Core/SAI: Fix creatures casting spells while moving with flag SMARTCAST_COMBAT_MOVE

Fixes #24019

(cherry picked from commit 2910d0fb24)
This commit is contained in:
jackpoz
2020-08-06 17:59:36 +02:00
committed by Shauren
parent ffd85f9139
commit b3545479bf
3 changed files with 12 additions and 8 deletions

View File

@@ -788,7 +788,7 @@ void SmartAI::QuestReward(Player* player, Quest const* quest, LootItemType /*typ
GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt);
}
void SmartAI::SetCombatMove(bool on)
void SmartAI::SetCombatMove(bool on, bool stopMoving)
{
if (_canCombatMove == on)
return;
@@ -803,19 +803,23 @@ void SmartAI::SetCombatMove(bool on)
if (on)
{
if (!me->HasReactState(REACT_PASSIVE) && me->GetVictim() && !me->GetMotionMaster()->HasMovementGenerator([](MovementGenerator const* movement) -> bool
{
return movement->GetMovementGeneratorType() == CHASE_MOTION_TYPE && movement->Mode == MOTION_MODE_DEFAULT && movement->Priority == MOTION_PRIORITY_NORMAL;
}))
{
return movement->GetMovementGeneratorType() == CHASE_MOTION_TYPE && movement->Mode == MOTION_MODE_DEFAULT && movement->Priority == MOTION_PRIORITY_NORMAL;
}))
{
SetRun(_run);
me->GetMotionMaster()->MoveChase(me->GetVictim());
}
}
else if (MovementGenerator* movement = me->GetMotionMaster()->GetMovementGenerator([](MovementGenerator const* a) -> bool
{
return a->GetMovementGeneratorType() == CHASE_MOTION_TYPE && a->Mode == MOTION_MODE_DEFAULT && a->Priority == MOTION_PRIORITY_NORMAL;
}))
{
return a->GetMovementGeneratorType() == CHASE_MOTION_TYPE && a->Mode == MOTION_MODE_DEFAULT && a->Priority == MOTION_PRIORITY_NORMAL;
}))
me->GetMotionMaster()->Remove(movement);
if (stopMoving)
me->StopMoving();
}
}
}

View File

@@ -60,7 +60,7 @@ class TC_GAME_API SmartAI : public CreatureAI
void AddEscortState(uint32 escortState) { _escortState |= escortState; }
void RemoveEscortState(uint32 escortState) { _escortState &= ~escortState; }
void SetAutoAttack(bool on) { _canAutoAttack = on; }
void SetCombatMove(bool on);
void SetCombatMove(bool on, bool stopMoving = false);
bool CanCombatMove() { return _canCombatMove; }
void SetFollow(Unit* target, float dist = 0.0f, float angle = 0.0f, uint32 credit = 0, uint32 end = 0, uint32 creditType = 0);
void StopFollow(bool complete);

View File

@@ -599,7 +599,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
me->HasUnitFlag(UNIT_FLAG_SILENCED))
allowMove = true;
ENSURE_AI(SmartAI, me->AI())->SetCombatMove(allowMove);
ENSURE_AI(SmartAI, me->AI())->SetCombatMove(allowMove, true);
}
me->CastSpell(target->ToUnit(), e.action.cast.spell, triggerFlag);