diff --git a/src/server/game/Entities/Creature/CreatureGroups.cpp b/src/server/game/Entities/Creature/CreatureGroups.cpp index fc60d3b3bec..9b6e5ea934c 100644 --- a/src/server/game/Entities/Creature/CreatureGroups.cpp +++ b/src/server/game/Entities/Creature/CreatureGroups.cpp @@ -176,6 +176,14 @@ void CreatureGroup::MemberAttackStart(Creature* member, Unit* target) if (!groupAI) return; + if (member == m_leader) + { + if (!(groupAI & FLAG_MEMBERS_ASSIST_LEADER)) + return; + } + else if (!(groupAI & FLAG_LEADER_ASSISTS_MEMBER)) + return; + for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr) { if (m_leader) // avoid crash if leader was killed and reset. @@ -193,7 +201,7 @@ void CreatureGroup::MemberAttackStart(Creature* member, Unit* target) if (other->GetVictim()) continue; - if (((other != m_leader && groupAI & FLAG_AGGRO_ON_AGGRO) || (other == m_leader && groupAI & FLAG_TO_AGGRO_ON_AGGRO)) && other->IsValidAttackTarget(target)) + if (((other != m_leader && (groupAI & FLAG_MEMBERS_ASSIST_LEADER)) || (other == m_leader && (groupAI & FLAG_LEADER_ASSISTS_MEMBER))) && other->IsValidAttackTarget(target)) other->AI()->AttackStart(target); } } @@ -227,7 +235,7 @@ void CreatureGroup::LeaderMoveTo(float x, float y, float z) { Creature* member = itr->first; uint8 groupAI = sFormationMgr->CreatureGroupMap[member->GetSpawnId()]->groupAI; - if (member == m_leader || !member->IsAlive() || member->GetVictim() || !(groupAI & FLAG_FOLLOW)) + if (member == m_leader || !member->IsAlive() || member->GetVictim() || !(groupAI & FLAG_IDLE_IN_FORMATION)) continue; if (itr->second->point_1) diff --git a/src/server/game/Entities/Creature/CreatureGroups.h b/src/server/game/Entities/Creature/CreatureGroups.h index 0de06e11c2b..0cc0e44f04d 100644 --- a/src/server/game/Entities/Creature/CreatureGroups.h +++ b/src/server/game/Entities/Creature/CreatureGroups.h @@ -25,10 +25,11 @@ enum GroupAIFlags { - FLAG_AGGRO_NONE = 0, // If any creature from group is attacked, members won't assist and won't follow - FLAG_AGGRO_ON_AGGRO = 0x00000001, // The member aggroes if the leader aggroes - FLAG_TO_AGGRO_ON_AGGRO = 0x00000002, // The leader aggroes if the member aggroes - FLAG_FOLLOW = 0x00000004, // The member will follow the leader + FLAG_AGGRO_NONE = 0, // No creature group behavior + FLAG_MEMBERS_ASSIST_LEADER = 0x00000001, // The member aggroes if the leader aggroes + FLAG_LEADER_ASSISTS_MEMBER = 0x00000002, // The leader aggroes if the member aggroes + FLAG_MEMBERS_ASSIST_MEMBER = (FLAG_MEMBERS_ASSIST_LEADER | FLAG_LEADER_ASSISTS_MEMBER), // every member will assist if any member is attacked + FLAG_IDLE_IN_FORMATION = 0x00000004, // The member will follow the leader when pathing idly }; class Creature;