_TYPE);
me->GetMotionMaster()->MoveIdle();
}
}
}
void PetAI::MovementInform(uint32 moveType, uint32 data)
void PetAI::MovementInform(uint32 type, uint32 id)
{
// Receives notification when pet reaches stay or follow owner
switch (moveType)
switch (type)
{
case POINT_MOTION_TYPE:
{
// Pet is returning to where stay was clicked. data should be
// pet's GUIDLow since we set that as the waypoint ID
if (data == me->GetGUID().GetCounter() && me->GetCharmInfo()->IsReturning())
if (id == me->GetGUID().GetCounter() && me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsAtStay(true);
@@ -516,7 +528,7 @@ void PetAI::MovementInform(uint32 moveType, uint32 data)
{
// If data is owner's GUIDLow then we've reached follow point,
// otherwise we're probably chasing a creature
if (me->GetCharmerOrOwner() && me->GetCharmInfo() && data == me->GetCharmerOrOwner()->GetGUID().GetCounter() && me->GetCharmInfo()->IsReturning())
if (me->GetCharmerOrOwner() && me->GetCharmInfo() && id == me->GetCharmerOrOwner()->GetGUID().GetCounter() && me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsFollowing(true);

View File

@@ -39,7 +39,7 @@ class TC_GAME_API PetAI : public CreatureAI
void AttackStart(Unit* target) override;
// always start attacking if possible
void _AttackStart(Unit* target);
void MovementInform(uint32 moveType, uint32 data) override;
void MovementInform(uint32 type, uint32 id) override;
void OwnerAttackedBy(Unit* attacker) override;
void OwnerAttacked(Unit* target) override;
void DamageTaken(Unit* attacker, uint32& /*damage*/) override { AttackStart(attacker); }
@@ -67,4 +67,5 @@ class TC_GAME_API PetAI : public CreatureAI
GuidSet _allySet;
uint32 _updateAlliesTimer;
};
#endif