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authorTreeston <treeston.mmoc@gmail.com>2017-06-07 02:33:47 +0200
committerGitHub <noreply@github.com>2017-06-07 02:33:47 +0200
commit1660bb7d27d6f42b49012a6b57e3c2b2eab20fd3 (patch)
treecf63a9cb6e89e621d7ae8b901684bc98a40a7e08 /src/server/game/Handlers/PetHandler.cpp
parent2335b9de1a46a409c714a1dc89cbd0565545e70e (diff)
Pet/Guardian AI hook re-organizing (#19824)
* Pet/Guardian AI hook re-organizing: - Adjust OwnerAttacked/OwnerAttackedBy hooks on CreatureAI to fire for all owned units, not just player pets. This should allow guardians to more reliably recognize valid targets. - Kill off the AttackedBy hook. While it was defined in CreatureAI.h as virtual, it was only ever invoked for player pets in specific situations. This makes it classic developer bait. - Adjust PetAI to use DamageTaken instead of AttackedBy. - Adjust behavior of AttackStart on PetAI to compensate.
Diffstat (limited to 'src/server/game/Handlers/PetHandler.cpp')
-rw-r--r--src/server/game/Handlers/PetHandler.cpp15
1 files changed, 13 insertions, 2 deletions
diff --git a/src/server/game/Handlers/PetHandler.cpp b/src/server/game/Handlers/PetHandler.cpp
index c618978dff0..53dc69ffd94 100644
--- a/src/server/game/Handlers/PetHandler.cpp
+++ b/src/server/game/Handlers/PetHandler.cpp
@@ -26,6 +26,7 @@
#include "Spell.h"
#include "ObjectAccessor.h"
#include "CreatureAI.h"
+#include "PetAI.h"
#include "Util.h"
#include "Pet.h"
#include "World.h"
@@ -216,7 +217,11 @@ void WorldSession::HandlePetActionHelper(Unit* pet, ObjectGuid guid1, uint32 spe
charmInfo->SetIsCommandFollow(false);
charmInfo->SetIsReturning(false);
- pet->ToCreature()->AI()->AttackStart(TargetUnit);
+ CreatureAI* AI = pet->ToCreature()->AI();
+ if (PetAI* petAI = dynamic_cast<PetAI*>(AI))
+ petAI->_AttackStart(TargetUnit); // force target switch
+ else
+ AI->AttackStart(TargetUnit);
//10% chance to play special pet attack talk, else growl
if (pet->IsPet() && ((Pet*)pet)->getPetType() == SUMMON_PET && pet != TargetUnit && urand(0, 100) < 10)
@@ -365,7 +370,13 @@ void WorldSession::HandlePetActionHelper(Unit* pet, ObjectGuid guid1, uint32 spe
{
pet->GetMotionMaster()->Clear();
if (pet->ToCreature()->IsAIEnabled)
- pet->ToCreature()->AI()->AttackStart(unit_target);
+ {
+ CreatureAI* AI = pet->ToCreature()->AI();
+ if (PetAI* petAI = dynamic_cast<PetAI*>(AI))
+ petAI->_AttackStart(unit_target); // force victim switch
+ else
+ AI->AttackStart(unit_target);
+ }
}
}